/**************************************************************************
 *
 * 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
 * without limitation the rights to use, copy, modify, merge, publish,
 * 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.
 *
 **************************************************************************/


#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_cb_bufferobjects.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)
{
   struct st_buffer_object *st_obj =
      st_buffer_object(binding->BufferObject);

   if (st_obj && st_obj->buffer) {
     sb->buffer = st_obj->buffer;
     sb->buffer_offset = binding->Offset;
     sb->buffer_size = st_obj->buffer->width0 - binding->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);
   } 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->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]);

   st->pipe->set_hw_atomic_buffers(st->pipe, 0, st->ctx->Const.MaxAtomicBufferBindings, buffers);
}
