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/format/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
;
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 if (texture
->target
== PIPE_BUFFER
) {
154 svga_translate_texture_buffer_view_format(viewFormat
,
157 surface
= svga_buffer_handle(svga
, texture
, PIPE_BIND_SAMPLER_VIEW
);
160 format
= svga_translate_format(ss
, viewFormat
,
161 PIPE_BIND_SAMPLER_VIEW
);
163 /* Convert the format to a sampler-friendly format, if needed */
164 format
= svga_sampler_format(format
);
166 surface
= svga_texture(texture
)->handle
;
169 assert(format
!= SVGA3D_FORMAT_INVALID
);
171 if (texture
->target
== PIPE_BUFFER
) {
172 unsigned elem_size
= util_format_get_blocksize(sv
->base
.format
);
174 viewDesc
.buffer
.firstElement
= sv
->base
.u
.buf
.offset
/ elem_size
;
175 viewDesc
.buffer
.numElements
= sv
->base
.u
.buf
.size
/ elem_size
;
178 viewDesc
.tex
.mostDetailedMip
= sv
->base
.u
.tex
.first_level
;
179 viewDesc
.tex
.firstArraySlice
= sv
->base
.u
.tex
.first_layer
;
180 viewDesc
.tex
.mipLevels
= (sv
->base
.u
.tex
.last_level
-
181 sv
->base
.u
.tex
.first_level
+ 1);
184 /* arraySize in viewDesc specifies the number of array slices in a
185 * texture array. For 3D texture, last_layer in
186 * pipe_sampler_view specifies the last slice of the texture
187 * which is different from the last slice in a texture array,
188 * hence we need to set arraySize to 1 explicitly.
190 viewDesc
.tex
.arraySize
=
191 (texture
->target
== PIPE_TEXTURE_3D
||
192 texture
->target
== PIPE_BUFFER
) ? 1 :
193 (sv
->base
.u
.tex
.last_layer
- sv
->base
.u
.tex
.first_layer
+ 1);
195 switch (texture
->target
) {
197 resourceDim
= SVGA3D_RESOURCE_BUFFER
;
199 case PIPE_TEXTURE_1D
:
200 case PIPE_TEXTURE_1D_ARRAY
:
201 resourceDim
= SVGA3D_RESOURCE_TEXTURE1D
;
203 case PIPE_TEXTURE_RECT
:
204 case PIPE_TEXTURE_2D
:
205 case PIPE_TEXTURE_2D_ARRAY
:
206 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
208 case PIPE_TEXTURE_3D
:
209 resourceDim
= SVGA3D_RESOURCE_TEXTURE3D
;
211 case PIPE_TEXTURE_CUBE
:
212 case PIPE_TEXTURE_CUBE_ARRAY
:
213 resourceDim
= SVGA3D_RESOURCE_TEXTURECUBE
;
217 assert(!"Unexpected texture type");
218 resourceDim
= SVGA3D_RESOURCE_TEXTURE2D
;
221 sv
->id
= util_bitmask_add(svga
->sampler_view_id_bm
);
223 ret
= SVGA3D_vgpu10_DefineShaderResourceView(svga
->swc
,
229 if (ret
!= PIPE_OK
) {
230 util_bitmask_clear(svga
->sampler_view_id_bm
, sv
->id
);
231 sv
->id
= SVGA3D_INVALID_ID
;
239 static enum pipe_error
240 update_sampler_resources(struct svga_context
*svga
, uint64_t dirty
)
242 enum pipe_error ret
= PIPE_OK
;
243 enum pipe_shader_type shader
;
245 assert(svga_have_vgpu10(svga
));
247 for (shader
= PIPE_SHADER_VERTEX
; shader
<= PIPE_SHADER_TESS_EVAL
; shader
++) {
248 SVGA3dShaderResourceViewId ids
[PIPE_MAX_SAMPLERS
];
249 struct svga_winsys_surface
*surfaces
[PIPE_MAX_SAMPLERS
];
250 struct pipe_sampler_view
*sampler_views
[PIPE_MAX_SAMPLERS
];
255 count
= svga
->curr
.num_sampler_views
[shader
];
256 for (i
= 0; i
< count
; i
++) {
257 struct svga_pipe_sampler_view
*sv
=
258 svga_pipe_sampler_view(svga
->curr
.sampler_views
[shader
][i
]);
261 surfaces
[i
] = svga_resource_handle(sv
->base
.texture
);
263 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
267 assert(sv
->id
!= SVGA3D_INVALID_ID
);
269 sampler_views
[i
] = &sv
->base
;
273 ids
[i
] = SVGA3D_INVALID_ID
;
274 sampler_views
[i
] = NULL
;
278 for (; i
< svga
->state
.hw_draw
.num_sampler_views
[shader
]; i
++) {
279 ids
[i
] = SVGA3D_INVALID_ID
;
281 sampler_views
[i
] = NULL
;
284 /* Number of ShaderResources that need to be modified. This includes
285 * the one that need to be unbound.
287 nviews
= MAX2(svga
->state
.hw_draw
.num_sampler_views
[shader
], count
);
289 if (count
!= svga
->state
.hw_draw
.num_sampler_views
[shader
] ||
290 memcmp(sampler_views
, svga
->state
.hw_draw
.sampler_views
[shader
],
291 count
* sizeof(sampler_views
[0])) != 0) {
292 SVGA3dShaderResourceViewId
*pIds
= ids
;
293 struct svga_winsys_surface
**pSurf
= surfaces
;
296 /* Loop through the sampler view list to only emit
297 * the sampler views that are not already in the
298 * corresponding entries in the device's
299 * shader resource list.
301 for (i
= 0; i
< nviews
; i
++) {
304 emit
= sampler_views
[i
] ==
305 svga
->state
.hw_draw
.sampler_views
[shader
][i
];
307 if (!emit
&& i
== nviews
-1) {
308 /* Include the last sampler view in the next emit
309 * if it is different.
317 /* numSR can only be 0 if the first entry of the list
318 * is the same as the one in the device list.
319 * In this case, * there is nothing to send yet.
322 ret
= SVGA3D_vgpu10_SetShaderResources(
324 svga_shader_type(shader
),
325 i
- numSR
, /* startView */
334 pSurf
+= (numSR
+ 1);
341 /* Save referenced sampler views in the hw draw state. */
342 svga
->state
.hw_draw
.num_sampler_views
[shader
] = count
;
343 for (i
= 0; i
< nviews
; i
++) {
344 pipe_sampler_view_reference(
345 &svga
->state
.hw_draw
.sampler_views
[shader
][i
],
352 /* Handle polygon stipple sampler view */
353 if (svga
->curr
.rast
->templ
.poly_stipple_enable
) {
354 const unsigned unit
=
355 svga_fs_variant(svga
->state
.hw_draw
.fs
)->pstipple_sampler_unit
;
356 struct svga_pipe_sampler_view
*sv
= svga
->polygon_stipple
.sampler_view
;
357 struct svga_winsys_surface
*surface
;
361 return PIPE_OK
; /* probably out of memory */
364 ret
= svga_validate_pipe_sampler_view(svga
, sv
);
368 surface
= svga_resource_handle(sv
->base
.texture
);
369 ret
= SVGA3D_vgpu10_SetShaderResources(
371 svga_shader_type(PIPE_SHADER_FRAGMENT
),
372 unit
, /* startView */
381 struct svga_tracked_state svga_hw_sampler_bindings
= {
382 "shader resources emit",
384 SVGA_NEW_TEXTURE_BINDING
,
385 update_sampler_resources
390 static enum pipe_error
391 update_samplers(struct svga_context
*svga
, uint64_t dirty
)
393 enum pipe_error ret
= PIPE_OK
;
394 enum pipe_shader_type shader
;
396 assert(svga_have_vgpu10(svga
));
398 for (shader
= PIPE_SHADER_VERTEX
; shader
<= PIPE_SHADER_TESS_EVAL
; shader
++) {
399 const unsigned count
= svga
->curr
.num_samplers
[shader
];
400 SVGA3dSamplerId ids
[PIPE_MAX_SAMPLERS
];
404 for (i
= 0; i
< count
; i
++) {
405 bool fs_shadow
= false;
408 if (shader
== PIPE_SHADER_FRAGMENT
) {
409 struct svga_fs_variant
*fs
=
410 svga_fs_variant(svga
->state
.hw_draw
.fs
);
411 /* If the fragment shader is doing the shadow comparison
412 * for this texture unit, don't enable shadow compare in
413 * the texture sampler state.
415 if (fs
&& (fs
->fs_shadow_compare_units
& (1 << i
))) {
420 if (svga
->curr
.sampler
[shader
][i
]) {
421 ids
[i
] = svga
->curr
.sampler
[shader
][i
]->id
[fs_shadow
];
422 assert(ids
[i
] != SVGA3D_INVALID_ID
);
425 ids
[i
] = SVGA3D_INVALID_ID
;
429 for (; i
< svga
->state
.hw_draw
.num_samplers
[shader
]; i
++) {
430 ids
[i
] = SVGA3D_INVALID_ID
;
433 nsamplers
= MAX2(svga
->state
.hw_draw
.num_samplers
[shader
], count
);
435 if (count
!= svga
->state
.hw_draw
.num_samplers
[shader
] ||
436 memcmp(ids
, svga
->state
.hw_draw
.samplers
[shader
],
437 count
* sizeof(ids
[0])) != 0) {
438 /* HW state is really changing */
439 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
442 svga_shader_type(shader
), /* type */
446 memcpy(svga
->state
.hw_draw
.samplers
[shader
], ids
,
447 nsamplers
* sizeof(ids
[0]));
448 svga
->state
.hw_draw
.num_samplers
[shader
] = count
;
453 /* Handle polygon stipple sampler texture */
454 if (svga
->curr
.rast
->templ
.poly_stipple_enable
) {
455 const unsigned unit
=
456 svga_fs_variant(svga
->state
.hw_draw
.fs
)->pstipple_sampler_unit
;
457 struct svga_sampler_state
*sampler
= svga
->polygon_stipple
.sampler
;
461 return PIPE_OK
; /* probably out of memory */
464 if (svga
->state
.hw_draw
.samplers
[PIPE_SHADER_FRAGMENT
][unit
]
466 ret
= SVGA3D_vgpu10_SetSamplers(svga
->swc
,
469 SVGA3D_SHADERTYPE_PS
,
474 /* save the polygon stipple sampler in the hw draw state */
475 svga
->state
.hw_draw
.samplers
[PIPE_SHADER_FRAGMENT
][unit
] =
484 struct svga_tracked_state svga_hw_sampler
= {
485 "texture sampler emit",