*
**********************************************************/
-#include "util/u_inlines.h"
#include "pipe/p_defines.h"
+#include "util/u_bitmask.h"
#include "util/u_format.h"
+#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "tgsi/tgsi_parse.h"
#include "svga_context.h"
+#include "svga_cmd.h"
+#include "svga_debug.h"
#include "svga_resource_texture.h"
+#include "svga_surface.h"
+#include "svga_sampler_view.h"
-#include "svga_debug.h"
-static INLINE unsigned
+static inline unsigned
translate_wrap_mode(unsigned wrap)
{
switch (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;
}
}
-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;
}
}
+
+static uint8
+translate_comparison_func(unsigned func)
+{
+ switch (func) {
+ case PIPE_FUNC_NEVER:
+ return SVGA3D_COMPARISON_NEVER;
+ case PIPE_FUNC_LESS:
+ return SVGA3D_COMPARISON_LESS;
+ case PIPE_FUNC_EQUAL:
+ return SVGA3D_COMPARISON_EQUAL;
+ case PIPE_FUNC_LEQUAL:
+ return SVGA3D_COMPARISON_LESS_EQUAL;
+ case PIPE_FUNC_GREATER:
+ return SVGA3D_COMPARISON_GREATER;
+ case PIPE_FUNC_NOTEQUAL:
+ return SVGA3D_COMPARISON_NOT_EQUAL;
+ case PIPE_FUNC_GEQUAL:
+ return SVGA3D_COMPARISON_GREATER_EQUAL;
+ case PIPE_FUNC_ALWAYS:
+ return SVGA3D_COMPARISON_ALWAYS;
+ default:
+ assert(!"Invalid comparison function");
+ return SVGA3D_COMPARISON_ALWAYS;
+ }
+}
+
+
+/**
+ * Translate filtering state to vgpu10 format.
+ */
+static SVGA3dFilter
+translate_filter_mode(unsigned img_filter,
+ unsigned min_filter,
+ unsigned mag_filter,
+ boolean anisotropic,
+ boolean compare)
+{
+ SVGA3dFilter mode = 0;
+
+ if (img_filter == PIPE_TEX_FILTER_LINEAR)
+ mode |= SVGA3D_FILTER_MIP_LINEAR;
+ if (min_filter == PIPE_TEX_FILTER_LINEAR)
+ mode |= SVGA3D_FILTER_MIN_LINEAR;
+ if (mag_filter == PIPE_TEX_FILTER_LINEAR)
+ mode |= SVGA3D_FILTER_MAG_LINEAR;
+ if (anisotropic)
+ mode |= SVGA3D_FILTER_ANISOTROPIC;
+ if (compare)
+ mode |= SVGA3D_FILTER_COMPARE;
+
+ return mode;
+}
+
+
+/**
+ * Define a vgpu10 sampler state.
+ */
+static void
+define_sampler_state_object(struct svga_context *svga,
+ struct svga_sampler_state *ss,
+ const struct pipe_sampler_state *ps)
+{
+ uint8_t max_aniso = (uint8_t) 255; /* XXX fix me */
+ boolean anisotropic;
+ uint8 compare_func;
+ SVGA3dFilter filter;
+ SVGA3dRGBAFloat bcolor;
+ unsigned try;
+ float min_lod, max_lod;
+
+ assert(svga_have_vgpu10(svga));
+
+ anisotropic = ss->aniso_level > 1.0f;
+
+ filter = translate_filter_mode(ps->min_mip_filter,
+ ps->min_img_filter,
+ ps->mag_img_filter,
+ anisotropic,
+ ss->compare_mode);
+
+ compare_func = translate_comparison_func(ss->compare_func);
+
+ COPY_4V(bcolor.value, ps->border_color.f);
+
+ ss->id = util_bitmask_add(svga->sampler_object_id_bm);
+
+ assert(ps->min_lod <= ps->max_lod);
+
+ if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
+ /* just use the base level image */
+ min_lod = max_lod = 0.0f;
+ }
+ else {
+ min_lod = ps->min_lod;
+ max_lod = ps->max_lod;
+ }
+
+ /* Loop in case command buffer is full and we need to flush and retry */
+ for (try = 0; try < 2; try++) {
+ enum pipe_error ret =
+ SVGA3D_vgpu10_DefineSamplerState(svga->swc,
+ ss->id,
+ filter,
+ ss->addressu,
+ ss->addressv,
+ ss->addressw,
+ ss->lod_bias, /* float */
+ max_aniso,
+ compare_func,
+ bcolor,
+ min_lod, /* float */
+ max_lod); /* float */
+ if (ret == PIPE_OK)
+ return;
+ svga_context_flush(svga, NULL);
+ }
+}
+
+
static void *
svga_create_sampler_state(struct pipe_context *pipe,
const struct pipe_sampler_state *sampler)
}
}
+ if (svga_have_vgpu10(svga)) {
+ define_sampler_state_object(svga, cso, sampler);
+ }
+
SVGA_DBG(DEBUG_VIEWS, "min %u, view(min %u, max %u) lod, mipfilter %s\n",
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_state_objects++;
+
return cso;
}
assert(shader < PIPE_SHADER_TYPES);
assert(start + num <= PIPE_MAX_SAMPLERS);
- /* we only support fragment shader samplers at this time */
- if (shader != PIPE_SHADER_FRAGMENT)
+ /* Pre-VGPU10 only supports FS textures */
+ if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
return;
- /* Check for no-op */
- if (start + num <= svga->curr.num_samplers &&
- !memcmp(svga->curr.sampler + start, samplers, num * sizeof(void *))) {
- if (0) debug_printf("sampler noop\n");
- return;
- }
-
for (i = 0; i < num; i++)
- svga->curr.sampler[start + i] = samplers[i];
+ svga->curr.sampler[shader][start + i] = samplers[i];
- /* find highest non-null sampler_views[] entry */
+ /* find highest non-null sampler[] entry */
{
- unsigned j = MAX2(svga->curr.num_samplers, start + num);
- while (j > 0 && svga->curr.sampler[j - 1] == NULL)
+ unsigned j = MAX2(svga->curr.num_samplers[shader], start + num);
+ while (j > 0 && svga->curr.sampler[shader][j - 1] == NULL)
j--;
- svga->curr.num_samplers = j;
+ svga->curr.num_samplers[shader] = j;
}
svga->dirty |= SVGA_NEW_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);
+
+ if (svga_have_vgpu10(svga)) {
+ enum pipe_error ret;
+
+ svga_hwtnl_flush_retry(svga);
+
+ ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id);
+ }
+ util_bitmask_clear(svga->sampler_object_id_bm, ss->id);
+ }
+
FREE(sampler);
+ svga->hud.num_state_objects--;
}
struct pipe_resource *texture,
const struct pipe_sampler_view *templ)
{
- struct pipe_sampler_view *view = CALLOC_STRUCT(pipe_sampler_view);
-
- if (view) {
- *view = *templ;
- view->reference.count = 1;
- view->texture = NULL;
- pipe_resource_reference(&view->texture, texture);
- view->context = pipe;
+ struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view);
+
+ if (!sv) {
+ return NULL;
}
- return view;
+ sv->base = *templ;
+ sv->base.reference.count = 1;
+ sv->base.texture = NULL;
+ pipe_resource_reference(&sv->base.texture, texture);
+
+ sv->base.context = pipe;
+ sv->id = SVGA3D_INVALID_ID;
+
+ return &sv->base;
}
svga_sampler_view_destroy(struct pipe_context *pipe,
struct pipe_sampler_view *view)
{
- pipe_resource_reference(&view->texture, NULL);
- FREE(view);
+ struct svga_context *svga = svga_context(pipe);
+ struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view);
+
+ if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) {
+ if (view->context != pipe) {
+ /* The SVGA3D device will generate an error (and on Linux, cause
+ * us to abort) if we try to destroy a shader resource view from
+ * a context other than the one it was created with. Skip the
+ * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler
+ * view for now. This should only sometimes happen when a shared
+ * texture is deleted.
+ */
+ _debug_printf("context mismatch in %s\n", __func__);
+ }
+ else {
+ enum pipe_error ret;
+
+ svga_hwtnl_flush_retry(svga); /* XXX is this needed? */
+
+ ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
+ }
+ util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
+ }
+ }
+
+ pipe_resource_reference(&sv->base.texture, NULL);
+
+ FREE(sv);
}
static void
uint i;
assert(shader < PIPE_SHADER_TYPES);
- assert(start + num <= Elements(svga->curr.sampler_views));
-
- /* we only support fragment shader sampler views at this time */
- if (shader != PIPE_SHADER_FRAGMENT)
- return;
+ assert(start + num <= Elements(svga->curr.sampler_views[shader]));
- /* Check for no-op */
- if (start + num <= svga->curr.num_sampler_views &&
- !memcmp(svga->curr.sampler_views + start, views,
- num * sizeof(struct pipe_sampler_view *))) {
- if (0) debug_printf("texture noop\n");
+ /* Pre-VGPU10 only supports FS textures */
+ if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
return;
- }
for (i = 0; i < num; i++) {
- if (svga->curr.sampler_views[start + i] != views[i]) {
+ 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
* was already destroyed.
*/
- pipe_sampler_view_release(pipe, &svga->curr.sampler_views[start + i]);
- pipe_sampler_view_reference(&svga->curr.sampler_views[start + i],
+ 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]);
}
/* find highest non-null sampler_views[] entry */
{
- unsigned j = MAX2(svga->curr.num_sampler_views, start + num);
- while (j > 0 && svga->curr.sampler_views[j - 1] == NULL)
+ unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num);
+ while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL)
j--;
- svga->curr.num_sampler_views = j;
+ svga->curr.num_sampler_views[shader] = j;
}
svga->dirty |= SVGA_NEW_TEXTURE_BINDING;
svga->dirty |= SVGA_NEW_TEXTURE_FLAGS;
svga->curr.tex_flags.flag_1d = flag_1d;
svga->curr.tex_flags.flag_srgb = flag_srgb;
- }
+ }
+
+ /* 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;
+ }
+ }
+ }
}