svga: add new svga_state_sampler.c file
authorBrian Paul <brianp@vmware.com>
Fri, 7 Aug 2015 21:22:18 +0000 (15:22 -0600)
committerBrian Paul <brianp@vmware.com>
Wed, 2 Sep 2015 15:05:23 +0000 (09:05 -0600)
Signed-off-by: Brian Paul <brianp@vmware.com>
src/gallium/drivers/svga/svga_state_sampler.c [new file with mode: 0644]

diff --git a/src/gallium/drivers/svga/svga_state_sampler.c b/src/gallium/drivers/svga/svga_state_sampler.c
new file mode 100644 (file)
index 0000000..e350f54
--- /dev/null
@@ -0,0 +1,339 @@
+/*
+ * 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
+};