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_shader.h"
44 #include "svga_state.h"
45 #include "svga_sampler_view.h"
48 /** Get resource handle for a texture or buffer */
49 static inline struct svga_winsys_surface
*
50 svga_resource_handle(struct pipe_resource
*res
)
52 if (res
->target
== PIPE_BUFFER
) {
53 return svga_buffer(res
)->handle
;
56 return svga_texture(res
)->handle
;
62 * This helper function returns TRUE if the specified resource collides with
63 * any of the resources bound to any of the currently bound sampler views.
66 svga_check_sampler_view_resource_collision(struct svga_context
*svga
,
67 struct svga_winsys_surface
*res
,
70 struct pipe_screen
*screen
= svga
->pipe
.screen
;
73 if (svga_screen(screen
)->debug
.no_surface_view
) {
77 for (i
= 0; i
< svga
->curr
.num_sampler_views
[shader
]; i
++) {
78 struct svga_pipe_sampler_view
*sv
=
79 svga_pipe_sampler_view(svga
->curr
.sampler_views
[shader
][i
]);
81 if (sv
&& res
== svga_resource_handle(sv
->base
.texture
)) {
91 * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
95 svga_validate_pipe_sampler_view(struct svga_context
*svga
,
96 struct svga_pipe_sampler_view
*sv
)
98 enum pipe_error ret
= PIPE_OK
;
100 if (sv
->id
== SVGA3D_INVALID_ID
) {
101 struct svga_screen
*ss
= svga_screen(svga
->pipe
.screen
);
102 struct pipe_resource
*texture
= sv
->base
.texture
;
103 struct svga_winsys_surface
*surface
= svga_resource_handle(texture
);
104 SVGA3dSurfaceFormat format
;
105 SVGA3dResourceType resourceDim
;
106 SVGA3dShaderResourceViewDesc viewDesc
;
107 enum pipe_format pformat
= sv
->base
.format
;
109 /* vgpu10 cannot create a BGRX view for a BGRA resource, so force it to
110 * create a BGRA view (and vice versa).
112 if (pformat
== PIPE_FORMAT_B8G8R8X8_UNORM
&&
113 sv
->base
.texture
->format
== PIPE_FORMAT_B8G8R8A8_UNORM
) {
114 pformat
= PIPE_FORMAT_B8G8R8A8_UNORM
;
116 else if (pformat
== PIPE_FORMAT_B8G8R8A8_UNORM
&&
117 sv
->base
.texture
->format
== PIPE_FORMAT_B8G8R8X8_UNORM
) {
118 pformat
= PIPE_FORMAT_B8G8R8X8_UNORM
;
121 format
= svga_translate_format(ss
, pformat
,
122 PIPE_BIND_SAMPLER_VIEW
);
123 assert(format
!= SVGA3D_FORMAT_INVALID
);
125 /* Convert the format to a sampler-friendly format, if needed */
126 format
= svga_sampler_format(format
);
128 if (texture
->target
== PIPE_BUFFER
) {
129 unsigned elem_size
= util_format_get_blocksize(sv
->base
.format
);
131 viewDesc
.buffer
.firstElement
= sv
->base
.u
.buf
.offset
/ elem_size
;
132 viewDesc
.buffer
.numElements
= sv
->base
.u
.buf
.size
/ elem_size
;
135 viewDesc
.tex
.mostDetailedMip
= sv
->base
.u
.tex
.first_level
;
136 viewDesc
.tex
.firstArraySlice
= sv
->base
.u
.tex
.first_layer
;
137 viewDesc
.tex
.mipLevels
= (sv
->base
.u
.tex
.last_level
-
138 sv
->base
.u
.tex
.first_level
+ 1);
141 /* arraySize in viewDesc specifies the number of array slices in a
142 * texture array. For 3D texture, last_layer in
143 * pipe_sampler_view specifies the last slice of the texture
144 * which is different from the last slice in a texture array,
145 * hence we need to set arraySize to 1 explicitly.
147 viewDesc
.tex
.arraySize
=
148 (texture
->target
== PIPE_TEXTURE_3D
||
149 texture
->target
== PIPE_BUFFER
) ? 1 :
150 (sv
->base
.u
.tex
.last_layer
- sv
->base
.u
.tex
.first_layer
+ 1);
152 switch (texture
->target
) {
154 resourceDim
= SVGA3D_RESOURCE_BUFFER
;
156 case PIPE_TEXTURE_1D
:
157 case PIPE_TEXTURE_1D_ARRAY
:
158 resourceDim
= SVGA3D_RESOURCE_TEXTURE1D
;
160 case PIPE_TEXTURE_RECT
:
161 case PIPE_TEXTURE_2D
:
162 case PIPE_TEXTURE_2D_ARRAY
:
163 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
165 case PIPE_TEXTURE_3D
:
166 resourceDim
= SVGA3D_RESOURCE_TEXTURE3D
;
168 case PIPE_TEXTURE_CUBE
:
169 case PIPE_TEXTURE_CUBE_ARRAY
:
170 resourceDim
= SVGA3D_RESOURCE_TEXTURECUBE
;
174 assert(!"Unexpected texture type");
175 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
178 sv
->id
= util_bitmask_add(svga
->sampler_view_id_bm
);
180 ret
= SVGA3D_vgpu10_DefineShaderResourceView(svga
->swc
,
186 if (ret
!= PIPE_OK
) {
187 util_bitmask_clear(svga
->sampler_view_id_bm
, sv
->id
);
188 sv
->id
= SVGA3D_INVALID_ID
;
196 static enum pipe_error
197 update_sampler_resources(struct svga_context
*svga
, unsigned dirty
)
199 enum pipe_error ret
= PIPE_OK
;
202 if (!svga_have_vgpu10(svga
))
205 for (shader
= PIPE_SHADER_VERTEX
; shader
<= PIPE_SHADER_GEOMETRY
; shader
++) {
206 SVGA3dShaderResourceViewId ids
[PIPE_MAX_SAMPLERS
];
207 struct svga_winsys_surface
*surfaces
[PIPE_MAX_SAMPLERS
];
212 count
= svga
->curr
.num_sampler_views
[shader
];
213 for (i
= 0; i
< count
; i
++) {
214 struct svga_pipe_sampler_view
*sv
=
215 svga_pipe_sampler_view(svga
->curr
.sampler_views
[shader
][i
]);
216 struct svga_winsys_surface
*surface
;
219 surface
= svga_resource_handle(sv
->base
.texture
);
221 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
225 assert(sv
->id
!= SVGA3D_INVALID_ID
);
230 ids
[i
] = SVGA3D_INVALID_ID
;
232 surfaces
[i
] = surface
;
235 for (; i
< ARRAY_SIZE(ids
); i
++) {
236 ids
[i
] = SVGA3D_INVALID_ID
;
240 if (shader
== PIPE_SHADER_FRAGMENT
) {
241 /* Handle polygon stipple sampler view */
242 if (svga
->curr
.rast
->templ
.poly_stipple_enable
) {
243 const unsigned unit
= svga
->state
.hw_draw
.fs
->pstipple_sampler_unit
;
244 struct svga_pipe_sampler_view
*sv
=
245 svga
->polygon_stipple
.sampler_view
;
249 return PIPE_OK
; /* probably out of memory */
252 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
257 surfaces
[unit
] = svga_resource_handle(sv
->base
.texture
);
258 count
= MAX2(count
, unit
+1);
262 /* Number of ShaderResources that need to be modified. This includes
263 * the one that need to be unbound.
265 nviews
= MAX2(svga
->state
.hw_draw
.num_sampler_views
[shader
], count
);
267 ret
= SVGA3D_vgpu10_SetShaderResources(svga
->swc
,
268 svga_shader_type(shader
),
277 /* Number of sampler views enabled in the device */
278 svga
->state
.hw_draw
.num_sampler_views
[shader
] = count
;
285 struct svga_tracked_state svga_hw_sampler_bindings
= {
286 "shader resources emit",
288 SVGA_NEW_TEXTURE_BINDING
,
289 update_sampler_resources
294 static enum pipe_error
295 update_samplers(struct svga_context
*svga
, unsigned dirty
)
297 enum pipe_error ret
= PIPE_OK
;
300 if (!svga_have_vgpu10(svga
))
303 for (shader
= PIPE_SHADER_VERTEX
; shader
<= PIPE_SHADER_GEOMETRY
; shader
++) {
304 const unsigned count
= svga
->curr
.num_samplers
[shader
];
305 SVGA3dSamplerId ids
[PIPE_MAX_SAMPLERS
];
308 for (i
= 0; i
< count
; i
++) {
309 if (svga
->curr
.sampler
[shader
][i
]) {
310 ids
[i
] = svga
->curr
.sampler
[shader
][i
]->id
;
311 assert(ids
[i
] != SVGA3D_INVALID_ID
);
314 ids
[i
] = SVGA3D_INVALID_ID
;
319 if (count
!= svga
->state
.hw_draw
.num_samplers
[shader
] ||
320 memcmp(ids
, svga
->state
.hw_draw
.samplers
[shader
],
321 count
* sizeof(ids
[0])) != 0) {
322 /* HW state is really changing */
323 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
326 svga_shader_type(shader
), /* type */
330 memcpy(svga
->state
.hw_draw
.samplers
[shader
], ids
,
331 count
* sizeof(ids
[0]));
332 svga
->state
.hw_draw
.num_samplers
[shader
] = count
;
337 /* Handle polygon stipple sampler texture */
338 if (svga
->curr
.rast
->templ
.poly_stipple_enable
) {
339 const unsigned unit
= svga
->state
.hw_draw
.fs
->pstipple_sampler_unit
;
340 struct svga_sampler_state
*sampler
= svga
->polygon_stipple
.sampler
;
344 return PIPE_OK
; /* probably out of memory */
347 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
350 SVGA3D_SHADERTYPE_PS
,
358 struct svga_tracked_state svga_hw_sampler
= {
359 "texture sampler emit",
362 SVGA_NEW_TEXTURE_FLAGS
),