2 * Copyright 2013 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
27 * VGPU10 sampler and sampler view functions.
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"
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"
49 /** Get resource handle for a texture or buffer */
50 static inline struct svga_winsys_surface
*
51 svga_resource_handle(struct pipe_resource
*res
)
53 if (res
->target
== PIPE_BUFFER
) {
54 return svga_buffer(res
)->handle
;
57 return svga_texture(res
)->handle
;
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.
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
)
71 struct pipe_screen
*screen
= svga
->pipe
.screen
;
74 if (svga_screen(screen
)->debug
.no_surface_view
) {
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
]);
82 if (sv
&& res
== svga_resource_handle(sv
->base
.texture
)) {
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.
96 svga_check_sampler_framebuffer_resource_collision(struct svga_context
*svga
,
97 enum pipe_shader_type shader
)
99 struct svga_surface
*surf
;
102 for (i
= 0; i
< svga
->curr
.framebuffer
.nr_cbufs
; i
++) {
103 surf
= svga_surface(svga
->curr
.framebuffer
.cbufs
[i
]);
105 svga_check_sampler_view_resource_collision(svga
, surf
->handle
,
111 surf
= svga_surface(svga
->curr
.framebuffer
.zsbuf
);
113 svga_check_sampler_view_resource_collision(svga
, surf
->handle
, shader
)) {
122 * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
126 svga_validate_pipe_sampler_view(struct svga_context
*svga
,
127 struct svga_pipe_sampler_view
*sv
)
129 enum pipe_error ret
= PIPE_OK
;
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
;
140 /* vgpu10 cannot create a BGRX view for a BGRA resource, so force it to
141 * create a BGRA view (and vice versa).
143 if (viewFormat
== PIPE_FORMAT_B8G8R8X8_UNORM
&&
144 svga_texture_device_format_has_alpha(texture
)) {
145 viewFormat
= PIPE_FORMAT_B8G8R8A8_UNORM
;
147 else if (viewFormat
== PIPE_FORMAT_B8G8R8A8_UNORM
&&
148 !svga_texture_device_format_has_alpha(texture
)) {
149 viewFormat
= PIPE_FORMAT_B8G8R8X8_UNORM
;
152 format
= svga_translate_format(ss
, viewFormat
,
153 PIPE_BIND_SAMPLER_VIEW
);
154 assert(format
!= SVGA3D_FORMAT_INVALID
);
156 /* Convert the format to a sampler-friendly format, if needed */
157 format
= svga_sampler_format(format
);
159 if (texture
->target
== PIPE_BUFFER
) {
160 unsigned elem_size
= util_format_get_blocksize(sv
->base
.format
);
162 viewDesc
.buffer
.firstElement
= sv
->base
.u
.buf
.offset
/ elem_size
;
163 viewDesc
.buffer
.numElements
= sv
->base
.u
.buf
.size
/ elem_size
;
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);
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.
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);
183 switch (texture
->target
) {
185 resourceDim
= SVGA3D_RESOURCE_BUFFER
;
187 case PIPE_TEXTURE_1D
:
188 case PIPE_TEXTURE_1D_ARRAY
:
189 resourceDim
= SVGA3D_RESOURCE_TEXTURE1D
;
191 case PIPE_TEXTURE_RECT
:
192 case PIPE_TEXTURE_2D
:
193 case PIPE_TEXTURE_2D_ARRAY
:
194 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
196 case PIPE_TEXTURE_3D
:
197 resourceDim
= SVGA3D_RESOURCE_TEXTURE3D
;
199 case PIPE_TEXTURE_CUBE
:
200 case PIPE_TEXTURE_CUBE_ARRAY
:
201 resourceDim
= SVGA3D_RESOURCE_TEXTURECUBE
;
205 assert(!"Unexpected texture type");
206 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
209 sv
->id
= util_bitmask_add(svga
->sampler_view_id_bm
);
211 ret
= SVGA3D_vgpu10_DefineShaderResourceView(svga
->swc
,
217 if (ret
!= PIPE_OK
) {
218 util_bitmask_clear(svga
->sampler_view_id_bm
, sv
->id
);
219 sv
->id
= SVGA3D_INVALID_ID
;
227 static enum pipe_error
228 update_sampler_resources(struct svga_context
*svga
, unsigned dirty
)
230 enum pipe_error ret
= PIPE_OK
;
231 enum pipe_shader_type shader
;
233 if (!svga_have_vgpu10(svga
))
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
];
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
]);
250 surfaces
[i
] = svga_resource_handle(sv
->base
.texture
);
252 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
256 assert(sv
->id
!= SVGA3D_INVALID_ID
);
258 sampler_views
[i
] = &sv
->base
;
262 ids
[i
] = SVGA3D_INVALID_ID
;
263 sampler_views
[i
] = NULL
;
267 for (; i
< svga
->state
.hw_draw
.num_sampler_views
[shader
]; i
++) {
268 ids
[i
] = SVGA3D_INVALID_ID
;
270 sampler_views
[i
] = NULL
;
273 /* Number of ShaderResources that need to be modified. This includes
274 * the one that need to be unbound.
276 nviews
= MAX2(svga
->state
.hw_draw
.num_sampler_views
[shader
], count
);
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
;
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.
290 for (i
= 0; i
< nviews
; i
++) {
293 emit
= sampler_views
[i
] ==
294 svga
->state
.hw_draw
.sampler_views
[shader
][i
];
296 if (!emit
&& i
== nviews
-1) {
297 /* Include the last sampler view in the next emit
298 * if it is different.
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.
311 ret
= SVGA3D_vgpu10_SetShaderResources(
313 svga_shader_type(shader
),
314 i
- numSR
, /* startView */
323 pSurf
+= (numSR
+ 1);
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
],
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
;
349 return PIPE_OK
; /* probably out of memory */
352 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
356 surface
= svga_resource_handle(sv
->base
.texture
);
357 ret
= SVGA3D_vgpu10_SetShaderResources(
359 svga_shader_type(PIPE_SHADER_FRAGMENT
),
360 unit
, /* startView */
369 struct svga_tracked_state svga_hw_sampler_bindings
= {
370 "shader resources emit",
372 SVGA_NEW_TEXTURE_BINDING
,
373 update_sampler_resources
378 static enum pipe_error
379 update_samplers(struct svga_context
*svga
, unsigned dirty
)
381 enum pipe_error ret
= PIPE_OK
;
382 enum pipe_shader_type shader
;
384 if (!svga_have_vgpu10(svga
))
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
];
393 for (i
= 0; i
< count
; i
++) {
394 bool fs_shadow
= false;
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.
403 if (fs
&& (fs
->fs_shadow_compare_units
& (1 << i
))) {
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
);
413 ids
[i
] = SVGA3D_INVALID_ID
;
417 for (; i
< svga
->state
.hw_draw
.num_samplers
[shader
]; i
++) {
418 ids
[i
] = SVGA3D_INVALID_ID
;
421 nsamplers
= MAX2(svga
->state
.hw_draw
.num_samplers
[shader
], count
);
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
,
430 svga_shader_type(shader
), /* type */
434 memcpy(svga
->state
.hw_draw
.samplers
[shader
], ids
,
435 nsamplers
* sizeof(ids
[0]));
436 svga
->state
.hw_draw
.num_samplers
[shader
] = count
;
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
;
448 return PIPE_OK
; /* probably out of memory */
451 if (svga
->state
.hw_draw
.samplers
[PIPE_SHADER_FRAGMENT
][unit
]
453 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
456 SVGA3D_SHADERTYPE_PS
,
461 /* save the polygon stipple sampler in the hw draw state */
462 svga
->state
.hw_draw
.samplers
[PIPE_SHADER_FRAGMENT
][unit
] =
471 struct svga_tracked_state svga_hw_sampler
= {
472 "texture sampler emit",