#include "lp_screen.h"
#include "lp_state.h"
#include "lp_debug.h"
-#include "state_tracker/sw_winsys.h"
+#include "frontend/sw_winsys.h"
+#include "lp_flush.h"
static void *
llvmpipe->num_samplers[shader] = j;
}
- if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
+ if (shader == PIPE_SHADER_VERTEX ||
+ shader == PIPE_SHADER_GEOMETRY ||
+ shader == PIPE_SHADER_TESS_CTRL ||
+ shader == PIPE_SHADER_TESS_EVAL) {
draw_set_samplers(llvmpipe->draw,
shader,
llvmpipe->samplers[shader],
llvmpipe->num_samplers[shader]);
}
- else {
+ else if (shader == PIPE_SHADER_COMPUTE) {
+ llvmpipe->cs_dirty |= LP_CSNEW_SAMPLER;
+ } else {
llvmpipe->dirty |= LP_NEW_SAMPLER;
}
}
/* set the new sampler views */
for (i = 0; i < num; i++) {
- /* Note: we're using pipe_sampler_view_release() here to work around
- * a possible crash when the old view belongs to another context that
- * was already destroyed.
- */
- pipe_sampler_view_release(pipe,
- &llvmpipe->sampler_views[shader][start + i]);
/*
* Warn if someone tries to set a view created in a different context
* (which is why we need the hack above in the first place).
debug_printf("Illegal setting of sampler_view %d created in another "
"context\n", i);
}
+
+ if (views[i])
+ llvmpipe_flush_resource(pipe, views[i]->texture, 0, true, false, false, "sampler_view");
pipe_sampler_view_reference(&llvmpipe->sampler_views[shader][start + i],
views[i]);
}
llvmpipe->num_sampler_views[shader] = j;
}
- if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) {
+ if (shader == PIPE_SHADER_VERTEX ||
+ shader == PIPE_SHADER_GEOMETRY ||
+ shader == PIPE_SHADER_TESS_CTRL ||
+ shader == PIPE_SHADER_TESS_EVAL) {
draw_set_sampler_views(llvmpipe->draw,
shader,
llvmpipe->sampler_views[shader],
llvmpipe->num_sampler_views[shader]);
}
- else {
+ else if (shader == PIPE_SHADER_COMPUTE) {
+ llvmpipe->cs_dirty |= LP_CSNEW_SAMPLER_VIEW;
+ } else {
llvmpipe->dirty |= LP_NEW_SAMPLER_VIEW;
}
}
#ifdef DEBUG
/*
* This is possibly too lenient, but the primary reason is just
- * to catch state trackers which forget to initialize this, so
+ * to catch gallium frontends which forget to initialize this, so
* it only catches clearly impossible view targets.
*/
if (view->target != texture->target) {
struct llvmpipe_context *lp,
unsigned num,
struct pipe_sampler_view **views,
- unsigned shader_type)
+ enum pipe_shader_type shader_type)
{
unsigned i;
unsigned num_layers = tex->depth0;
unsigned first_level = 0;
unsigned last_level = 0;
+ unsigned sample_stride = 0;
+ unsigned num_samples = tex->nr_samples;
if (!lp_tex->dt) {
/* regular texture - setup array of mipmap level offsets */
assert(last_level <= res->last_level);
addr = lp_tex->tex_data;
+ sample_stride = lp_tex->sample_stride;
+
for (j = first_level; j <= last_level; j++) {
mip_offsets[j] = lp_tex->mip_offsets[j];
row_stride[j] = lp_tex->row_stride[j];
i,
width0, tex->height0, num_layers,
first_level, last_level,
+ num_samples, sample_stride,
addr,
row_stride, img_stride, mip_offsets);
}
prepare_shader_sampling(lp, num, views, PIPE_SHADER_GEOMETRY);
}
+/**
+ * Called whenever we're about to draw (no dirty flag, FIXME?).
+ */
+void
+llvmpipe_prepare_tess_ctrl_sampling(struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_sampler_view **views)
+{
+ prepare_shader_sampling(lp, num, views, PIPE_SHADER_TESS_CTRL);
+}
+
+/**
+ * Called whenever we're about to draw (no dirty flag, FIXME?).
+ */
+void
+llvmpipe_prepare_tess_eval_sampling(struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_sampler_view **views)
+{
+ prepare_shader_sampling(lp, num, views, PIPE_SHADER_TESS_EVAL);
+}
+
+static void
+prepare_shader_images(
+ struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_image_view *views,
+ enum pipe_shader_type shader_type)
+{
+
+ unsigned i;
+ uint32_t row_stride;
+ uint32_t img_stride;
+ uint32_t sample_stride;
+ const void *addr;
+
+ assert(num <= PIPE_MAX_SHADER_SAMPLER_VIEWS);
+ if (!num)
+ return;
+
+ for (i = 0; i < num; i++) {
+ struct pipe_image_view *view = i < num ? &views[i] : NULL;
+
+ if (view) {
+ struct pipe_resource *img = view->resource;
+ struct llvmpipe_resource *lp_img = llvmpipe_resource(img);
+ if (!img)
+ continue;
+
+ unsigned width = u_minify(img->width0, view->u.tex.level);
+ unsigned height = u_minify(img->height0, view->u.tex.level);
+ unsigned num_layers = img->depth0;
+ unsigned num_samples = img->nr_samples;
+
+ if (!lp_img->dt) {
+ /* regular texture - setup array of mipmap level offsets */
+ struct pipe_resource *res = view->resource;
+
+ if (llvmpipe_resource_is_texture(res)) {
+ uint32_t mip_offset = lp_img->mip_offsets[view->u.tex.level];
+ addr = lp_img->tex_data;
+
+ if (img->target == PIPE_TEXTURE_1D_ARRAY ||
+ img->target == PIPE_TEXTURE_2D_ARRAY ||
+ img->target == PIPE_TEXTURE_3D ||
+ img->target == PIPE_TEXTURE_CUBE ||
+ img->target == PIPE_TEXTURE_CUBE_ARRAY) {
+ num_layers = view->u.tex.last_layer - view->u.tex.first_layer + 1;
+ assert(view->u.tex.first_layer <= view->u.tex.last_layer);
+ mip_offset += view->u.tex.first_layer * lp_img->img_stride[view->u.tex.level];
+ }
+
+ row_stride = lp_img->row_stride[view->u.tex.level];
+ img_stride = lp_img->img_stride[view->u.tex.level];
+ sample_stride = lp_img->sample_stride;
+ addr = (uint8_t *)addr + mip_offset;
+ }
+ else {
+ unsigned view_blocksize = util_format_get_blocksize(view->format);
+ addr = lp_img->data;
+ /* probably don't really need to fill that out */
+ row_stride = 0;
+ img_stride = 0;
+ sample_stride = 0;
+
+ /* everything specified in number of elements here. */
+ width = view->u.buf.size / view_blocksize;
+ addr = (uint8_t *)addr + view->u.buf.offset;
+ assert(view->u.buf.offset + view->u.buf.size <= res->width0);
+ }
+ }
+ else {
+ /* display target texture/surface */
+ /*
+ * XXX: Where should this be unmapped?
+ */
+ struct llvmpipe_screen *screen = llvmpipe_screen(img->screen);
+ struct sw_winsys *winsys = screen->winsys;
+ addr = winsys->displaytarget_map(winsys, lp_img->dt,
+ PIPE_TRANSFER_READ);
+ row_stride = lp_img->row_stride[0];
+ img_stride = lp_img->img_stride[0];
+ sample_stride = 0;
+ assert(addr);
+ }
+ draw_set_mapped_image(lp->draw,
+ shader_type,
+ i,
+ width, height, num_layers,
+ addr,
+ row_stride, img_stride,
+ num_samples, sample_stride);
+ }
+ }
+}
+
+
+/**
+ * Called whenever we're about to draw (no dirty flag, FIXME?).
+ */
+void
+llvmpipe_prepare_vertex_images(struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_image_view *views)
+{
+ prepare_shader_images(lp, num, views, PIPE_SHADER_VERTEX);
+}
+
+
+/**
+ * Called whenever we're about to draw (no dirty flag, FIXME?).
+ */
+void
+llvmpipe_prepare_geometry_images(struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_image_view *views)
+{
+ prepare_shader_images(lp, num, views, PIPE_SHADER_GEOMETRY);
+}
+
+/**
+ * Called whenever we're about to draw (no dirty flag, FIXME?).
+ */
+void
+llvmpipe_prepare_tess_ctrl_images(struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_image_view *views)
+{
+ prepare_shader_images(lp, num, views, PIPE_SHADER_TESS_CTRL);
+}
+
+/**
+ * Called whenever we're about to draw (no dirty flag, FIXME?).
+ */
+void
+llvmpipe_prepare_tess_eval_images(struct llvmpipe_context *lp,
+ unsigned num,
+ struct pipe_image_view *views)
+{
+ prepare_shader_images(lp, num, views, PIPE_SHADER_TESS_EVAL);
+}
void
llvmpipe_init_sampler_funcs(struct llvmpipe_context *llvmpipe)