u_blitter: add a msaa parameter to util_blitter_clear
[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 if (texture->target == PIPE_BUFFER) {
153 unsigned pf_flags;
154 svga_translate_texture_buffer_view_format(viewFormat,
155 &format,
156 &pf_flags);
157 }
158 else {
159 format = svga_translate_format(ss, viewFormat,
160 PIPE_BIND_SAMPLER_VIEW);
161
162 /* Convert the format to a sampler-friendly format, if needed */
163 format = svga_sampler_format(format);
164 }
165
166 assert(format != SVGA3D_FORMAT_INVALID);
167
168 if (texture->target == PIPE_BUFFER) {
169 unsigned elem_size = util_format_get_blocksize(sv->base.format);
170
171 viewDesc.buffer.firstElement = sv->base.u.buf.offset / elem_size;
172 viewDesc.buffer.numElements = sv->base.u.buf.size / elem_size;
173 }
174 else {
175 viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
176 viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
177 viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
178 sv->base.u.tex.first_level + 1);
179 }
180
181 /* arraySize in viewDesc specifies the number of array slices in a
182 * texture array. For 3D texture, last_layer in
183 * pipe_sampler_view specifies the last slice of the texture
184 * which is different from the last slice in a texture array,
185 * hence we need to set arraySize to 1 explicitly.
186 */
187 viewDesc.tex.arraySize =
188 (texture->target == PIPE_TEXTURE_3D ||
189 texture->target == PIPE_BUFFER) ? 1 :
190 (sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
191
192 switch (texture->target) {
193 case PIPE_BUFFER:
194 resourceDim = SVGA3D_RESOURCE_BUFFER;
195 break;
196 case PIPE_TEXTURE_1D:
197 case PIPE_TEXTURE_1D_ARRAY:
198 resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
199 break;
200 case PIPE_TEXTURE_RECT:
201 case PIPE_TEXTURE_2D:
202 case PIPE_TEXTURE_2D_ARRAY:
203 resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
204 break;
205 case PIPE_TEXTURE_3D:
206 resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
207 break;
208 case PIPE_TEXTURE_CUBE:
209 case PIPE_TEXTURE_CUBE_ARRAY:
210 resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
211 break;
212
213 default:
214 assert(!"Unexpected texture type");
215 resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
216 }
217
218 sv->id = util_bitmask_add(svga->sampler_view_id_bm);
219
220 ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
221 sv->id,
222 surface,
223 format,
224 resourceDim,
225 &viewDesc);
226 if (ret != PIPE_OK) {
227 util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
228 sv->id = SVGA3D_INVALID_ID;
229 }
230 }
231
232 return ret;
233 }
234
235
236 static enum pipe_error
237 update_sampler_resources(struct svga_context *svga, unsigned dirty)
238 {
239 enum pipe_error ret = PIPE_OK;
240 enum pipe_shader_type shader;
241
242 if (!svga_have_vgpu10(svga))
243 return PIPE_OK;
244
245 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
246 SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
247 struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
248 struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
249 unsigned count;
250 unsigned nviews;
251 unsigned i;
252
253 count = svga->curr.num_sampler_views[shader];
254 for (i = 0; i < count; i++) {
255 struct svga_pipe_sampler_view *sv =
256 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
257
258 if (sv) {
259 surfaces[i] = svga_resource_handle(sv->base.texture);
260
261 ret = svga_validate_pipe_sampler_view(svga, sv);
262 if (ret != PIPE_OK)
263 return ret;
264
265 assert(sv->id != SVGA3D_INVALID_ID);
266 ids[i] = sv->id;
267 sampler_views[i] = &sv->base;
268 }
269 else {
270 surfaces[i] = NULL;
271 ids[i] = SVGA3D_INVALID_ID;
272 sampler_views[i] = NULL;
273 }
274 }
275
276 for (; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
277 ids[i] = SVGA3D_INVALID_ID;
278 surfaces[i] = NULL;
279 sampler_views[i] = NULL;
280 }
281
282 /* Number of ShaderResources that need to be modified. This includes
283 * the one that need to be unbound.
284 */
285 nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
286 if (nviews > 0) {
287 if (count != svga->state.hw_draw.num_sampler_views[shader] ||
288 memcmp(sampler_views, svga->state.hw_draw.sampler_views[shader],
289 count * sizeof(sampler_views[0])) != 0) {
290 SVGA3dShaderResourceViewId *pIds = ids;
291 struct svga_winsys_surface **pSurf = surfaces;
292 unsigned numSR = 0;
293
294 /* Loop through the sampler view list to only emit
295 * the sampler views that are not already in the
296 * corresponding entries in the device's
297 * shader resource list.
298 */
299 for (i = 0; i < nviews; i++) {
300 boolean emit;
301
302 emit = sampler_views[i] ==
303 svga->state.hw_draw.sampler_views[shader][i];
304
305 if (!emit && i == nviews-1) {
306 /* Include the last sampler view in the next emit
307 * if it is different.
308 */
309 emit = TRUE;
310 numSR++;
311 i++;
312 }
313
314 if (emit) {
315 /* numSR can only be 0 if the first entry of the list
316 * is the same as the one in the device list.
317 * In this case, * there is nothing to send yet.
318 */
319 if (numSR) {
320 ret = SVGA3D_vgpu10_SetShaderResources(
321 svga->swc,
322 svga_shader_type(shader),
323 i - numSR, /* startView */
324 numSR,
325 pIds,
326 pSurf);
327
328 if (ret != PIPE_OK)
329 return ret;
330 }
331 pIds += (numSR + 1);
332 pSurf += (numSR + 1);
333 numSR = 0;
334 }
335 else
336 numSR++;
337 }
338
339 /* Save referenced sampler views in the hw draw state. */
340 svga->state.hw_draw.num_sampler_views[shader] = count;
341 for (i = 0; i < nviews; i++) {
342 pipe_sampler_view_reference(
343 &svga->state.hw_draw.sampler_views[shader][i],
344 sampler_views[i]);
345 }
346 }
347 }
348 }
349
350 /* Handle polygon stipple sampler view */
351 if (svga->curr.rast->templ.poly_stipple_enable) {
352 const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
353 struct svga_pipe_sampler_view *sv = svga->polygon_stipple.sampler_view;
354 struct svga_winsys_surface *surface;
355
356 assert(sv);
357 if (!sv) {
358 return PIPE_OK; /* probably out of memory */
359 }
360
361 ret = svga_validate_pipe_sampler_view(svga, sv);
362 if (ret != PIPE_OK)
363 return ret;
364
365 surface = svga_resource_handle(sv->base.texture);
366 ret = SVGA3D_vgpu10_SetShaderResources(
367 svga->swc,
368 svga_shader_type(PIPE_SHADER_FRAGMENT),
369 unit, /* startView */
370 1,
371 &sv->id,
372 &surface);
373 }
374 return ret;
375 }
376
377
378 struct svga_tracked_state svga_hw_sampler_bindings = {
379 "shader resources emit",
380 SVGA_NEW_STIPPLE |
381 SVGA_NEW_TEXTURE_BINDING,
382 update_sampler_resources
383 };
384
385
386
387 static enum pipe_error
388 update_samplers(struct svga_context *svga, unsigned dirty )
389 {
390 enum pipe_error ret = PIPE_OK;
391 enum pipe_shader_type shader;
392
393 if (!svga_have_vgpu10(svga))
394 return PIPE_OK;
395
396 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
397 const unsigned count = svga->curr.num_samplers[shader];
398 SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
399 unsigned i;
400 unsigned nsamplers;
401
402 for (i = 0; i < count; i++) {
403 bool fs_shadow = false;
404
405 /* _NEW_FS */
406 if (shader == PIPE_SHADER_FRAGMENT) {
407 struct svga_shader_variant *fs = svga->state.hw_draw.fs;
408 /* If the fragment shader is doing the shadow comparison
409 * for this texture unit, don't enable shadow compare in
410 * the texture sampler state.
411 */
412 if (fs && (fs->fs_shadow_compare_units & (1 << i))) {
413 fs_shadow = true;
414 }
415 }
416
417 if (svga->curr.sampler[shader][i]) {
418 ids[i] = svga->curr.sampler[shader][i]->id[fs_shadow];
419 assert(ids[i] != SVGA3D_INVALID_ID);
420 }
421 else {
422 ids[i] = SVGA3D_INVALID_ID;
423 }
424 }
425
426 for (; i < svga->state.hw_draw.num_samplers[shader]; i++) {
427 ids[i] = SVGA3D_INVALID_ID;
428 }
429
430 nsamplers = MAX2(svga->state.hw_draw.num_samplers[shader], count);
431 if (nsamplers > 0) {
432 if (count != svga->state.hw_draw.num_samplers[shader] ||
433 memcmp(ids, svga->state.hw_draw.samplers[shader],
434 count * sizeof(ids[0])) != 0) {
435 /* HW state is really changing */
436 ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
437 nsamplers,
438 0, /* start */
439 svga_shader_type(shader), /* type */
440 ids);
441 if (ret != PIPE_OK)
442 return ret;
443 memcpy(svga->state.hw_draw.samplers[shader], ids,
444 nsamplers * sizeof(ids[0]));
445 svga->state.hw_draw.num_samplers[shader] = count;
446 }
447 }
448 }
449
450 /* Handle polygon stipple sampler texture */
451 if (svga->curr.rast->templ.poly_stipple_enable) {
452 const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
453 struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
454
455 assert(sampler);
456 if (!sampler) {
457 return PIPE_OK; /* probably out of memory */
458 }
459
460 if (svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit]
461 != sampler->id[0]) {
462 ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
463 1, /* count */
464 unit, /* start */
465 SVGA3D_SHADERTYPE_PS,
466 &sampler->id[0]);
467 if (ret != PIPE_OK)
468 return ret;
469
470 /* save the polygon stipple sampler in the hw draw state */
471 svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit] =
472 sampler->id[0];
473 }
474 }
475
476 return ret;
477 }
478
479
480 struct svga_tracked_state svga_hw_sampler = {
481 "texture sampler emit",
482 (SVGA_NEW_FS |
483 SVGA_NEW_SAMPLER |
484 SVGA_NEW_STIPPLE),
485 update_samplers
486 };