gallium: add PIPE_CAP_FRAMEBUFFER_MSAA_CONSTRAINTS
[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_format.h"
34 #include "util/u_inlines.h"
35 #include "util/u_math.h"
36 #include "util/u_memory.h"
37
38 #include "svga_cmd.h"
39 #include "svga_context.h"
40 #include "svga_format.h"
41 #include "svga_resource_buffer.h"
42 #include "svga_resource_texture.h"
43 #include "svga_sampler_view.h"
44 #include "svga_shader.h"
45 #include "svga_state.h"
46 #include "svga_surface.h"
47 #include "svga3d_surfacedefs.h"
48
49 /** Get resource handle for a texture or buffer */
50 static inline struct svga_winsys_surface *
51 svga_resource_handle(struct pipe_resource *res)
52 {
53 if (res->target == PIPE_BUFFER) {
54 return svga_buffer(res)->handle;
55 }
56 else {
57 return svga_texture(res)->handle;
58 }
59 }
60
61
62 /**
63 * This helper function returns TRUE if the specified resource collides with
64 * any of the resources bound to any of the currently bound sampler views.
65 */
66 boolean
67 svga_check_sampler_view_resource_collision(const struct svga_context *svga,
68 const struct svga_winsys_surface *res,
69 enum pipe_shader_type shader)
70 {
71 struct pipe_screen *screen = svga->pipe.screen;
72 unsigned i;
73
74 if (svga_screen(screen)->debug.no_surface_view) {
75 return FALSE;
76 }
77
78 for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
79 struct svga_pipe_sampler_view *sv =
80 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
81
82 if (sv && res == svga_resource_handle(sv->base.texture)) {
83 return TRUE;
84 }
85 }
86
87 return FALSE;
88 }
89
90
91 /**
92 * Check if there are any resources that are both bound to a render target
93 * and bound as a shader resource for the given type of shader.
94 */
95 boolean
96 svga_check_sampler_framebuffer_resource_collision(struct svga_context *svga,
97 enum pipe_shader_type shader)
98 {
99 struct svga_surface *surf;
100 unsigned i;
101
102 for (i = 0; i < svga->curr.framebuffer.nr_cbufs; i++) {
103 surf = svga_surface(svga->curr.framebuffer.cbufs[i]);
104 if (surf &&
105 svga_check_sampler_view_resource_collision(svga, surf->handle,
106 shader)) {
107 return TRUE;
108 }
109 }
110
111 surf = svga_surface(svga->curr.framebuffer.zsbuf);
112 if (surf &&
113 svga_check_sampler_view_resource_collision(svga, surf->handle, shader)) {
114 return TRUE;
115 }
116
117 return FALSE;
118 }
119
120
121 /**
122 * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
123 * if needed.
124 */
125 enum pipe_error
126 svga_validate_pipe_sampler_view(struct svga_context *svga,
127 struct svga_pipe_sampler_view *sv)
128 {
129 enum pipe_error ret = PIPE_OK;
130
131 if (sv->id == SVGA3D_INVALID_ID) {
132 struct svga_screen *ss = svga_screen(svga->pipe.screen);
133 struct pipe_resource *texture = sv->base.texture;
134 struct svga_winsys_surface *surface = svga_resource_handle(texture);
135 SVGA3dSurfaceFormat format;
136 SVGA3dResourceType resourceDim;
137 SVGA3dShaderResourceViewDesc viewDesc;
138 enum pipe_format viewFormat = sv->base.format;
139
140 /* vgpu10 cannot create a BGRX view for a BGRA resource, so force it to
141 * create a BGRA view (and vice versa).
142 */
143 if (viewFormat == PIPE_FORMAT_B8G8R8X8_UNORM &&
144 svga_texture_device_format_has_alpha(texture)) {
145 viewFormat = PIPE_FORMAT_B8G8R8A8_UNORM;
146 }
147 else if (viewFormat == PIPE_FORMAT_B8G8R8A8_UNORM &&
148 !svga_texture_device_format_has_alpha(texture)) {
149 viewFormat = PIPE_FORMAT_B8G8R8X8_UNORM;
150 }
151
152 format = svga_translate_format(ss, viewFormat,
153 PIPE_BIND_SAMPLER_VIEW);
154 assert(format != SVGA3D_FORMAT_INVALID);
155
156 /* Convert the format to a sampler-friendly format, if needed */
157 format = svga_sampler_format(format);
158
159 if (texture->target == PIPE_BUFFER) {
160 unsigned elem_size = util_format_get_blocksize(sv->base.format);
161
162 viewDesc.buffer.firstElement = sv->base.u.buf.offset / elem_size;
163 viewDesc.buffer.numElements = sv->base.u.buf.size / elem_size;
164 }
165 else {
166 viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
167 viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
168 viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
169 sv->base.u.tex.first_level + 1);
170 }
171
172 /* arraySize in viewDesc specifies the number of array slices in a
173 * texture array. For 3D texture, last_layer in
174 * pipe_sampler_view specifies the last slice of the texture
175 * which is different from the last slice in a texture array,
176 * hence we need to set arraySize to 1 explicitly.
177 */
178 viewDesc.tex.arraySize =
179 (texture->target == PIPE_TEXTURE_3D ||
180 texture->target == PIPE_BUFFER) ? 1 :
181 (sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
182
183 switch (texture->target) {
184 case PIPE_BUFFER:
185 resourceDim = SVGA3D_RESOURCE_BUFFER;
186 break;
187 case PIPE_TEXTURE_1D:
188 case PIPE_TEXTURE_1D_ARRAY:
189 resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
190 break;
191 case PIPE_TEXTURE_RECT:
192 case PIPE_TEXTURE_2D:
193 case PIPE_TEXTURE_2D_ARRAY:
194 resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
195 break;
196 case PIPE_TEXTURE_3D:
197 resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
198 break;
199 case PIPE_TEXTURE_CUBE:
200 case PIPE_TEXTURE_CUBE_ARRAY:
201 resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
202 break;
203
204 default:
205 assert(!"Unexpected texture type");
206 resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
207 }
208
209 sv->id = util_bitmask_add(svga->sampler_view_id_bm);
210
211 ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
212 sv->id,
213 surface,
214 format,
215 resourceDim,
216 &viewDesc);
217 if (ret != PIPE_OK) {
218 util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
219 sv->id = SVGA3D_INVALID_ID;
220 }
221 }
222
223 return ret;
224 }
225
226
227 static enum pipe_error
228 update_sampler_resources(struct svga_context *svga, unsigned dirty)
229 {
230 enum pipe_error ret = PIPE_OK;
231 enum pipe_shader_type shader;
232
233 if (!svga_have_vgpu10(svga))
234 return PIPE_OK;
235
236 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
237 SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
238 struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
239 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
240 unsigned count;
241 unsigned nviews;
242 unsigned i;
243
244 count = svga->curr.num_sampler_views[shader];
245 for (i = 0; i < count; i++) {
246 struct svga_pipe_sampler_view *sv =
247 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
248
249 if (sv) {
250 surfaces[i] = svga_resource_handle(sv->base.texture);
251
252 ret = svga_validate_pipe_sampler_view(svga, sv);
253 if (ret != PIPE_OK)
254 return ret;
255
256 assert(sv->id != SVGA3D_INVALID_ID);
257 ids[i] = sv->id;
258 sampler_views[i] = &sv->base;
259 }
260 else {
261 surfaces[i] = NULL;
262 ids[i] = SVGA3D_INVALID_ID;
263 sampler_views[i] = NULL;
264 }
265 }
266
267 for (; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
268 ids[i] = SVGA3D_INVALID_ID;
269 surfaces[i] = NULL;
270 sampler_views[i] = NULL;
271 }
272
273 /* Number of ShaderResources that need to be modified. This includes
274 * the one that need to be unbound.
275 */
276 nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
277 if (nviews > 0) {
278 if (count != svga->state.hw_draw.num_sampler_views[shader] ||
279 memcmp(sampler_views, svga->state.hw_draw.sampler_views[shader],
280 count * sizeof(sampler_views[0])) != 0) {
281 SVGA3dShaderResourceViewId *pIds = ids;
282 struct svga_winsys_surface **pSurf = surfaces;
283 unsigned numSR = 0;
284
285 /* Loop through the sampler view list to only emit
286 * the sampler views that are not already in the
287 * corresponding entries in the device's
288 * shader resource list.
289 */
290 for (i = 0; i < nviews; i++) {
291 boolean emit;
292
293 emit = sampler_views[i] ==
294 svga->state.hw_draw.sampler_views[shader][i];
295
296 if (!emit && i == nviews-1) {
297 /* Include the last sampler view in the next emit
298 * if it is different.
299 */
300 emit = TRUE;
301 numSR++;
302 i++;
303 }
304
305 if (emit) {
306 /* numSR can only be 0 if the first entry of the list
307 * is the same as the one in the device list.
308 * In this case, * there is nothing to send yet.
309 */
310 if (numSR) {
311 ret = SVGA3D_vgpu10_SetShaderResources(
312 svga->swc,
313 svga_shader_type(shader),
314 i - numSR, /* startView */
315 numSR,
316 pIds,
317 pSurf);
318
319 if (ret != PIPE_OK)
320 return ret;
321 }
322 pIds += (numSR + 1);
323 pSurf += (numSR + 1);
324 numSR = 0;
325 }
326 else
327 numSR++;
328 }
329
330 /* Save referenced sampler views in the hw draw state. */
331 svga->state.hw_draw.num_sampler_views[shader] = count;
332 for (i = 0; i < nviews; i++) {
333 pipe_sampler_view_reference(
334 &svga->state.hw_draw.sampler_views[shader][i],
335 sampler_views[i]);
336 }
337 }
338 }
339 }
340
341 /* Handle polygon stipple sampler view */
342 if (svga->curr.rast->templ.poly_stipple_enable) {
343 const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
344 struct svga_pipe_sampler_view *sv = svga->polygon_stipple.sampler_view;
345 struct svga_winsys_surface *surface;
346
347 assert(sv);
348 if (!sv) {
349 return PIPE_OK; /* probably out of memory */
350 }
351
352 ret = svga_validate_pipe_sampler_view(svga, sv);
353 if (ret != PIPE_OK)
354 return ret;
355
356 surface = svga_resource_handle(sv->base.texture);
357 ret = SVGA3D_vgpu10_SetShaderResources(
358 svga->swc,
359 svga_shader_type(PIPE_SHADER_FRAGMENT),
360 unit, /* startView */
361 1,
362 &sv->id,
363 &surface);
364 }
365 return ret;
366 }
367
368
369 struct svga_tracked_state svga_hw_sampler_bindings = {
370 "shader resources emit",
371 SVGA_NEW_STIPPLE |
372 SVGA_NEW_TEXTURE_BINDING,
373 update_sampler_resources
374 };
375
376
377
378 static enum pipe_error
379 update_samplers(struct svga_context *svga, unsigned dirty )
380 {
381 enum pipe_error ret = PIPE_OK;
382 enum pipe_shader_type shader;
383
384 if (!svga_have_vgpu10(svga))
385 return PIPE_OK;
386
387 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
388 const unsigned count = svga->curr.num_samplers[shader];
389 SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
390 unsigned i;
391 unsigned nsamplers;
392
393 for (i = 0; i < count; i++) {
394 bool fs_shadow = false;
395
396 /* _NEW_FS */
397 if (shader == PIPE_SHADER_FRAGMENT) {
398 struct svga_shader_variant *fs = svga->state.hw_draw.fs;
399 /* If the fragment shader is doing the shadow comparison
400 * for this texture unit, don't enable shadow compare in
401 * the texture sampler state.
402 */
403 if (fs && (fs->fs_shadow_compare_units & (1 << i))) {
404 fs_shadow = true;
405 }
406 }
407
408 if (svga->curr.sampler[shader][i]) {
409 ids[i] = svga->curr.sampler[shader][i]->id[fs_shadow];
410 assert(ids[i] != SVGA3D_INVALID_ID);
411 }
412 else {
413 ids[i] = SVGA3D_INVALID_ID;
414 }
415 }
416
417 for (; i < svga->state.hw_draw.num_samplers[shader]; i++) {
418 ids[i] = SVGA3D_INVALID_ID;
419 }
420
421 nsamplers = MAX2(svga->state.hw_draw.num_samplers[shader], count);
422 if (nsamplers > 0) {
423 if (count != svga->state.hw_draw.num_samplers[shader] ||
424 memcmp(ids, svga->state.hw_draw.samplers[shader],
425 count * sizeof(ids[0])) != 0) {
426 /* HW state is really changing */
427 ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
428 nsamplers,
429 0, /* start */
430 svga_shader_type(shader), /* type */
431 ids);
432 if (ret != PIPE_OK)
433 return ret;
434 memcpy(svga->state.hw_draw.samplers[shader], ids,
435 nsamplers * sizeof(ids[0]));
436 svga->state.hw_draw.num_samplers[shader] = count;
437 }
438 }
439 }
440
441 /* Handle polygon stipple sampler texture */
442 if (svga->curr.rast->templ.poly_stipple_enable) {
443 const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
444 struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
445
446 assert(sampler);
447 if (!sampler) {
448 return PIPE_OK; /* probably out of memory */
449 }
450
451 if (svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit]
452 != sampler->id[0]) {
453 ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
454 1, /* count */
455 unit, /* start */
456 SVGA3D_SHADERTYPE_PS,
457 &sampler->id[0]);
458 if (ret != PIPE_OK)
459 return ret;
460
461 /* save the polygon stipple sampler in the hw draw state */
462 svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit] =
463 sampler->id[0];
464 }
465 }
466
467 return ret;
468 }
469
470
471 struct svga_tracked_state svga_hw_sampler = {
472 "texture sampler emit",
473 (SVGA_NEW_FS |
474 SVGA_NEW_SAMPLER |
475 SVGA_NEW_STIPPLE),
476 update_samplers
477 };