*
**********************************************************/
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
+#include "util/u_memory.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
-#include "svga_screen_texture.h"
+#include "svga_sampler_view.h"
#include "svga_winsys.h"
#include "svga_context.h"
#include "svga_state.h"
void svga_cleanup_tss_binding(struct svga_context *svga)
{
- int i;
- unsigned count = MAX2( svga->curr.num_textures,
+ unsigned i;
+ unsigned count = MAX2( svga->curr.num_sampler_views,
svga->state.hw_draw.num_views );
for (i = 0; i < count; i++) {
struct svga_hw_view_state *view = &svga->state.hw_draw.views[i];
svga_sampler_view_reference(&view->v, NULL);
- pipe_texture_reference( &svga->curr.texture[i], NULL );
- pipe_texture_reference( &view->texture, NULL );
+ pipe_sampler_view_release(&svga->pipe, &svga->curr.sampler_views[i]);
+ pipe_resource_reference( &view->texture, NULL );
view->dirty = 1;
}
}
-static int
+struct bind_queue {
+ struct {
+ unsigned unit;
+ struct svga_hw_view_state *view;
+ } bind[PIPE_MAX_SAMPLERS];
+
+ unsigned bind_count;
+};
+
+
+static enum pipe_error
update_tss_binding(struct svga_context *svga,
unsigned dirty )
{
+ boolean reemit = svga->rebind.texture_samplers;
unsigned i;
- unsigned count = MAX2( svga->curr.num_textures,
+ unsigned count = MAX2( svga->curr.num_sampler_views,
svga->state.hw_draw.num_views );
unsigned min_lod;
unsigned max_lod;
-
- struct {
- struct {
- unsigned unit;
- struct svga_hw_view_state *view;
- } bind[PIPE_MAX_SAMPLERS];
-
- unsigned bind_count;
- } queue;
+ struct bind_queue queue;
queue.bind_count = 0;
for (i = 0; i < count; i++) {
const struct svga_sampler_state *s = svga->curr.sampler[i];
struct svga_hw_view_state *view = &svga->state.hw_draw.views[i];
+ struct pipe_resource *texture = NULL;
+ struct pipe_sampler_view *sv = svga->curr.sampler_views[i];
/* get min max lod */
- if (svga->curr.texture[i]) {
- min_lod = MAX2(s->view_min_lod, 0);
- max_lod = MIN2(s->view_max_lod, svga->curr.texture[i]->last_level);
+ if (sv && s) {
+ min_lod = MAX2(0, (s->view_min_lod + sv->u.tex.first_level));
+ max_lod = MIN2(s->view_max_lod + sv->u.tex.first_level,
+ sv->texture->last_level);
+ texture = sv->texture;
} else {
min_lod = 0;
max_lod = 0;
}
- if (view->texture != svga->curr.texture[i] ||
+ if (view->texture != texture ||
view->min_lod != min_lod ||
view->max_lod != max_lod) {
svga_sampler_view_reference(&view->v, NULL);
- pipe_texture_reference( &view->texture, svga->curr.texture[i] );
+ pipe_resource_reference( &view->texture, texture );
view->dirty = TRUE;
view->min_lod = min_lod;
view->max_lod = max_lod;
- if (svga->curr.texture[i])
+ if (texture)
view->v = svga_get_tex_sampler_view(&svga->pipe,
- svga->curr.texture[i],
+ texture,
min_lod,
max_lod);
}
- if (view->dirty) {
+ /*
+ * We need to reemit non-null texture bindings, even when they are not
+ * dirty, to ensure that the resources are paged in.
+ */
+
+ if (view->dirty ||
+ (reemit && view->v)) {
queue.bind[queue.bind_count].unit = i;
queue.bind[queue.bind_count].view = view;
queue.bind_count++;
}
- else if (view->v) {
+ if (!view->dirty && view->v) {
svga_validate_sampler_view(svga, view->v);
}
}
- svga->state.hw_draw.num_views = svga->curr.num_textures;
+ svga->state.hw_draw.num_views = svga->curr.num_sampler_views;
if (queue.bind_count) {
SVGA3dTextureState *ts;
goto fail;
for (i = 0; i < queue.bind_count; i++) {
+ struct svga_winsys_surface *handle;
+
ts[i].stage = queue.bind[i].unit;
ts[i].name = SVGA3D_TS_BIND_TEXTURE;
if (queue.bind[i].view->v) {
- svga->swc->surface_relocation(svga->swc,
- &ts[i].value,
- queue.bind[i].view->v->handle,
- PIPE_BUFFER_USAGE_GPU_READ);
+ handle = queue.bind[i].view->v->handle;
}
else {
- ts[i].value = SVGA3D_INVALID_ID;
+ handle = NULL;
}
+ svga->swc->surface_relocation(svga->swc,
+ &ts[i].value,
+ NULL,
+ handle,
+ SVGA_RELOC_READ);
queue.bind[i].view->dirty = FALSE;
}
SVGA_FIFOCommitAll( svga->swc );
}
- return 0;
+ svga->rebind.texture_samplers = FALSE;
+
+ return PIPE_OK;
fail:
return PIPE_ERROR_OUT_OF_MEMORY;
}
+/*
+ * Rebind textures.
+ *
+ * Similar to update_tss_binding, but without any state checking/update.
+ *
+ * Called at the beginning of every new command buffer to ensure that
+ * non-dirty textures are properly paged-in.
+ */
+enum pipe_error
+svga_reemit_tss_bindings(struct svga_context *svga)
+{
+ unsigned i;
+ enum pipe_error ret;
+ struct bind_queue queue;
+
+ assert(svga->rebind.texture_samplers);
+
+ queue.bind_count = 0;
+
+ for (i = 0; i < svga->state.hw_draw.num_views; i++) {
+ struct svga_hw_view_state *view = &svga->state.hw_draw.views[i];
+
+ if (view->v) {
+ queue.bind[queue.bind_count].unit = i;
+ queue.bind[queue.bind_count].view = view;
+ queue.bind_count++;
+ }
+ }
+
+ if (queue.bind_count) {
+ SVGA3dTextureState *ts;
+
+ ret = SVGA3D_BeginSetTextureState(svga->swc,
+ &ts,
+ queue.bind_count);
+ if (ret != PIPE_OK) {
+ return ret;
+ }
+
+ for (i = 0; i < queue.bind_count; i++) {
+ struct svga_winsys_surface *handle;
+
+ ts[i].stage = queue.bind[i].unit;
+ ts[i].name = SVGA3D_TS_BIND_TEXTURE;
+
+ assert(queue.bind[i].view->v);
+ handle = queue.bind[i].view->v->handle;
+ svga->swc->surface_relocation(svga->swc,
+ &ts[i].value,
+ NULL,
+ handle,
+ SVGA_RELOC_READ);
+ }
+
+ SVGA_FIFOCommitAll(svga->swc);
+ }
+
+ svga->rebind.texture_samplers = FALSE;
+
+ return PIPE_OK;
+}
+
+
struct svga_tracked_state svga_hw_tss_binding = {
"texture binding emit",
SVGA_NEW_TEXTURE_BINDING |
#define EMIT_TS(svga, unit, val, token, fail) \
do { \
+ assert(unit < Elements(svga->state.hw_draw.ts)); \
+ assert(SVGA3D_TS_##token < Elements(svga->state.hw_draw.ts[unit])); \
if (svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] != val) { \
svga_queue_tss( &queue, unit, SVGA3D_TS_##token, val ); \
svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \
#define EMIT_TS_FLOAT(svga, unit, fvalue, token, fail) \
do { \
unsigned val = fui(fvalue); \
+ assert(unit < Elements(svga->state.hw_draw.ts)); \
+ assert(SVGA3D_TS_##token < Elements(svga->state.hw_draw.ts[unit])); \
if (svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] != val) { \
svga_queue_tss( &queue, unit, SVGA3D_TS_##token, val ); \
svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \
} while (0)
-static INLINE void
+static inline void
svga_queue_tss( struct ts_queue *q,
unsigned unit,
unsigned tss,
}
-static int
+static enum pipe_error
update_tss(struct svga_context *svga,
unsigned dirty )
{
// TEXCOORDINDEX -- hopefully not needed
if (svga->curr.tex_flags.flag_1d & (1 << i)) {
- debug_printf("wrap 1d tex %d\n", i);
EMIT_TS(svga, i, SVGA3D_TEX_ADDRESS_WRAP, ADDRESSV, fail);
}
else
SVGA_FIFOCommitAll( svga->swc );
}
- return 0;
+ return PIPE_OK;
fail:
/* XXX: need to poison cached hardware state on failure to ensure