--- /dev/null
+/*
+ * Copyright 2013 VMware, Inc. All rights reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person
+ * obtaining a copy of this software and associated documentation
+ * files (the "Software"), to deal in the Software without
+ * restriction, including without limitation the rights to use, copy,
+ * modify, merge, publish, distribute, sublicense, and/or sell copies
+ * of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be
+ * included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
+ * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+
+/**
+ * VGPU10 sampler and sampler view functions.
+ */
+
+
+#include "pipe/p_defines.h"
+#include "util/u_bitmask.h"
+#include "util/u_inlines.h"
+#include "util/u_math.h"
+#include "util/u_memory.h"
+
+#include "svga_cmd.h"
+#include "svga_context.h"
+#include "svga_format.h"
+#include "svga_resource_buffer.h"
+#include "svga_resource_texture.h"
+#include "svga_shader.h"
+#include "svga_state.h"
+#include "svga_sampler_view.h"
+
+
+/** Get resource handle for a texture or buffer */
+static INLINE struct svga_winsys_surface *
+svga_resource_handle(struct pipe_resource *res)
+{
+ if (res->target == PIPE_BUFFER) {
+ return svga_buffer(res)->handle;
+ }
+ else {
+ return svga_texture(res)->handle;
+ }
+}
+
+
+/**
+ * This helper function returns TRUE if the specified resource collides with
+ * any of the resources bound to any of the currently bound sampler views.
+ */
+boolean
+svga_check_sampler_view_resource_collision(struct svga_context *svga,
+ struct svga_winsys_surface *res)
+{
+ struct pipe_screen *screen = svga->pipe.screen;
+ unsigned shader, i;
+
+ if (svga_screen(screen)->debug.no_surface_view) {
+ return FALSE;
+ }
+
+ for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
+ for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
+ struct svga_pipe_sampler_view *sv =
+ svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
+
+ if (sv && res == svga_resource_handle(sv->base.texture)) {
+ return TRUE;
+ }
+ }
+ }
+
+ return FALSE;
+}
+
+
+/**
+ * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
+ * if needed.
+ */
+static enum pipe_error
+svga_validate_pipe_sampler_view(struct svga_context *svga,
+ struct svga_pipe_sampler_view *sv)
+{
+ enum pipe_error ret = PIPE_OK;
+
+ if (sv->id == SVGA3D_INVALID_ID) {
+ struct svga_screen *ss = svga_screen(svga->pipe.screen);
+ struct pipe_resource *texture = sv->base.texture;
+ struct svga_winsys_surface *surface = svga_resource_handle(texture);
+ SVGA3dSurfaceFormat format;
+ SVGA3dResourceType resourceDim;
+ SVGA3dShaderResourceViewDesc viewDesc;
+
+ format = svga_translate_format(ss, sv->base.format,
+ PIPE_BIND_SAMPLER_VIEW);
+ assert(format != SVGA3D_FORMAT_INVALID);
+
+ if (texture->target == PIPE_BUFFER) {
+ viewDesc.buffer.firstElement = sv->base.u.buf.first_element;
+ viewDesc.buffer.numElements = (sv->base.u.buf.last_element -
+ sv->base.u.buf.first_element + 1);
+ }
+ else {
+ viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
+ viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
+ viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
+ sv->base.u.tex.first_level + 1);
+ }
+
+ /* arraySize in viewDesc specifies the number of array slices in a
+ * texture array. For 3D texture, last_layer in
+ * pipe_sampler_view specifies the last slice of the texture
+ * which is different from the last slice in a texture array,
+ * hence we need to set arraySize to 1 explicitly.
+ */
+ viewDesc.tex.arraySize =
+ (texture->target == PIPE_TEXTURE_3D ||
+ texture->target == PIPE_BUFFER) ? 1 :
+ (sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
+
+ switch (texture->target) {
+ case PIPE_BUFFER:
+ resourceDim = SVGA3D_RESOURCE_BUFFER;
+ break;
+ case PIPE_TEXTURE_1D:
+ case PIPE_TEXTURE_1D_ARRAY:
+ resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
+ break;
+ case PIPE_TEXTURE_RECT:
+ case PIPE_TEXTURE_2D:
+ case PIPE_TEXTURE_2D_ARRAY:
+ resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
+ break;
+ case PIPE_TEXTURE_3D:
+ resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
+ break;
+ case PIPE_TEXTURE_CUBE:
+ case PIPE_TEXTURE_CUBE_ARRAY:
+ resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
+ break;
+
+ default:
+ assert(!"Unexpected texture type");
+ resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
+ }
+
+ sv->id = util_bitmask_add(svga->sampler_view_id_bm);
+
+ ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
+ sv->id,
+ surface,
+ format,
+ resourceDim,
+ &viewDesc);
+ if (ret != PIPE_OK) {
+ util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
+ sv->id = SVGA3D_INVALID_ID;
+ }
+ }
+
+ return ret;
+}
+
+
+static enum pipe_error
+update_sampler_resources(struct svga_context *svga, unsigned dirty)
+{
+ enum pipe_error ret = PIPE_OK;
+ unsigned shader;
+
+ if (!svga_have_vgpu10(svga))
+ return PIPE_OK;
+
+ for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
+ SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
+ struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
+ unsigned count;
+ unsigned nviews;
+ unsigned i;
+
+ count = svga->curr.num_sampler_views[shader];
+ for (i = 0; i < count; i++) {
+ struct svga_pipe_sampler_view *sv =
+ svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
+ struct svga_winsys_surface *surface;
+
+ if (sv) {
+ surface = svga_resource_handle(sv->base.texture);
+
+ ret = svga_validate_pipe_sampler_view(svga, sv);
+ if (ret != PIPE_OK)
+ return ret;
+
+ assert(sv->id != SVGA3D_INVALID_ID);
+ ids[i] = sv->id;
+ }
+ else {
+ surface = NULL;
+ ids[i] = SVGA3D_INVALID_ID;
+ }
+ surfaces[i] = surface;
+ }
+
+ for (; i < Elements(ids); i++) {
+ ids[i] = SVGA3D_INVALID_ID;
+ surfaces[i] = NULL;
+ }
+
+ if (shader == PIPE_SHADER_FRAGMENT) {
+ /* Handle polygon stipple sampler view */
+ if (svga->curr.rast->templ.poly_stipple_enable) {
+ const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
+ struct svga_pipe_sampler_view *sv =
+ svga->polygon_stipple.sampler_view;
+
+ assert(sv);
+ if (!sv) {
+ return PIPE_OK; /* probably out of memory */
+ }
+
+ ret = svga_validate_pipe_sampler_view(svga, sv);
+ if (ret != PIPE_OK)
+ return ret;
+
+ ids[unit] = sv->id;
+ surfaces[unit] = svga_resource_handle(sv->base.texture);
+ count = MAX2(count, unit+1);
+ }
+ }
+
+ /* Number of ShaderResources that need to be modified. This includes
+ * the one that need to be unbound.
+ */
+ nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
+ if (nviews > 0) {
+ ret = SVGA3D_vgpu10_SetShaderResources(svga->swc,
+ svga_shader_type(shader),
+ 0, /* startView */
+ nviews,
+ ids,
+ surfaces);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+
+ /* Number of sampler views enabled in the device */
+ svga->state.hw_draw.num_sampler_views[shader] = count;
+ }
+
+ return ret;
+}
+
+
+struct svga_tracked_state svga_hw_sampler_bindings = {
+ "shader resources emit",
+ SVGA_NEW_STIPPLE |
+ SVGA_NEW_TEXTURE_BINDING,
+ update_sampler_resources
+};
+
+
+
+static enum pipe_error
+update_samplers(struct svga_context *svga, unsigned dirty )
+{
+ enum pipe_error ret = PIPE_OK;
+ unsigned shader;
+
+ if (!svga_have_vgpu10(svga))
+ return PIPE_OK;
+
+ for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
+ const unsigned count = svga->curr.num_samplers[shader];
+ SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
+ unsigned i;
+
+ for (i = 0; i < count; i++) {
+ if (svga->curr.sampler[shader][i]) {
+ ids[i] = svga->curr.sampler[shader][i]->id;
+ assert(ids[i] != SVGA3D_INVALID_ID);
+ }
+ else {
+ ids[i] = SVGA3D_INVALID_ID;
+ }
+ }
+
+ if (count > 0) {
+ ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
+ count,
+ 0, /* start */
+ svga_shader_type(shader), /* type */
+ ids);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ }
+
+ /* Handle polygon stipple sampler texture */
+ if (svga->curr.rast->templ.poly_stipple_enable) {
+ const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
+ struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
+
+ assert(sampler);
+ if (!sampler) {
+ return PIPE_OK; /* probably out of memory */
+ }
+
+ ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
+ 1, /* count */
+ unit, /* start */
+ SVGA3D_SHADERTYPE_PS,
+ &sampler->id);
+ }
+
+ return ret;
+}
+
+
+struct svga_tracked_state svga_hw_sampler = {
+ "texture sampler emit",
+ (SVGA_NEW_SAMPLER |
+ SVGA_NEW_STIPPLE |
+ SVGA_NEW_TEXTURE_FLAGS),
+ update_samplers
+};