i965: use pack/unpackDouble lowering
[mesa.git] / src / gallium / drivers / svga / svga_state_sampler.c
1 /*
2 * Copyright 2013 VMware, Inc. All rights reserved.
3 *
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:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
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
22 * SOFTWARE.
23 */
24
25
26 /**
27 * VGPU10 sampler and sampler view functions.
28 */
29
30
31 #include "pipe/p_defines.h"
32 #include "util/u_bitmask.h"
33 #include "util/u_inlines.h"
34 #include "util/u_math.h"
35 #include "util/u_memory.h"
36
37 #include "svga_cmd.h"
38 #include "svga_context.h"
39 #include "svga_format.h"
40 #include "svga_resource_buffer.h"
41 #include "svga_resource_texture.h"
42 #include "svga_shader.h"
43 #include "svga_state.h"
44 #include "svga_sampler_view.h"
45
46
47 /** Get resource handle for a texture or buffer */
48 static inline struct svga_winsys_surface *
49 svga_resource_handle(struct pipe_resource *res)
50 {
51 if (res->target == PIPE_BUFFER) {
52 return svga_buffer(res)->handle;
53 }
54 else {
55 return svga_texture(res)->handle;
56 }
57 }
58
59
60 /**
61 * This helper function returns TRUE if the specified resource collides with
62 * any of the resources bound to any of the currently bound sampler views.
63 */
64 boolean
65 svga_check_sampler_view_resource_collision(struct svga_context *svga,
66 struct svga_winsys_surface *res,
67 unsigned shader)
68 {
69 struct pipe_screen *screen = svga->pipe.screen;
70 unsigned i;
71
72 if (svga_screen(screen)->debug.no_surface_view) {
73 return FALSE;
74 }
75
76 for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
77 struct svga_pipe_sampler_view *sv =
78 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
79
80 if (sv && res == svga_resource_handle(sv->base.texture)) {
81 return TRUE;
82 }
83 }
84
85 return FALSE;
86 }
87
88
89 /**
90 * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
91 * if needed.
92 */
93 enum pipe_error
94 svga_validate_pipe_sampler_view(struct svga_context *svga,
95 struct svga_pipe_sampler_view *sv)
96 {
97 enum pipe_error ret = PIPE_OK;
98
99 if (sv->id == SVGA3D_INVALID_ID) {
100 struct svga_screen *ss = svga_screen(svga->pipe.screen);
101 struct pipe_resource *texture = sv->base.texture;
102 struct svga_winsys_surface *surface = svga_resource_handle(texture);
103 SVGA3dSurfaceFormat format;
104 SVGA3dResourceType resourceDim;
105 SVGA3dShaderResourceViewDesc viewDesc;
106 enum pipe_format pformat = sv->base.format;
107
108 /* vgpu10 cannot create a BGRX view for a BGRA resource, so force it to
109 * create a BGRA view.
110 */
111 if (pformat == PIPE_FORMAT_B8G8R8X8_UNORM &&
112 sv->base.texture->format == PIPE_FORMAT_B8G8R8A8_UNORM) {
113 pformat = PIPE_FORMAT_B8G8R8A8_UNORM;
114 }
115
116 format = svga_translate_format(ss, pformat,
117 PIPE_BIND_SAMPLER_VIEW);
118 assert(format != SVGA3D_FORMAT_INVALID);
119
120 /* Convert the format to a sampler-friendly format, if needed */
121 format = svga_sampler_format(format);
122
123 if (texture->target == PIPE_BUFFER) {
124 viewDesc.buffer.firstElement = sv->base.u.buf.first_element;
125 viewDesc.buffer.numElements = (sv->base.u.buf.last_element -
126 sv->base.u.buf.first_element + 1);
127 }
128 else {
129 viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
130 viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
131 viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
132 sv->base.u.tex.first_level + 1);
133 }
134
135 /* arraySize in viewDesc specifies the number of array slices in a
136 * texture array. For 3D texture, last_layer in
137 * pipe_sampler_view specifies the last slice of the texture
138 * which is different from the last slice in a texture array,
139 * hence we need to set arraySize to 1 explicitly.
140 */
141 viewDesc.tex.arraySize =
142 (texture->target == PIPE_TEXTURE_3D ||
143 texture->target == PIPE_BUFFER) ? 1 :
144 (sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
145
146 switch (texture->target) {
147 case PIPE_BUFFER:
148 resourceDim = SVGA3D_RESOURCE_BUFFER;
149 break;
150 case PIPE_TEXTURE_1D:
151 case PIPE_TEXTURE_1D_ARRAY:
152 resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
153 break;
154 case PIPE_TEXTURE_RECT:
155 case PIPE_TEXTURE_2D:
156 case PIPE_TEXTURE_2D_ARRAY:
157 resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
158 break;
159 case PIPE_TEXTURE_3D:
160 resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
161 break;
162 case PIPE_TEXTURE_CUBE:
163 case PIPE_TEXTURE_CUBE_ARRAY:
164 resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
165 break;
166
167 default:
168 assert(!"Unexpected texture type");
169 resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
170 }
171
172 sv->id = util_bitmask_add(svga->sampler_view_id_bm);
173
174 ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
175 sv->id,
176 surface,
177 format,
178 resourceDim,
179 &viewDesc);
180 if (ret != PIPE_OK) {
181 util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
182 sv->id = SVGA3D_INVALID_ID;
183 }
184 }
185
186 return ret;
187 }
188
189
190 static enum pipe_error
191 update_sampler_resources(struct svga_context *svga, unsigned dirty)
192 {
193 enum pipe_error ret = PIPE_OK;
194 unsigned shader;
195
196 if (!svga_have_vgpu10(svga))
197 return PIPE_OK;
198
199 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
200 SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
201 struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
202 unsigned count;
203 unsigned nviews;
204 unsigned i;
205
206 count = svga->curr.num_sampler_views[shader];
207 for (i = 0; i < count; i++) {
208 struct svga_pipe_sampler_view *sv =
209 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
210 struct svga_winsys_surface *surface;
211
212 if (sv) {
213 surface = svga_resource_handle(sv->base.texture);
214
215 ret = svga_validate_pipe_sampler_view(svga, sv);
216 if (ret != PIPE_OK)
217 return ret;
218
219 assert(sv->id != SVGA3D_INVALID_ID);
220 ids[i] = sv->id;
221 }
222 else {
223 surface = NULL;
224 ids[i] = SVGA3D_INVALID_ID;
225 }
226 surfaces[i] = surface;
227 }
228
229 for (; i < ARRAY_SIZE(ids); i++) {
230 ids[i] = SVGA3D_INVALID_ID;
231 surfaces[i] = NULL;
232 }
233
234 if (shader == PIPE_SHADER_FRAGMENT) {
235 /* Handle polygon stipple sampler view */
236 if (svga->curr.rast->templ.poly_stipple_enable) {
237 const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
238 struct svga_pipe_sampler_view *sv =
239 svga->polygon_stipple.sampler_view;
240
241 assert(sv);
242 if (!sv) {
243 return PIPE_OK; /* probably out of memory */
244 }
245
246 ret = svga_validate_pipe_sampler_view(svga, sv);
247 if (ret != PIPE_OK)
248 return ret;
249
250 ids[unit] = sv->id;
251 surfaces[unit] = svga_resource_handle(sv->base.texture);
252 count = MAX2(count, unit+1);
253 }
254 }
255
256 /* Number of ShaderResources that need to be modified. This includes
257 * the one that need to be unbound.
258 */
259 nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
260 if (nviews > 0) {
261 ret = SVGA3D_vgpu10_SetShaderResources(svga->swc,
262 svga_shader_type(shader),
263 0, /* startView */
264 nviews,
265 ids,
266 surfaces);
267 if (ret != PIPE_OK)
268 return ret;
269 }
270
271 /* Number of sampler views enabled in the device */
272 svga->state.hw_draw.num_sampler_views[shader] = count;
273 }
274
275 return ret;
276 }
277
278
279 struct svga_tracked_state svga_hw_sampler_bindings = {
280 "shader resources emit",
281 SVGA_NEW_STIPPLE |
282 SVGA_NEW_TEXTURE_BINDING,
283 update_sampler_resources
284 };
285
286
287
288 static enum pipe_error
289 update_samplers(struct svga_context *svga, unsigned dirty )
290 {
291 enum pipe_error ret = PIPE_OK;
292 unsigned shader;
293
294 if (!svga_have_vgpu10(svga))
295 return PIPE_OK;
296
297 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
298 const unsigned count = svga->curr.num_samplers[shader];
299 SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
300 unsigned i;
301
302 for (i = 0; i < count; i++) {
303 if (svga->curr.sampler[shader][i]) {
304 ids[i] = svga->curr.sampler[shader][i]->id;
305 assert(ids[i] != SVGA3D_INVALID_ID);
306 }
307 else {
308 ids[i] = SVGA3D_INVALID_ID;
309 }
310 }
311
312 if (count > 0) {
313 if (count != svga->state.hw_draw.num_samplers[shader] ||
314 memcmp(ids, svga->state.hw_draw.samplers[shader],
315 count * sizeof(ids[0])) != 0) {
316 /* HW state is really changing */
317 ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
318 count,
319 0, /* start */
320 svga_shader_type(shader), /* type */
321 ids);
322 if (ret != PIPE_OK)
323 return ret;
324 memcpy(svga->state.hw_draw.samplers[shader], ids,
325 count * sizeof(ids[0]));
326 svga->state.hw_draw.num_samplers[shader] = count;
327 }
328 }
329 }
330
331 /* Handle polygon stipple sampler texture */
332 if (svga->curr.rast->templ.poly_stipple_enable) {
333 const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
334 struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
335
336 assert(sampler);
337 if (!sampler) {
338 return PIPE_OK; /* probably out of memory */
339 }
340
341 ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
342 1, /* count */
343 unit, /* start */
344 SVGA3D_SHADERTYPE_PS,
345 &sampler->id);
346 }
347
348 return ret;
349 }
350
351
352 struct svga_tracked_state svga_hw_sampler = {
353 "texture sampler emit",
354 (SVGA_NEW_SAMPLER |
355 SVGA_NEW_STIPPLE |
356 SVGA_NEW_TEXTURE_FLAGS),
357 update_samplers
358 };