*
**********************************************************/
-#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_screen_texture.h"
-
+#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
+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;
}
}
+
+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);
+
+ 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;
+ }
+
+ /* If shadow comparisons are enabled, create two sampler states: one
+ * with the given shadow compare mode, another with shadow comparison off.
+ * We need the later because in some cases, we have to do the shadow
+ * compare in the shader. So, we don't want to do it twice.
+ */
+ STATIC_ASSERT(PIPE_TEX_COMPARE_NONE == 0);
+ STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE == 1);
+ ss->id[1] = SVGA3D_INVALID_ID;
+
+ unsigned i;
+ for (i = 0; i <= ss->compare_mode; i++) {
+ ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm);
+
+ /* 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[i],
+ 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)
+ break;
+ svga_context_flush(svga, NULL);
+ }
+
+ /* turn off the shadow compare option for second iteration */
+ filter &= ~SVGA3D_FILTER_COMPARE;
+ }
+}
+
+
static void *
svga_create_sampler_state(struct pipe_context *pipe,
const struct pipe_sampler_state *sampler)
{
struct svga_context *svga = svga_context(pipe);
struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state );
-
+
+ if (!cso)
+ return NULL;
+
cso->mipfilter = translate_mip_filter(sampler->min_mip_filter);
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->compare_func = sampler->compare_func;
{
- uint32 r = float_to_ubyte(sampler->border_color[0]);
- uint32 g = float_to_ubyte(sampler->border_color[1]);
- uint32 b = float_to_ubyte(sampler->border_color[2]);
- uint32 a = float_to_ubyte(sampler->border_color[3]);
+ uint32 r = float_to_ubyte(sampler->border_color.f[0]);
+ uint32 g = float_to_ubyte(sampler->border_color.f[1]);
+ uint32 b = float_to_ubyte(sampler->border_color.f[2]);
+ uint32 a = float_to_ubyte(sampler->border_color.f[3]);
cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b;
}
* - min/max LOD clamping
*/
cso->min_lod = 0;
- cso->view_min_lod = MAX2(sampler->min_lod, 0);
- cso->view_max_lod = MAX2(sampler->max_lod, 0);
+ cso->view_min_lod = MAX2((int) (sampler->min_lod + 0.5), 0);
+ cso->view_max_lod = MAX2((int) (sampler->max_lod + 0.5), 0);
/* Use min_mipmap */
if (svga->debug.use_min_mipmap) {
}
}
- SVGA_DBG(DEBUG_VIEWS, "min %u, view(min %u, max %u) lod, mipfilter %s\n",
+ if (svga_have_vgpu10(svga)) {
+ define_sampler_state_object(svga, cso, sampler);
+ }
+
+ SVGA_DBG(DEBUG_SAMPLERS,
+ "New sampler: 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_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 num, void **sampler)
+
+static void
+svga_bind_sampler_states(struct pipe_context *pipe,
+ enum pipe_shader_type shader,
+ unsigned start,
+ unsigned num,
+ void **samplers)
{
struct svga_context *svga = svga_context(pipe);
unsigned i;
+ boolean any_change = FALSE;
- assert(num <= PIPE_MAX_SAMPLERS);
+ assert(shader < PIPE_SHADER_TYPES);
+ assert(start + num <= PIPE_MAX_SAMPLERS);
- /* Check for no-op */
- if (num == svga->curr.num_samplers &&
- !memcmp(svga->curr.sampler, sampler, num * sizeof(void *))) {
- if (0) debug_printf("sampler 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[shader][start + i] != samplers[i])
+ any_change = TRUE;
+ svga->curr.sampler[shader][start + i] = samplers[i];
}
- for (i = 0; i < num; i++)
- svga->curr.sampler[i] = sampler[i];
+ if (!any_change) {
+ return;
+ }
- for (i = num; i < svga->curr.num_samplers; i++)
- svga->curr.sampler[i] = NULL;
+ /* find highest non-null sampler[] entry */
+ {
+ 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[shader] = j;
+ }
- svga->curr.num_samplers = num;
svga->dirty |= SVGA_NEW_SAMPLER;
}
-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);
+
+ if (svga_have_vgpu10(svga)) {
+ unsigned i;
+ for (i = 0; i < 2; i++) {
+ enum pipe_error ret;
+
+ if (ss->id[i] != SVGA3D_INVALID_ID) {
+ svga_hwtnl_flush_retry(svga);
+
+ ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]);
+ }
+ util_bitmask_clear(svga->sampler_object_id_bm, ss->id[i]);
+ }
+ }
+ }
+
FREE(sampler);
+ svga->hud.num_sampler_objects--;
}
static struct pipe_sampler_view *
svga_create_sampler_view(struct pipe_context *pipe,
- struct pipe_texture *texture,
+ 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_texture_reference(&view->texture, texture);
- view->context = pipe;
+ struct svga_context *svga = svga_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;
+
+ svga->hud.num_samplerview_objects++;
+ SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
+ SVGA_STATS_COUNT_SAMPLERVIEW);
+
+ return &sv->base;
}
svga_sampler_view_destroy(struct pipe_context *pipe,
struct pipe_sampler_view *view)
{
- pipe_texture_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) {
+ enum pipe_error ret;
+
+ assert(view->context == pipe);
+
+ svga_hwtnl_flush_retry(svga);
+
+ 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);
+ svga->hud.num_samplerview_objects--;
}
-static void svga_set_sampler_views(struct pipe_context *pipe,
- unsigned num,
- struct pipe_sampler_view **views)
+
+static void
+svga_set_sampler_views(struct pipe_context *pipe,
+ enum pipe_shader_type shader,
+ unsigned start,
+ unsigned num,
+ struct pipe_sampler_view **views)
{
struct svga_context *svga = svga_context(pipe);
unsigned flag_1d = 0;
unsigned flag_srgb = 0;
uint i;
+ boolean any_change = FALSE;
- assert(num <= PIPE_MAX_SAMPLERS);
+ assert(shader < PIPE_SHADER_TYPES);
+ assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader]));
- /* Check for no-op */
- if (num == svga->curr.num_sampler_views &&
- !memcmp(svga->curr.sampler_views, 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;
+
+ 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_reference(&svga->curr.sampler_views[shader][i],
+ NULL);
+ }
+ any_change = TRUE;
}
for (i = 0; i < num; i++) {
- pipe_sampler_view_reference(&svga->curr.sampler_views[i],
- views[i]);
+ enum pipe_texture_target target;
+
+ if (svga->curr.sampler_views[shader][start + i] != views[i]) {
+ pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
+ views[i]);
+ any_change = TRUE;
+ }
if (!views[i])
continue;
- if (views[i]->texture->format == PIPE_FORMAT_B8G8R8A8_SRGB)
- flag_srgb |= 1 << i;
+ if (util_format_is_srgb(views[i]->format))
+ flag_srgb |= 1 << (start + i);
+
+ target = views[i]->target;
+ if (target == PIPE_TEXTURE_1D) {
+ flag_1d |= 1 << (start + i);
+ } else if (target == PIPE_TEXTURE_RECT) {
+ /* If the size of the bound texture changes, we need to emit new
+ * const buffer values.
+ */
+ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
+ } else if (target == PIPE_BUFFER) {
+ /* If the size of the bound buffer changes, we need to emit new
+ * const buffer values.
+ */
+ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
+ }
+ }
- if (views[i]->texture->target == PIPE_TEXTURE_1D)
- flag_1d |= 1 << i;
+ if (!any_change) {
+ goto done;
}
- for (i = num; i < svga->curr.num_sampler_views; i++)
- pipe_sampler_view_reference(&svga->curr.sampler_views[i],
- NULL);
+ /* find highest non-null sampler_views[] entry */
+ {
+ 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[shader] = j;
+ }
- svga->curr.num_sampler_views = num;
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;
- }
+ }
+
+ /* Check if any of the sampler view resources collide with the framebuffer
+ * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
+ * dirty bit so that emit_framebuffer can be invoked to create backed view
+ * for the conflicted surface view.
+ */
+ if (svga_check_sampler_framebuffer_resource_collision(svga, 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)
+{
+ enum pipe_shader_type shader;
+
+ 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_reference(&svga->state.hw_draw.sampler_views[shader][i],
+ NULL);
+ }
+ }
+
+ /* 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_fragment_sampler_states = svga_bind_sampler_states;
+ svga->pipe.bind_sampler_states = svga_bind_sampler_states;
svga->pipe.delete_sampler_state = svga_delete_sampler_state;
- svga->pipe.set_fragment_sampler_views = svga_set_sampler_views;
+ svga->pipe.set_sampler_views = svga_set_sampler_views;
svga->pipe.create_sampler_view = svga_create_sampler_view;
svga->pipe.sampler_view_destroy = svga_sampler_view_destroy;
}
-
-
-