Files
third_party_mesa3d/src/mesa/state_tracker/st_atom_atomicbuf.c
Mike Blumenkrantz 06859ba69c mesa: handle atomic counter lowering for drivers with big ssbo offset aligns
according to the spec, atomic counters can be bound at any offset divisible by 4,
which means that any driver that uses the ssbo lowering pass and doesn't have
a min offset align of 4 is potentially broken

to handle this, use a statevar to inject the misaligned remainder of the offset
into the shader as a uniform. for well-aligned counter binds, the uniform offset
will be 0

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16749>
2022-06-05 23:16:36 +00:00

170 lines
5.1 KiB
C

/**************************************************************************
*
* Copyright 2014 Ilia Mirkin. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
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* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
#include "program/prog_parameter.h"
#include "program/prog_print.h"
#include "compiler/glsl/ir_uniform.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "util/u_surface.h"
#include "st_debug.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_program.h"
static void
st_binding_to_sb(struct gl_buffer_binding *binding,
struct pipe_shader_buffer *sb,
unsigned alignment)
{
struct gl_buffer_object *st_obj = binding->BufferObject;
if (st_obj && st_obj->buffer) {
unsigned offset = 0;
sb->buffer = st_obj->buffer;
offset = binding->Offset % alignment;
sb->buffer_offset = binding->Offset - offset;
sb->buffer_size = st_obj->buffer->width0 - sb->buffer_offset;
/* AutomaticSize is FALSE if the buffer was set with BindBufferRange.
* Take the minimum just to be sure.
*/
if (!binding->AutomaticSize)
sb->buffer_size = MIN2(sb->buffer_size, (unsigned) binding->Size + offset);
} else {
sb->buffer = NULL;
sb->buffer_offset = 0;
sb->buffer_size = 0;
}
}
static void
st_bind_atomics(struct st_context *st, struct gl_program *prog,
gl_shader_stage stage)
{
unsigned i;
enum pipe_shader_type shader_type = pipe_shader_type_from_mesa(stage);
if (!prog || !st->pipe->set_shader_buffers || st->has_hw_atomics)
return;
/* For !has_hw_atomics, the atomic counters have been rewritten to be above
* the SSBOs used by the program.
*/
unsigned buffer_base = prog->info.num_ssbos;
unsigned used_bindings = 0;
for (i = 0; i < prog->sh.data->NumAtomicBuffers; i++) {
struct gl_active_atomic_buffer *atomic =
&prog->sh.data->AtomicBuffers[i];
struct pipe_shader_buffer sb;
st_binding_to_sb(&st->ctx->AtomicBufferBindings[atomic->Binding], &sb,
st->ctx->Const.ShaderStorageBufferOffsetAlignment);
st->pipe->set_shader_buffers(st->pipe, shader_type,
buffer_base + atomic->Binding, 1, &sb, 0x1);
used_bindings = MAX2(atomic->Binding + 1, used_bindings);
}
st->last_used_atomic_bindings[shader_type] = used_bindings;
}
void
st_bind_vs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
st_bind_atomics(st, prog, MESA_SHADER_VERTEX);
}
void
st_bind_fs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT];
st_bind_atomics(st, prog, MESA_SHADER_FRAGMENT);
}
void
st_bind_gs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
st_bind_atomics(st, prog, MESA_SHADER_GEOMETRY);
}
void
st_bind_tcs_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
st_bind_atomics(st, prog, MESA_SHADER_TESS_CTRL);
}
void
st_bind_tes_atomics(struct st_context *st)
{
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
st_bind_atomics(st, prog, MESA_SHADER_TESS_EVAL);
}
void
st_bind_cs_atomics(struct st_context *st)
{
if (st->has_hw_atomics) {
st_bind_hw_atomic_buffers(st);
return;
}
struct gl_program *prog =
st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_bind_atomics(st, prog, MESA_SHADER_COMPUTE);
}
void
st_bind_hw_atomic_buffers(struct st_context *st)
{
struct pipe_shader_buffer buffers[PIPE_MAX_HW_ATOMIC_BUFFERS];
int i;
if (!st->has_hw_atomics)
return;
for (i = 0; i < st->ctx->Const.MaxAtomicBufferBindings; i++)
st_binding_to_sb(&st->ctx->AtomicBufferBindings[i], &buffers[i], 1);
st->pipe->set_hw_atomic_buffers(st->pipe, 0, st->ctx->Const.MaxAtomicBufferBindings, buffers);
}