X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_state_tss.c;h=75b0ac60f58ba676df62cab8de36ce9d29fb8aeb;hb=ba37d408da30d87b6848d76242d9d797dbef80a0;hp=c08ec7c2e8cf92f52b8d64257da0ed8911c9bcc2;hpb=f0f04cd12db156ec53b7ea46fae27199af121f90;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_state_tss.c b/src/gallium/drivers/svga/svga_state_tss.c index c08ec7c2e8c..75b0ac60f58 100644 --- a/src/gallium/drivers/svga/svga_state_tss.c +++ b/src/gallium/drivers/svga/svga_state_tss.c @@ -24,146 +24,292 @@ **********************************************************/ #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_resource_texture.h" +#include "svga_sampler_view.h" #include "svga_winsys.h" #include "svga_context.h" +#include "svga_shader.h" #include "svga_state.h" #include "svga_cmd.h" -void svga_cleanup_tss_binding(struct svga_context *svga) +/** + * Called when tearing down a context to free resources and samplers. + */ +void +svga_cleanup_tss_binding(struct svga_context *svga) { - int i; - unsigned count = MAX2( svga->curr.num_sampler_views, - svga->state.hw_draw.num_views ); + const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; + unsigned i; - for (i = 0; i < count; i++) { + for (i = 0; i < ARRAY_SIZE(svga->state.hw_draw.views); i++) { struct svga_hw_view_state *view = &svga->state.hw_draw.views[i]; + if (view) { + svga_sampler_view_reference(&view->v, NULL); + pipe_sampler_view_reference(&svga->curr.sampler_views[shader][i], + NULL); + pipe_resource_reference(&view->texture, NULL); + view->dirty = TRUE; + } + } +} + + +struct bind_queue { + struct { + unsigned unit; + struct svga_hw_view_state *view; + } bind[PIPE_MAX_SAMPLERS]; + + unsigned bind_count; +}; + + +/** + * Update the texture binding for one texture unit. + */ +static void +emit_tex_binding_unit(struct svga_context *svga, + unsigned unit, + const struct svga_sampler_state *s, + const struct pipe_sampler_view *sv, + struct svga_hw_view_state *view, + boolean reemit, + struct bind_queue *queue) +{ + struct pipe_resource *texture = NULL; + unsigned last_level, min_lod, max_lod; + + /* get min max lod */ + if (sv && s) { + if (s->mipfilter == SVGA3D_TEX_FILTER_NONE) { + /* just use the base level image */ + min_lod = max_lod = sv->u.tex.first_level; + } + else { + last_level = MIN2(sv->u.tex.last_level, sv->texture->last_level); + min_lod = s->view_min_lod + sv->u.tex.first_level; + min_lod = MIN2(min_lod, last_level); + max_lod = MIN2(s->view_max_lod + sv->u.tex.first_level, last_level); + } + texture = sv->texture; + } + else { + min_lod = 0; + max_lod = 0; + } + + if (view->texture != texture || + view->min_lod != min_lod || + view->max_lod != max_lod) { svga_sampler_view_reference(&view->v, NULL); - pipe_sampler_view_reference( &svga->curr.sampler_views[i], NULL ); - pipe_texture_reference( &view->texture, NULL ); + pipe_resource_reference(&view->texture, texture); + + view->dirty = TRUE; + view->min_lod = min_lod; + view->max_lod = max_lod; + + if (texture) { + view->v = svga_get_tex_sampler_view(&svga->pipe, + texture, + min_lod, + max_lod); + } + } + + /* + * 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 = unit; + queue->bind[queue->bind_count].view = view; + queue->bind_count++; + } - view->dirty = 1; + if (!view->dirty && view->v) { + svga_validate_sampler_view(svga, view->v); } } -static int -update_tss_binding(struct svga_context *svga, - unsigned dirty ) +static enum pipe_error +update_tss_binding(struct svga_context *svga, uint64_t dirty ) { + const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; + boolean reemit = svga->rebind.flags.texture_samplers; unsigned i; - unsigned count = MAX2( svga->curr.num_sampler_views, - svga->state.hw_draw.num_views ); - unsigned min_lod; - unsigned max_lod; - + unsigned count = MAX2(svga->curr.num_sampler_views[shader], + svga->state.hw_draw.num_views); - struct { - struct { - unsigned unit; - struct svga_hw_view_state *view; - } bind[PIPE_MAX_SAMPLERS]; + struct bind_queue queue; - unsigned bind_count; - } queue; + assert(!svga_have_vgpu10(svga)); 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_texture *texture = NULL; - - /* get min max lod */ - if (svga->curr.sampler_views[i]) { - min_lod = MAX2(s->view_min_lod, 0); - max_lod = MIN2(s->view_max_lod, svga->curr.sampler_views[i]->texture->last_level); - texture = svga->curr.sampler_views[i]->texture; - } else { - min_lod = 0; - max_lod = 0; - } + emit_tex_binding_unit(svga, i, + svga->curr.sampler[shader][i], + svga->curr.sampler_views[shader][i], + &svga->state.hw_draw.views[i], + reemit, + &queue); + } - if (view->texture != texture || - view->min_lod != min_lod || - view->max_lod != max_lod) { + svga->state.hw_draw.num_views = svga->curr.num_sampler_views[shader]; + + /* Polygon stipple */ + if (svga->curr.rast->templ.poly_stipple_enable) { + const unsigned unit = + svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_unit; + emit_tex_binding_unit(svga, unit, + svga->polygon_stipple.sampler, + &svga->polygon_stipple.sampler_view->base, + &svga->state.hw_draw.views[unit], + reemit, + &queue); + } - svga_sampler_view_reference(&view->v, NULL); - pipe_texture_reference( &view->texture, texture ); + svga->state.hw_draw.num_backed_views = 0; - view->dirty = TRUE; - view->min_lod = min_lod; - view->max_lod = max_lod; - - if (texture) - view->v = svga_get_tex_sampler_view(&svga->pipe, - texture, - min_lod, - max_lod); + if (queue.bind_count) { + SVGA3dTextureState *ts; + + if (SVGA3D_BeginSetTextureState(svga->swc, &ts, + queue.bind_count) != PIPE_OK) + goto fail; + + for (i = 0; i < queue.bind_count; i++) { + struct svga_winsys_surface *handle; + struct svga_hw_view_state *view = queue.bind[i].view; + + ts[i].stage = queue.bind[i].unit; + ts[i].name = SVGA3D_TS_BIND_TEXTURE; + + if (view->v) { + handle = view->v->handle; + + /* Keep track of number of views with a backing copy + * of texture. + */ + if (handle != svga_texture(view->texture)->handle) + svga->state.hw_draw.num_backed_views++; + } + else { + handle = NULL; + } + svga->swc->surface_relocation(svga->swc, + &ts[i].value, + NULL, + handle, + SVGA_RELOC_READ); + + queue.bind[i].view->dirty = FALSE; } - if (view->dirty) { + SVGA_FIFOCommitAll(svga->swc); + } + + svga->rebind.flags.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_have_vgpu10(svga)); + assert(svga->rebind.flags.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++; - } - else if (view->v) { - svga_validate_sampler_view(svga, view->v); } } - svga->state.hw_draw.num_views = svga->curr.num_sampler_views; + /* Polygon stipple */ + if (svga->curr.rast && svga->curr.rast->templ.poly_stipple_enable) { + const unsigned unit = + svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_unit; + struct svga_hw_view_state *view = &svga->state.hw_draw.views[unit]; + + if (view->v) { + queue.bind[queue.bind_count].unit = unit; + queue.bind[queue.bind_count].view = view; + queue.bind_count++; + } + } if (queue.bind_count) { SVGA3dTextureState *ts; - if (SVGA3D_BeginSetTextureState( svga->swc, - &ts, - queue.bind_count ) != PIPE_OK) - goto fail; + 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; - 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); - } - else { - ts[i].value = SVGA3D_INVALID_ID; - } - - queue.bind[i].view->dirty = FALSE; + 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_FIFOCommitAll(svga->swc); } - return 0; + svga->rebind.flags.texture_samplers = FALSE; -fail: - return PIPE_ERROR_OUT_OF_MEMORY; + return PIPE_OK; } struct svga_tracked_state svga_hw_tss_binding = { "texture binding emit", + SVGA_NEW_FRAME_BUFFER | SVGA_NEW_TEXTURE_BINDING | + SVGA_NEW_STIPPLE | SVGA_NEW_SAMPLER, update_tss_binding }; -/*********************************************************************** - */ struct ts_queue { unsigned ts_count; @@ -171,92 +317,106 @@ struct ts_queue { }; -#define EMIT_TS(svga, unit, val, token, fail) \ +static inline void +svga_queue_tss(struct ts_queue *q, unsigned unit, unsigned tss, unsigned value) +{ + assert(q->ts_count < ARRAY_SIZE(q->ts)); + q->ts[q->ts_count].stage = unit; + q->ts[q->ts_count].name = tss; + q->ts[q->ts_count].value = value; + q->ts_count++; +} + + +#define EMIT_TS(svga, unit, val, token) \ do { \ + assert(unit < ARRAY_SIZE(svga->state.hw_draw.ts)); \ + STATIC_ASSERT(SVGA3D_TS_##token < ARRAY_SIZE(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_queue_tss(queue, unit, SVGA3D_TS_##token, val); \ svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \ } \ } while (0) -#define EMIT_TS_FLOAT(svga, unit, fvalue, token, fail) \ +#define EMIT_TS_FLOAT(svga, unit, fvalue, token) \ do { \ unsigned val = fui(fvalue); \ + assert(unit < ARRAY_SIZE(svga->state.hw_draw.ts)); \ + STATIC_ASSERT(SVGA3D_TS_##token < ARRAY_SIZE(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_queue_tss(queue, unit, SVGA3D_TS_##token, val); \ svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \ } \ } while (0) -static INLINE void -svga_queue_tss( struct ts_queue *q, - unsigned unit, - unsigned tss, - unsigned value ) +/** + * Emit texture sampler state (tss) for one texture unit. + */ +static void +emit_tss_unit(struct svga_context *svga, unsigned unit, + const struct svga_sampler_state *state, + struct ts_queue *queue) { - assert(q->ts_count < sizeof(q->ts)/sizeof(q->ts[0])); - q->ts[q->ts_count].stage = unit; - q->ts[q->ts_count].name = tss; - q->ts[q->ts_count].value = value; - q->ts_count++; + EMIT_TS(svga, unit, state->mipfilter, MIPFILTER); + EMIT_TS(svga, unit, state->min_lod, TEXTURE_MIPMAP_LEVEL); + EMIT_TS(svga, unit, state->magfilter, MAGFILTER); + EMIT_TS(svga, unit, state->minfilter, MINFILTER); + EMIT_TS(svga, unit, state->aniso_level, TEXTURE_ANISOTROPIC_LEVEL); + EMIT_TS_FLOAT(svga, unit, state->lod_bias, TEXTURE_LOD_BIAS); + EMIT_TS(svga, unit, state->addressu, ADDRESSU); + EMIT_TS(svga, unit, state->addressw, ADDRESSW); + EMIT_TS(svga, unit, state->bordercolor, BORDERCOLOR); + // TEXCOORDINDEX -- hopefully not needed + + if (svga->curr.tex_flags.flag_1d & (1 << unit)) + EMIT_TS(svga, unit, SVGA3D_TEX_ADDRESS_WRAP, ADDRESSV); + else + EMIT_TS(svga, unit, state->addressv, ADDRESSV); + + if (svga->curr.tex_flags.flag_srgb & (1 << unit)) + EMIT_TS_FLOAT(svga, unit, 2.2f, GAMMA); + else + EMIT_TS_FLOAT(svga, unit, 1.0f, GAMMA); } - -static int -update_tss(struct svga_context *svga, - unsigned dirty ) +static enum pipe_error +update_tss(struct svga_context *svga, uint64_t dirty ) { + const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; unsigned i; struct ts_queue queue; - queue.ts_count = 0; - for (i = 0; i < svga->curr.num_samplers; i++) { - if (svga->curr.sampler[i]) { - const struct svga_sampler_state *curr = svga->curr.sampler[i]; - - EMIT_TS(svga, i, curr->mipfilter, MIPFILTER, fail); - EMIT_TS(svga, i, curr->min_lod, TEXTURE_MIPMAP_LEVEL, fail); - EMIT_TS(svga, i, curr->magfilter, MAGFILTER, fail); - EMIT_TS(svga, i, curr->minfilter, MINFILTER, fail); - EMIT_TS(svga, i, curr->aniso_level, TEXTURE_ANISOTROPIC_LEVEL, fail); - EMIT_TS_FLOAT(svga, i, curr->lod_bias, TEXTURE_LOD_BIAS, fail); - EMIT_TS(svga, i, curr->addressu, ADDRESSU, fail); - EMIT_TS(svga, i, curr->addressw, ADDRESSW, fail); - EMIT_TS(svga, i, curr->bordercolor, BORDERCOLOR, fail); - // 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 - EMIT_TS(svga, i, curr->addressv, ADDRESSV, fail); - - if (svga->curr.tex_flags.flag_srgb & (1 << i)) - EMIT_TS_FLOAT(svga, i, 2.2f, GAMMA, fail); - else - EMIT_TS_FLOAT(svga, i, 1.0f, GAMMA, fail); + assert(!svga_have_vgpu10(svga)); + queue.ts_count = 0; + for (i = 0; i < svga->curr.num_samplers[shader]; i++) { + if (svga->curr.sampler[shader][i]) { + const struct svga_sampler_state *curr = svga->curr.sampler[shader][i]; + emit_tss_unit(svga, i, curr, &queue); } } - + + /* polygon stipple sampler */ + if (svga->curr.rast->templ.poly_stipple_enable) { + emit_tss_unit(svga, + svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_unit, + svga->polygon_stipple.sampler, + &queue); + } + if (queue.ts_count) { SVGA3dTextureState *ts; - if (SVGA3D_BeginSetTextureState( svga->swc, - &ts, - queue.ts_count ) != PIPE_OK) + if (SVGA3D_BeginSetTextureState(svga->swc, &ts, queue.ts_count) != PIPE_OK) goto fail; - memcpy( ts, - queue.ts, - queue.ts_count * sizeof queue.ts[0]); - - SVGA_FIFOCommitAll( svga->swc ); + memcpy(ts, queue.ts, queue.ts_count * sizeof queue.ts[0]); + + SVGA_FIFOCommitAll(svga->swc); } - return 0; + return PIPE_OK; fail: /* XXX: need to poison cached hardware state on failure to ensure @@ -273,6 +433,7 @@ fail: struct svga_tracked_state svga_hw_tss = { "texture state emit", (SVGA_NEW_SAMPLER | + SVGA_NEW_STIPPLE | SVGA_NEW_TEXTURE_FLAGS), update_tss };