1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
26 #include "pipe/p_defines.h"
27 #include "util/u_bitmask.h"
28 #include "util/u_format.h"
29 #include "util/u_inlines.h"
30 #include "util/u_math.h"
31 #include "util/u_memory.h"
32 #include "tgsi/tgsi_parse.h"
34 #include "svga_context.h"
36 #include "svga_debug.h"
37 #include "svga_resource_texture.h"
38 #include "svga_surface.h"
39 #include "svga_sampler_view.h"
42 static inline unsigned
43 translate_wrap_mode(unsigned wrap
)
46 case PIPE_TEX_WRAP_REPEAT
:
47 return SVGA3D_TEX_ADDRESS_WRAP
;
48 case PIPE_TEX_WRAP_CLAMP
:
49 return SVGA3D_TEX_ADDRESS_CLAMP
;
50 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
51 /* Unfortunately SVGA3D_TEX_ADDRESS_EDGE not respected by
54 return SVGA3D_TEX_ADDRESS_CLAMP
;
55 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
56 return SVGA3D_TEX_ADDRESS_BORDER
;
57 case PIPE_TEX_WRAP_MIRROR_REPEAT
:
58 return SVGA3D_TEX_ADDRESS_MIRROR
;
59 case PIPE_TEX_WRAP_MIRROR_CLAMP
:
60 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
:
61 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
:
62 return SVGA3D_TEX_ADDRESS_MIRRORONCE
;
65 return SVGA3D_TEX_ADDRESS_WRAP
;
70 static inline unsigned
71 translate_img_filter(unsigned filter
)
74 case PIPE_TEX_FILTER_NEAREST
:
75 return SVGA3D_TEX_FILTER_NEAREST
;
76 case PIPE_TEX_FILTER_LINEAR
:
77 return SVGA3D_TEX_FILTER_LINEAR
;
80 return SVGA3D_TEX_FILTER_NEAREST
;
85 static inline unsigned
86 translate_mip_filter(unsigned filter
)
89 case PIPE_TEX_MIPFILTER_NONE
:
90 return SVGA3D_TEX_FILTER_NONE
;
91 case PIPE_TEX_MIPFILTER_NEAREST
:
92 return SVGA3D_TEX_FILTER_NEAREST
;
93 case PIPE_TEX_MIPFILTER_LINEAR
:
94 return SVGA3D_TEX_FILTER_LINEAR
;
97 return SVGA3D_TEX_FILTER_NONE
;
103 translate_comparison_func(unsigned func
)
106 case PIPE_FUNC_NEVER
:
107 return SVGA3D_COMPARISON_NEVER
;
109 return SVGA3D_COMPARISON_LESS
;
110 case PIPE_FUNC_EQUAL
:
111 return SVGA3D_COMPARISON_EQUAL
;
112 case PIPE_FUNC_LEQUAL
:
113 return SVGA3D_COMPARISON_LESS_EQUAL
;
114 case PIPE_FUNC_GREATER
:
115 return SVGA3D_COMPARISON_GREATER
;
116 case PIPE_FUNC_NOTEQUAL
:
117 return SVGA3D_COMPARISON_NOT_EQUAL
;
118 case PIPE_FUNC_GEQUAL
:
119 return SVGA3D_COMPARISON_GREATER_EQUAL
;
120 case PIPE_FUNC_ALWAYS
:
121 return SVGA3D_COMPARISON_ALWAYS
;
123 assert(!"Invalid comparison function");
124 return SVGA3D_COMPARISON_ALWAYS
;
130 * Translate filtering state to vgpu10 format.
133 translate_filter_mode(unsigned img_filter
,
139 SVGA3dFilter mode
= 0;
141 if (img_filter
== PIPE_TEX_FILTER_LINEAR
)
142 mode
|= SVGA3D_FILTER_MIP_LINEAR
;
143 if (min_filter
== PIPE_TEX_FILTER_LINEAR
)
144 mode
|= SVGA3D_FILTER_MIN_LINEAR
;
145 if (mag_filter
== PIPE_TEX_FILTER_LINEAR
)
146 mode
|= SVGA3D_FILTER_MAG_LINEAR
;
148 mode
|= SVGA3D_FILTER_ANISOTROPIC
;
150 mode
|= SVGA3D_FILTER_COMPARE
;
157 * Define a vgpu10 sampler state.
160 define_sampler_state_object(struct svga_context
*svga
,
161 struct svga_sampler_state
*ss
,
162 const struct pipe_sampler_state
*ps
)
164 uint8_t max_aniso
= (uint8_t) 255; /* XXX fix me */
168 SVGA3dRGBAFloat bcolor
;
170 float min_lod
, max_lod
;
172 assert(svga_have_vgpu10(svga
));
174 anisotropic
= ss
->aniso_level
> 1.0f
;
176 filter
= translate_filter_mode(ps
->min_mip_filter
,
182 compare_func
= translate_comparison_func(ss
->compare_func
);
184 COPY_4V(bcolor
.value
, ps
->border_color
.f
);
186 assert(ps
->min_lod
<= ps
->max_lod
);
188 if (ps
->min_mip_filter
== PIPE_TEX_MIPFILTER_NONE
) {
189 /* just use the base level image */
190 min_lod
= max_lod
= 0.0f
;
193 min_lod
= ps
->min_lod
;
194 max_lod
= ps
->max_lod
;
197 /* If shadow comparisons are enabled, create two sampler states: one
198 * with the given shadow compare mode, another with shadow comparison off.
199 * We need the later because in some cases, we have to do the shadow
200 * compare in the shader. So, we don't want to do it twice.
202 STATIC_ASSERT(PIPE_TEX_COMPARE_NONE
== 0);
203 STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE
== 1);
204 ss
->id
[1] = SVGA3D_INVALID_ID
;
207 for (i
= 0; i
<= ss
->compare_mode
; i
++) {
208 ss
->id
[i
] = util_bitmask_add(svga
->sampler_object_id_bm
);
210 /* Loop in case command buffer is full and we need to flush and retry */
211 for (try = 0; try < 2; try++) {
212 enum pipe_error ret
=
213 SVGA3D_vgpu10_DefineSamplerState(svga
->swc
,
219 ss
->lod_bias
, /* float */
224 max_lod
); /* float */
227 svga_context_flush(svga
, NULL
);
230 /* turn off the shadow compare option for second iteration */
231 filter
&= ~SVGA3D_FILTER_COMPARE
;
237 svga_create_sampler_state(struct pipe_context
*pipe
,
238 const struct pipe_sampler_state
*sampler
)
240 struct svga_context
*svga
= svga_context(pipe
);
241 struct svga_sampler_state
*cso
= CALLOC_STRUCT( svga_sampler_state
);
246 cso
->mipfilter
= translate_mip_filter(sampler
->min_mip_filter
);
247 cso
->magfilter
= translate_img_filter( sampler
->mag_img_filter
);
248 cso
->minfilter
= translate_img_filter( sampler
->min_img_filter
);
249 cso
->aniso_level
= MAX2( sampler
->max_anisotropy
, 1 );
250 if (sampler
->max_anisotropy
)
251 cso
->magfilter
= cso
->minfilter
= SVGA3D_TEX_FILTER_ANISOTROPIC
;
252 cso
->lod_bias
= sampler
->lod_bias
;
253 cso
->addressu
= translate_wrap_mode(sampler
->wrap_s
);
254 cso
->addressv
= translate_wrap_mode(sampler
->wrap_t
);
255 cso
->addressw
= translate_wrap_mode(sampler
->wrap_r
);
256 cso
->normalized_coords
= sampler
->normalized_coords
;
257 cso
->compare_mode
= sampler
->compare_mode
;
258 cso
->compare_func
= sampler
->compare_func
;
261 uint32 r
= float_to_ubyte(sampler
->border_color
.f
[0]);
262 uint32 g
= float_to_ubyte(sampler
->border_color
.f
[1]);
263 uint32 b
= float_to_ubyte(sampler
->border_color
.f
[2]);
264 uint32 a
= float_to_ubyte(sampler
->border_color
.f
[3]);
266 cso
->bordercolor
= (a
<< 24) | (r
<< 16) | (g
<< 8) | b
;
269 /* No SVGA3D support for:
270 * - min/max LOD clamping
273 cso
->view_min_lod
= MAX2((int) (sampler
->min_lod
+ 0.5), 0);
274 cso
->view_max_lod
= MAX2((int) (sampler
->max_lod
+ 0.5), 0);
277 if (svga
->debug
.use_min_mipmap
) {
278 if (cso
->view_min_lod
== cso
->view_max_lod
) {
279 cso
->min_lod
= cso
->view_min_lod
;
280 cso
->view_min_lod
= 0;
281 cso
->view_max_lod
= 1000; /* Just a high number */
282 cso
->mipfilter
= SVGA3D_TEX_FILTER_NONE
;
286 if (svga_have_vgpu10(svga
)) {
287 define_sampler_state_object(svga
, cso
, sampler
);
290 SVGA_DBG(DEBUG_SAMPLERS
,
291 "New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n",
292 cso
->min_lod
, cso
->view_min_lod
, cso
->view_max_lod
,
293 cso
->mipfilter
== SVGA3D_TEX_FILTER_NONE
? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING");
295 svga
->hud
.num_sampler_objects
++;
296 SVGA_STATS_COUNT_INC(svga_screen(svga
->pipe
.screen
)->sws
,
297 SVGA_STATS_COUNT_SAMPLER
);
304 svga_bind_sampler_states(struct pipe_context
*pipe
,
305 enum pipe_shader_type shader
,
310 struct svga_context
*svga
= svga_context(pipe
);
312 boolean any_change
= FALSE
;
314 assert(shader
< PIPE_SHADER_TYPES
);
315 assert(start
+ num
<= PIPE_MAX_SAMPLERS
);
317 /* Pre-VGPU10 only supports FS textures */
318 if (!svga_have_vgpu10(svga
) && shader
!= PIPE_SHADER_FRAGMENT
)
321 for (i
= 0; i
< num
; i
++) {
322 if (svga
->curr
.sampler
[shader
][start
+ i
] != samplers
[i
])
324 svga
->curr
.sampler
[shader
][start
+ i
] = samplers
[i
];
331 /* find highest non-null sampler[] entry */
333 unsigned j
= MAX2(svga
->curr
.num_samplers
[shader
], start
+ num
);
334 while (j
> 0 && svga
->curr
.sampler
[shader
][j
- 1] == NULL
)
336 svga
->curr
.num_samplers
[shader
] = j
;
339 svga
->dirty
|= SVGA_NEW_SAMPLER
;
344 svga_delete_sampler_state(struct pipe_context
*pipe
, void *sampler
)
346 struct svga_sampler_state
*ss
= (struct svga_sampler_state
*) sampler
;
347 struct svga_context
*svga
= svga_context(pipe
);
349 if (svga_have_vgpu10(svga
)) {
351 for (i
= 0; i
< 2; i
++) {
354 if (ss
->id
[i
] != SVGA3D_INVALID_ID
) {
355 svga_hwtnl_flush_retry(svga
);
357 ret
= SVGA3D_vgpu10_DestroySamplerState(svga
->swc
, ss
->id
[i
]);
358 if (ret
!= PIPE_OK
) {
359 svga_context_flush(svga
, NULL
);
360 ret
= SVGA3D_vgpu10_DestroySamplerState(svga
->swc
, ss
->id
[i
]);
362 util_bitmask_clear(svga
->sampler_object_id_bm
, ss
->id
[i
]);
368 svga
->hud
.num_sampler_objects
--;
372 static struct pipe_sampler_view
*
373 svga_create_sampler_view(struct pipe_context
*pipe
,
374 struct pipe_resource
*texture
,
375 const struct pipe_sampler_view
*templ
)
377 struct svga_context
*svga
= svga_context(pipe
);
378 struct svga_pipe_sampler_view
*sv
= CALLOC_STRUCT(svga_pipe_sampler_view
);
385 sv
->base
.reference
.count
= 1;
386 sv
->base
.texture
= NULL
;
387 pipe_resource_reference(&sv
->base
.texture
, texture
);
389 sv
->base
.context
= pipe
;
390 sv
->id
= SVGA3D_INVALID_ID
;
392 svga
->hud
.num_samplerview_objects
++;
393 SVGA_STATS_COUNT_INC(svga_screen(svga
->pipe
.screen
)->sws
,
394 SVGA_STATS_COUNT_SAMPLERVIEW
);
401 svga_sampler_view_destroy(struct pipe_context
*pipe
,
402 struct pipe_sampler_view
*view
)
404 struct svga_context
*svga
= svga_context(pipe
);
405 struct svga_pipe_sampler_view
*sv
= svga_pipe_sampler_view(view
);
407 if (svga_have_vgpu10(svga
) && sv
->id
!= SVGA3D_INVALID_ID
) {
408 if (view
->context
!= pipe
) {
409 /* The SVGA3D device will generate an error (and on Linux, cause
410 * us to abort) if we try to destroy a shader resource view from
411 * a context other than the one it was created with. Skip the
412 * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler
413 * view for now. This should only sometimes happen when a shared
414 * texture is deleted.
416 _debug_printf("context mismatch in %s\n", __func__
);
421 svga_hwtnl_flush_retry(svga
); /* XXX is this needed? */
423 ret
= SVGA3D_vgpu10_DestroyShaderResourceView(svga
->swc
, sv
->id
);
424 if (ret
!= PIPE_OK
) {
425 svga_context_flush(svga
, NULL
);
426 ret
= SVGA3D_vgpu10_DestroyShaderResourceView(svga
->swc
, sv
->id
);
428 util_bitmask_clear(svga
->sampler_view_id_bm
, sv
->id
);
432 pipe_resource_reference(&sv
->base
.texture
, NULL
);
435 svga
->hud
.num_samplerview_objects
--;
440 svga_set_sampler_views(struct pipe_context
*pipe
,
441 enum pipe_shader_type shader
,
444 struct pipe_sampler_view
**views
)
446 struct svga_context
*svga
= svga_context(pipe
);
447 unsigned flag_1d
= 0;
448 unsigned flag_srgb
= 0;
450 boolean any_change
= FALSE
;
452 assert(shader
< PIPE_SHADER_TYPES
);
453 assert(start
+ num
<= ARRAY_SIZE(svga
->curr
.sampler_views
[shader
]));
455 /* Pre-VGPU10 only supports FS textures */
456 if (!svga_have_vgpu10(svga
) && shader
!= PIPE_SHADER_FRAGMENT
)
459 SVGA_STATS_TIME_PUSH(svga_sws(svga
), SVGA_STATS_TIME_SETSAMPLERVIEWS
);
461 /* This bit of code works around a quirk in the CSO module.
462 * If start=num=0 it means all sampler views should be released.
463 * Note that the CSO module treats sampler views for fragment shaders
464 * differently than other shader types.
466 if (start
== 0 && num
== 0 && svga
->curr
.num_sampler_views
[shader
] > 0) {
467 for (i
= 0; i
< svga
->curr
.num_sampler_views
[shader
]; i
++) {
468 pipe_sampler_view_release(pipe
, &svga
->curr
.sampler_views
[shader
][i
]);
473 for (i
= 0; i
< num
; i
++) {
474 enum pipe_texture_target target
;
476 if (svga
->curr
.sampler_views
[shader
][start
+ i
] != views
[i
]) {
477 /* Note: we're using pipe_sampler_view_release() here to work around
478 * a possible crash when the old view belongs to another context that
479 * was already destroyed.
481 pipe_sampler_view_release(pipe
, &svga
->curr
.sampler_views
[shader
][start
+ i
]);
482 pipe_sampler_view_reference(&svga
->curr
.sampler_views
[shader
][start
+ i
],
490 if (util_format_is_srgb(views
[i
]->format
))
491 flag_srgb
|= 1 << (start
+ i
);
493 target
= views
[i
]->target
;
494 if (target
== PIPE_TEXTURE_1D
) {
495 flag_1d
|= 1 << (start
+ i
);
496 } else if (target
== PIPE_TEXTURE_RECT
) {
497 /* If the size of the bound texture changes, we need to emit new
498 * const buffer values.
500 svga
->dirty
|= SVGA_NEW_TEXTURE_CONSTS
;
501 } else if (target
== PIPE_BUFFER
) {
502 /* If the size of the bound buffer changes, we need to emit new
503 * const buffer values.
505 svga
->dirty
|= SVGA_NEW_TEXTURE_CONSTS
;
513 /* find highest non-null sampler_views[] entry */
515 unsigned j
= MAX2(svga
->curr
.num_sampler_views
[shader
], start
+ num
);
516 while (j
> 0 && svga
->curr
.sampler_views
[shader
][j
- 1] == NULL
)
518 svga
->curr
.num_sampler_views
[shader
] = j
;
521 svga
->dirty
|= SVGA_NEW_TEXTURE_BINDING
;
523 if (flag_srgb
!= svga
->curr
.tex_flags
.flag_srgb
||
524 flag_1d
!= svga
->curr
.tex_flags
.flag_1d
) {
525 svga
->dirty
|= SVGA_NEW_TEXTURE_FLAGS
;
526 svga
->curr
.tex_flags
.flag_1d
= flag_1d
;
527 svga
->curr
.tex_flags
.flag_srgb
= flag_srgb
;
530 /* Check if any of the sampler view resources collide with the framebuffer
531 * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
532 * dirty bit so that emit_framebuffer can be invoked to create backed view
533 * for the conflicted surface view.
535 if (svga_check_sampler_framebuffer_resource_collision(svga
, shader
)) {
536 svga
->dirty
|= SVGA_NEW_FRAME_BUFFER
;
540 SVGA_STATS_TIME_POP(svga_sws(svga
));
544 * Clean up sampler, sampler view state at context destruction time
547 svga_cleanup_sampler_state(struct svga_context
*svga
)
549 enum pipe_shader_type shader
;
551 for (shader
= 0; shader
<= PIPE_SHADER_GEOMETRY
; shader
++) {
554 for (i
= 0; i
< svga
->state
.hw_draw
.num_sampler_views
[shader
]; i
++) {
555 pipe_sampler_view_release(&svga
->pipe
,
556 &svga
->state
.hw_draw
.sampler_views
[shader
][i
]);
560 /* free polygon stipple state */
561 if (svga
->polygon_stipple
.sampler
) {
562 svga
->pipe
.delete_sampler_state(&svga
->pipe
, svga
->polygon_stipple
.sampler
);
565 if (svga
->polygon_stipple
.sampler_view
) {
566 svga
->pipe
.sampler_view_destroy(&svga
->pipe
,
567 &svga
->polygon_stipple
.sampler_view
->base
);
569 pipe_resource_reference(&svga
->polygon_stipple
.texture
, NULL
);
573 svga_init_sampler_functions( struct svga_context
*svga
)
575 svga
->pipe
.create_sampler_state
= svga_create_sampler_state
;
576 svga
->pipe
.bind_sampler_states
= svga_bind_sampler_states
;
577 svga
->pipe
.delete_sampler_state
= svga_delete_sampler_state
;
578 svga
->pipe
.set_sampler_views
= svga_set_sampler_views
;
579 svga
->pipe
.create_sampler_view
= svga_create_sampler_view
;
580 svga
->pipe
.sampler_view_destroy
= svga_sampler_view_destroy
;