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_inlines.h"
34 #include "util/u_math.h"
35 #include "util/u_memory.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"
47 /** Get resource handle for a texture or buffer */
48 static inline struct svga_winsys_surface
*
49 svga_resource_handle(struct pipe_resource
*res
)
51 if (res
->target
== PIPE_BUFFER
) {
52 return svga_buffer(res
)->handle
;
55 return svga_texture(res
)->handle
;
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.
65 svga_check_sampler_view_resource_collision(struct svga_context
*svga
,
66 struct svga_winsys_surface
*res
,
69 struct pipe_screen
*screen
= svga
->pipe
.screen
;
72 if (svga_screen(screen
)->debug
.no_surface_view
) {
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
]);
80 if (sv
&& res
== svga_resource_handle(sv
->base
.texture
)) {
90 * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
94 svga_validate_pipe_sampler_view(struct svga_context
*svga
,
95 struct svga_pipe_sampler_view
*sv
)
97 enum pipe_error ret
= PIPE_OK
;
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
;
107 format
= svga_translate_format(ss
, sv
->base
.format
,
108 PIPE_BIND_SAMPLER_VIEW
);
109 assert(format
!= SVGA3D_FORMAT_INVALID
);
111 /* Convert the format to a sampler-friendly format, if needed */
112 format
= svga_sampler_format(format
);
114 if (texture
->target
== PIPE_BUFFER
) {
115 viewDesc
.buffer
.firstElement
= sv
->base
.u
.buf
.first_element
;
116 viewDesc
.buffer
.numElements
= (sv
->base
.u
.buf
.last_element
-
117 sv
->base
.u
.buf
.first_element
+ 1);
120 viewDesc
.tex
.mostDetailedMip
= sv
->base
.u
.tex
.first_level
;
121 viewDesc
.tex
.firstArraySlice
= sv
->base
.u
.tex
.first_layer
;
122 viewDesc
.tex
.mipLevels
= (sv
->base
.u
.tex
.last_level
-
123 sv
->base
.u
.tex
.first_level
+ 1);
126 /* arraySize in viewDesc specifies the number of array slices in a
127 * texture array. For 3D texture, last_layer in
128 * pipe_sampler_view specifies the last slice of the texture
129 * which is different from the last slice in a texture array,
130 * hence we need to set arraySize to 1 explicitly.
132 viewDesc
.tex
.arraySize
=
133 (texture
->target
== PIPE_TEXTURE_3D
||
134 texture
->target
== PIPE_BUFFER
) ? 1 :
135 (sv
->base
.u
.tex
.last_layer
- sv
->base
.u
.tex
.first_layer
+ 1);
137 switch (texture
->target
) {
139 resourceDim
= SVGA3D_RESOURCE_BUFFER
;
141 case PIPE_TEXTURE_1D
:
142 case PIPE_TEXTURE_1D_ARRAY
:
143 resourceDim
= SVGA3D_RESOURCE_TEXTURE1D
;
145 case PIPE_TEXTURE_RECT
:
146 case PIPE_TEXTURE_2D
:
147 case PIPE_TEXTURE_2D_ARRAY
:
148 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
150 case PIPE_TEXTURE_3D
:
151 resourceDim
= SVGA3D_RESOURCE_TEXTURE3D
;
153 case PIPE_TEXTURE_CUBE
:
154 case PIPE_TEXTURE_CUBE_ARRAY
:
155 resourceDim
= SVGA3D_RESOURCE_TEXTURECUBE
;
159 assert(!"Unexpected texture type");
160 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
163 sv
->id
= util_bitmask_add(svga
->sampler_view_id_bm
);
165 ret
= SVGA3D_vgpu10_DefineShaderResourceView(svga
->swc
,
171 if (ret
!= PIPE_OK
) {
172 util_bitmask_clear(svga
->sampler_view_id_bm
, sv
->id
);
173 sv
->id
= SVGA3D_INVALID_ID
;
181 static enum pipe_error
182 update_sampler_resources(struct svga_context
*svga
, unsigned dirty
)
184 enum pipe_error ret
= PIPE_OK
;
187 if (!svga_have_vgpu10(svga
))
190 for (shader
= PIPE_SHADER_VERTEX
; shader
<= PIPE_SHADER_GEOMETRY
; shader
++) {
191 SVGA3dShaderResourceViewId ids
[PIPE_MAX_SAMPLERS
];
192 struct svga_winsys_surface
*surfaces
[PIPE_MAX_SAMPLERS
];
197 count
= svga
->curr
.num_sampler_views
[shader
];
198 for (i
= 0; i
< count
; i
++) {
199 struct svga_pipe_sampler_view
*sv
=
200 svga_pipe_sampler_view(svga
->curr
.sampler_views
[shader
][i
]);
201 struct svga_winsys_surface
*surface
;
204 surface
= svga_resource_handle(sv
->base
.texture
);
206 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
210 assert(sv
->id
!= SVGA3D_INVALID_ID
);
215 ids
[i
] = SVGA3D_INVALID_ID
;
217 surfaces
[i
] = surface
;
220 for (; i
< Elements(ids
); i
++) {
221 ids
[i
] = SVGA3D_INVALID_ID
;
225 if (shader
== PIPE_SHADER_FRAGMENT
) {
226 /* Handle polygon stipple sampler view */
227 if (svga
->curr
.rast
->templ
.poly_stipple_enable
) {
228 const unsigned unit
= svga
->state
.hw_draw
.fs
->pstipple_sampler_unit
;
229 struct svga_pipe_sampler_view
*sv
=
230 svga
->polygon_stipple
.sampler_view
;
234 return PIPE_OK
; /* probably out of memory */
237 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
242 surfaces
[unit
] = svga_resource_handle(sv
->base
.texture
);
243 count
= MAX2(count
, unit
+1);
247 /* Number of ShaderResources that need to be modified. This includes
248 * the one that need to be unbound.
250 nviews
= MAX2(svga
->state
.hw_draw
.num_sampler_views
[shader
], count
);
252 ret
= SVGA3D_vgpu10_SetShaderResources(svga
->swc
,
253 svga_shader_type(shader
),
262 /* Number of sampler views enabled in the device */
263 svga
->state
.hw_draw
.num_sampler_views
[shader
] = count
;
270 struct svga_tracked_state svga_hw_sampler_bindings
= {
271 "shader resources emit",
273 SVGA_NEW_TEXTURE_BINDING
,
274 update_sampler_resources
279 static enum pipe_error
280 update_samplers(struct svga_context
*svga
, unsigned dirty
)
282 enum pipe_error ret
= PIPE_OK
;
285 if (!svga_have_vgpu10(svga
))
288 for (shader
= PIPE_SHADER_VERTEX
; shader
<= PIPE_SHADER_GEOMETRY
; shader
++) {
289 const unsigned count
= svga
->curr
.num_samplers
[shader
];
290 SVGA3dSamplerId ids
[PIPE_MAX_SAMPLERS
];
293 for (i
= 0; i
< count
; i
++) {
294 if (svga
->curr
.sampler
[shader
][i
]) {
295 ids
[i
] = svga
->curr
.sampler
[shader
][i
]->id
;
296 assert(ids
[i
] != SVGA3D_INVALID_ID
);
299 ids
[i
] = SVGA3D_INVALID_ID
;
304 if (count
!= svga
->state
.hw_draw
.num_samplers
[shader
] ||
305 memcmp(ids
, svga
->state
.hw_draw
.samplers
[shader
],
306 count
* sizeof(ids
[0])) != 0) {
307 /* HW state is really changing */
308 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
311 svga_shader_type(shader
), /* type */
315 memcpy(svga
->state
.hw_draw
.samplers
[shader
], ids
,
316 count
* sizeof(ids
[0]));
317 svga
->state
.hw_draw
.num_samplers
[shader
] = count
;
322 /* Handle polygon stipple sampler texture */
323 if (svga
->curr
.rast
->templ
.poly_stipple_enable
) {
324 const unsigned unit
= svga
->state
.hw_draw
.fs
->pstipple_sampler_unit
;
325 struct svga_sampler_state
*sampler
= svga
->polygon_stipple
.sampler
;
329 return PIPE_OK
; /* probably out of memory */
332 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
335 SVGA3D_SHADERTYPE_PS
,
343 struct svga_tracked_state svga_hw_sampler
= {
344 "texture sampler emit",
347 SVGA_NEW_TEXTURE_FLAGS
),