#include "svga_cmd.h"
#include "svga_debug.h"
#include "svga_resource_texture.h"
+#include "svga_surface.h"
+#include "svga_sampler_view.h"
static inline unsigned
translate_wrap_mode(unsigned wrap)
{
switch (wrap) {
- case PIPE_TEX_WRAP_REPEAT:
+ case PIPE_TEX_WRAP_REPEAT:
return SVGA3D_TEX_ADDRESS_WRAP;
-
- case PIPE_TEX_WRAP_CLAMP:
+ case PIPE_TEX_WRAP_CLAMP:
return SVGA3D_TEX_ADDRESS_CLAMP;
-
- case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
+ case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
/* Unfortunately SVGA3D_TEX_ADDRESS_EDGE not respected by
* hardware.
*/
return SVGA3D_TEX_ADDRESS_CLAMP;
-
- case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
+ case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
return SVGA3D_TEX_ADDRESS_BORDER;
-
- case PIPE_TEX_WRAP_MIRROR_REPEAT:
+ case PIPE_TEX_WRAP_MIRROR_REPEAT:
return SVGA3D_TEX_ADDRESS_MIRROR;
-
- case PIPE_TEX_WRAP_MIRROR_CLAMP:
- case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
- case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
+ case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
return SVGA3D_TEX_ADDRESS_MIRRORONCE;
-
default:
assert(0);
return SVGA3D_TEX_ADDRESS_WRAP;
}
}
-static inline unsigned translate_img_filter( unsigned filter )
+
+static inline unsigned
+translate_img_filter(unsigned filter)
{
switch (filter) {
- case PIPE_TEX_FILTER_NEAREST: return SVGA3D_TEX_FILTER_NEAREST;
- case PIPE_TEX_FILTER_LINEAR: return SVGA3D_TEX_FILTER_LINEAR;
+ case PIPE_TEX_FILTER_NEAREST:
+ return SVGA3D_TEX_FILTER_NEAREST;
+ case PIPE_TEX_FILTER_LINEAR:
+ return SVGA3D_TEX_FILTER_LINEAR;
default:
assert(0);
return SVGA3D_TEX_FILTER_NEAREST;
}
}
-static inline unsigned translate_mip_filter( unsigned filter )
+
+static inline unsigned
+translate_mip_filter(unsigned filter)
{
switch (filter) {
- case PIPE_TEX_MIPFILTER_NONE: return SVGA3D_TEX_FILTER_NONE;
- case PIPE_TEX_MIPFILTER_NEAREST: return SVGA3D_TEX_FILTER_NEAREST;
- case PIPE_TEX_MIPFILTER_LINEAR: return SVGA3D_TEX_FILTER_LINEAR;
+ case PIPE_TEX_MIPFILTER_NONE:
+ return SVGA3D_TEX_FILTER_NONE;
+ case PIPE_TEX_MIPFILTER_NEAREST:
+ return SVGA3D_TEX_FILTER_NEAREST;
+ case PIPE_TEX_MIPFILTER_LINEAR:
+ return SVGA3D_TEX_FILTER_LINEAR;
default:
assert(0);
return SVGA3D_TEX_FILTER_NONE;
{
struct svga_context *svga = svga_context(pipe);
struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state );
-
+
if (!cso)
return NULL;
cso->magfilter = translate_img_filter( sampler->mag_img_filter );
cso->minfilter = translate_img_filter( sampler->min_img_filter );
cso->aniso_level = MAX2( sampler->max_anisotropy, 1 );
- if(sampler->max_anisotropy)
+ if (sampler->max_anisotropy)
cso->magfilter = cso->minfilter = SVGA3D_TEX_FILTER_ANISOTROPIC;
cso->lod_bias = sampler->lod_bias;
cso->addressu = translate_wrap_mode(sampler->wrap_s);
cso->min_lod, cso->view_min_lod, cso->view_max_lod,
cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING");
+ svga->hud.num_sampler_objects++;
+ SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
+ SVGA_STATS_COUNT_SAMPLER);
+
return cso;
}
+
static void
svga_bind_sampler_states(struct pipe_context *pipe,
unsigned shader,
{
struct svga_context *svga = svga_context(pipe);
unsigned i;
+ boolean any_change = FALSE;
assert(shader < PIPE_SHADER_TYPES);
assert(start + num <= PIPE_MAX_SAMPLERS);
if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
return;
- for (i = 0; i < num; i++)
+ for (i = 0; i < num; i++) {
+ if (svga->curr.sampler[shader][start + i] != samplers[i])
+ any_change = TRUE;
svga->curr.sampler[shader][start + i] = samplers[i];
+ }
+
+ if (!any_change) {
+ return;
+ }
/* find highest non-null sampler[] entry */
{
}
-static void svga_delete_sampler_state(struct pipe_context *pipe,
- void *sampler)
+static void
+svga_delete_sampler_state(struct pipe_context *pipe, void *sampler)
{
struct svga_sampler_state *ss = (struct svga_sampler_state *) sampler;
struct svga_context *svga = svga_context(pipe);
}
FREE(sampler);
+ svga->hud.num_sampler_objects--;
}
struct pipe_resource *texture,
const struct pipe_sampler_view *templ)
{
+ struct svga_context *svga = svga_context(pipe);
struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view);
if (!sv) {
sv->base.context = pipe;
sv->id = SVGA3D_INVALID_ID;
+ svga->hud.num_samplerview_objects++;
+ SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
+ SVGA_STATS_COUNT_SAMPLERVIEW);
+
return &sv->base;
}
pipe_resource_reference(&sv->base.texture, NULL);
FREE(sv);
+ svga->hud.num_samplerview_objects--;
}
+
static void
svga_set_sampler_views(struct pipe_context *pipe,
unsigned shader,
struct svga_context *svga = svga_context(pipe);
unsigned flag_1d = 0;
unsigned flag_srgb = 0;
+ unsigned flag_rect = 0;
+ unsigned flag_buf = 0;
uint i;
+ boolean any_change = FALSE;
assert(shader < PIPE_SHADER_TYPES);
- assert(start + num <= Elements(svga->curr.sampler_views[shader]));
+ assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader]));
/* Pre-VGPU10 only supports FS textures */
if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
return;
+ SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS);
+
+ /* This bit of code works around a quirk in the CSO module.
+ * If start=num=0 it means all sampler views should be released.
+ * Note that the CSO module treats sampler views for fragment shaders
+ * differently than other shader types.
+ */
+ if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) {
+ for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
+ pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][i]);
+ }
+ any_change = TRUE;
+ }
+
for (i = 0; i < num; i++) {
+ enum pipe_texture_target target;
+
if (svga->curr.sampler_views[shader][start + i] != views[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
pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][start + i]);
pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
views[i]);
+ any_change = TRUE;
}
if (!views[i])
if (util_format_is_srgb(views[i]->format))
flag_srgb |= 1 << (start + i);
- if (views[i]->texture->target == PIPE_TEXTURE_1D)
+ target = views[i]->texture->target;
+ if (target == PIPE_TEXTURE_1D)
flag_1d |= 1 << (start + i);
+ else if (target == PIPE_TEXTURE_RECT)
+ flag_rect |= 1 << (start + i);
+ else if (target == PIPE_BUFFER)
+ flag_buf |= 1 << (start + i);
+ }
+
+ if (!any_change) {
+ goto done;
}
/* find highest non-null sampler_views[] entry */
svga->dirty |= SVGA_NEW_TEXTURE_BINDING;
if (flag_srgb != svga->curr.tex_flags.flag_srgb ||
- flag_1d != svga->curr.tex_flags.flag_1d)
- {
+ flag_1d != svga->curr.tex_flags.flag_1d) {
svga->dirty |= SVGA_NEW_TEXTURE_FLAGS;
svga->curr.tex_flags.flag_1d = flag_1d;
svga->curr.tex_flags.flag_srgb = flag_srgb;
- }
+ }
+
+ if (flag_rect != svga->curr.tex_flags.flag_rect ||
+ flag_buf != svga->curr.tex_flags.flag_buf)
+ {
+ /* Need to re-emit texture constants */
+ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
+ svga->curr.tex_flags.flag_rect = flag_rect;
+ svga->curr.tex_flags.flag_buf = flag_buf;
+ }
+
+ /* Check if any of the sampler view resources collide with the framebuffer
+ * color buffers or depth stencil resource. If so, enable the NEW_FRAME_BUFFER
+ * dirty bit so that emit_framebuffer can be invoked to create backed view
+ * for the conflicted surface view.
+ */
+ for (i = 0; i < svga->curr.framebuffer.nr_cbufs; i++) {
+ if (svga->curr.framebuffer.cbufs[i]) {
+ struct svga_surface *s = svga_surface(svga->curr.framebuffer.cbufs[i]);
+ if (svga_check_sampler_view_resource_collision(svga, s->handle, shader)) {
+ svga->dirty |= SVGA_NEW_FRAME_BUFFER;
+ break;
+ }
+ }
+ }
+
+ if (svga->curr.framebuffer.zsbuf) {
+ struct svga_surface *s = svga_surface(svga->curr.framebuffer.zsbuf);
+ if (s) {
+ if (svga_check_sampler_view_resource_collision(svga, s->handle, shader)) {
+ svga->dirty |= SVGA_NEW_FRAME_BUFFER;
+ }
+ }
+ }
+
+done:
+ SVGA_STATS_TIME_POP(svga_sws(svga));
}
+/**
+ * Clean up sampler, sampler view state at context destruction time
+ */
+void
+svga_cleanup_sampler_state(struct svga_context *svga)
+{
+ unsigned shader;
+
+ if (!svga_have_vgpu10(svga))
+ return;
+
+ for (shader = 0; shader <= PIPE_SHADER_GEOMETRY; shader++) {
+ unsigned i;
+
+ for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
+ pipe_sampler_view_release(&svga->pipe,
+ &svga->state.hw_draw.sampler_views[shader][i]);
+ }
+ }
+
+ /* free polygon stipple state */
+ if (svga->polygon_stipple.sampler) {
+ svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler);
+ }
+
+ if (svga->polygon_stipple.sampler_view) {
+ svga->pipe.sampler_view_destroy(&svga->pipe,
+ &svga->polygon_stipple.sampler_view->base);
+ }
+ pipe_resource_reference(&svga->polygon_stipple.texture, NULL);
+}
-void svga_init_sampler_functions( struct svga_context *svga )
+void
+svga_init_sampler_functions( struct svga_context *svga )
{
svga->pipe.create_sampler_state = svga_create_sampler_state;
svga->pipe.bind_sampler_states = svga_bind_sampler_states;
svga->pipe.create_sampler_view = svga_create_sampler_view;
svga->pipe.sampler_view_destroy = svga_sampler_view_destroy;
}
-
-
-