svga: Set the rendered-to flag for dma transfers to surfaces
[mesa.git] / src / gallium / drivers / svga / svga_pipe_sampler.c
index f44a0e1325a1e9ea2b88a343c2c9acb9b9023a33..f1e68dd726a3e6ba509e2428b749e300899d45b4 100644 (file)
  *
  **********************************************************/
 
-#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) {
-   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);
@@ -112,10 +258,10 @@ svga_create_sampler_state(struct pipe_context *pipe,
    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;
    }
@@ -124,8 +270,8 @@ svga_create_sampler_state(struct pipe_context *pipe,
     *    - 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) {
@@ -137,42 +283,89 @@ svga_create_sampler_state(struct pipe_context *pipe,
       }
    }
 
-   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--;
 }
 
 
@@ -181,17 +374,26 @@ svga_create_sampler_view(struct pipe_context *pipe,
                          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_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;
 }
 
 
@@ -199,69 +401,167 @@ static void
 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) {
+      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;
 }
-
-
-