
st_finalize_texture always accesses image at face 0, but it may not be set if we are working with cubemap that had other face set. This fixes crash in piglit same-attachment-glFramebufferTexture2D-GL_DEPTH_STENCIL_ATTACHMENT. Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
201 lines
6.2 KiB
C
201 lines
6.2 KiB
C
/**************************************************************************
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*
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* Copyright 2016 Ilia Mirkin. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "main/imports.h"
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#include "main/shaderimage.h"
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#include "program/prog_parameter.h"
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#include "program/prog_print.h"
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#include "compiler/glsl/ir_uniform.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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#include "util/u_inlines.h"
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#include "util/u_surface.h"
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#include "cso_cache/cso_context.h"
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#include "st_cb_texture.h"
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#include "st_debug.h"
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#include "st_texture.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_program.h"
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#include "st_format.h"
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static void
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st_bind_images(struct st_context *st, struct gl_program *prog,
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enum pipe_shader_type shader_type)
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{
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unsigned i;
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struct pipe_image_view images[MAX_IMAGE_UNIFORMS];
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struct gl_program_constants *c;
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if (!prog || !st->pipe->set_shader_images)
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return;
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c = &st->ctx->Const.Program[prog->info.stage];
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for (i = 0; i < prog->info.num_images; i++) {
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struct gl_image_unit *u =
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&st->ctx->ImageUnits[prog->sh.ImageUnits[i]];
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struct st_texture_object *stObj = st_texture_object(u->TexObj);
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struct pipe_image_view *img = &images[i];
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if (!_mesa_is_image_unit_valid(st->ctx, u) ||
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!st_finalize_texture(st->ctx, st->pipe, u->TexObj, 0) ||
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!stObj->pt) {
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memset(img, 0, sizeof(*img));
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continue;
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}
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img->resource = stObj->pt;
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img->format = st_mesa_format_to_pipe_format(st, u->_ActualFormat);
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switch (u->Access) {
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case GL_READ_ONLY:
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img->access = PIPE_IMAGE_ACCESS_READ;
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break;
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case GL_WRITE_ONLY:
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img->access = PIPE_IMAGE_ACCESS_WRITE;
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break;
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case GL_READ_WRITE:
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img->access = PIPE_IMAGE_ACCESS_READ_WRITE;
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break;
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default:
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unreachable("bad gl_image_unit::Access");
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}
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if (stObj->pt->target == PIPE_BUFFER) {
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unsigned base, size;
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base = stObj->base.BufferOffset;
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assert(base < stObj->pt->width0);
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size = MIN2(stObj->pt->width0 - base, (unsigned)stObj->base.BufferSize);
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img->u.buf.offset = base;
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img->u.buf.size = size;
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} else {
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img->u.tex.level = u->Level + stObj->base.MinLevel;
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if (stObj->pt->target == PIPE_TEXTURE_3D) {
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if (u->Layered) {
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img->u.tex.first_layer = 0;
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img->u.tex.last_layer = u_minify(stObj->pt->depth0, img->u.tex.level) - 1;
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} else {
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img->u.tex.first_layer = u->_Layer;
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img->u.tex.last_layer = u->_Layer;
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}
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} else {
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img->u.tex.first_layer = u->_Layer + stObj->base.MinLayer;
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img->u.tex.last_layer = u->_Layer + stObj->base.MinLayer;
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if (u->Layered && img->resource->array_size > 1) {
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if (stObj->base.Immutable)
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img->u.tex.last_layer += stObj->base.NumLayers - 1;
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else
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img->u.tex.last_layer += img->resource->array_size - 1;
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}
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}
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}
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}
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cso_set_shader_images(st->cso_context, shader_type, 0,
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prog->info.num_images, images);
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/* clear out any stale shader images */
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if (prog->info.num_images < c->MaxImageUniforms)
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cso_set_shader_images(
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st->cso_context, shader_type, prog->info.num_images,
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c->MaxImageUniforms - prog->info.num_images, NULL);
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}
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static void bind_vs_images(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
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st_bind_images(st, prog, PIPE_SHADER_VERTEX);
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}
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const struct st_tracked_state st_bind_vs_images = {
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bind_vs_images
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};
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static void bind_fs_images(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
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st_bind_images(st, prog, PIPE_SHADER_FRAGMENT);
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}
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const struct st_tracked_state st_bind_fs_images = {
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bind_fs_images
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};
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static void bind_gs_images(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
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st_bind_images(st, prog, PIPE_SHADER_GEOMETRY);
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}
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const struct st_tracked_state st_bind_gs_images = {
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bind_gs_images
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};
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static void bind_tcs_images(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
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st_bind_images(st, prog, PIPE_SHADER_TESS_CTRL);
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}
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const struct st_tracked_state st_bind_tcs_images = {
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bind_tcs_images
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};
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static void bind_tes_images(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
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st_bind_images(st, prog, PIPE_SHADER_TESS_EVAL);
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}
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const struct st_tracked_state st_bind_tes_images = {
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bind_tes_images
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};
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static void bind_cs_images(struct st_context *st)
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{
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struct gl_program *prog =
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st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_bind_images(st, prog, PIPE_SHADER_COMPUTE);
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}
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const struct st_tracked_state st_bind_cs_images = {
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bind_cs_images
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};
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