X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_pipe_sampler.c;h=b32bb098f7f24ae099257c3917caafc4714a2932;hb=16666eb4700ea56118b31a09127f64200a84f856;hp=acba2b8f9da64d79cd13d4a126dabe90ab7b14ae;hpb=a8238bb08a95e7ea4430450c304a6bee210df1a6;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_pipe_sampler.c b/src/gallium/drivers/svga/svga_pipe_sampler.c index acba2b8f9da..b32bb098f7f 100644 --- a/src/gallium/drivers/svga/svga_pipe_sampler.c +++ b/src/gallium/drivers/svga/svga_pipe_sampler.c @@ -23,85 +23,231 @@ * **********************************************************/ -#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); @@ -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) { @@ -137,102 +283,299 @@ 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 *))) { - 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 void svga_set_sampler_textures(struct pipe_context *pipe, - unsigned num, - struct pipe_texture **texture) +static struct pipe_sampler_view * +svga_create_sampler_view(struct pipe_context *pipe, + 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) { + return NULL; + } + + 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; +} + + +static void +svga_sampler_view_destroy(struct pipe_context *pipe, + struct pipe_sampler_view *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); + svga->hud.num_samplerview_objects--; +} + + +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_textures && - !memcmp(svga->curr.texture, texture, num * sizeof(struct pipe_texture *))) { - 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_release(pipe, &svga->curr.sampler_views[shader][i]); + } + any_change = TRUE; } for (i = 0; i < num; i++) { - pipe_texture_reference(&svga->curr.texture[i], - texture[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 + * was already destroyed. + */ + 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 (!texture[i]) + if (!views[i]) continue; - if (texture[i]->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 (texture[i]->target == PIPE_TEXTURE_1D) - flag_1d |= 1 << i; + if (!any_change) { + goto done; } - for (i = num; i < svga->curr.num_textures; i++) - pipe_texture_reference(&svga->curr.texture[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_textures = 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_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_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_textures = svga_set_sampler_textures; + 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; } - - -