1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
26 #include "pipe/p_defines.h"
27 #include "util/u_bitmask.h"
28 #include "util/format/u_format.h"
29 #include "util/u_inlines.h"
30 #include "util/u_math.h"
31 #include "util/u_memory.h"
32 #include "tgsi/tgsi_parse.h"
34 #include "svga_context.h"
36 #include "svga_debug.h"
37 #include "svga_resource_texture.h"
38 #include "svga_surface.h"
39 #include "svga_sampler_view.h"
42 static inline unsigned
43 translate_wrap_mode(unsigned wrap
)
46 case PIPE_TEX_WRAP_REPEAT
:
47 return SVGA3D_TEX_ADDRESS_WRAP
;
48 case PIPE_TEX_WRAP_CLAMP
:
49 return SVGA3D_TEX_ADDRESS_CLAMP
;
50 case PIPE_TEX_WRAP_CLAMP_TO_EDGE
:
51 /* Unfortunately SVGA3D_TEX_ADDRESS_EDGE not respected by
54 return SVGA3D_TEX_ADDRESS_CLAMP
;
55 case PIPE_TEX_WRAP_CLAMP_TO_BORDER
:
56 return SVGA3D_TEX_ADDRESS_BORDER
;
57 case PIPE_TEX_WRAP_MIRROR_REPEAT
:
58 return SVGA3D_TEX_ADDRESS_MIRROR
;
59 case PIPE_TEX_WRAP_MIRROR_CLAMP
:
60 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE
:
61 case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER
:
62 return SVGA3D_TEX_ADDRESS_MIRRORONCE
;
65 return SVGA3D_TEX_ADDRESS_WRAP
;
70 static inline unsigned
71 translate_img_filter(unsigned filter
)
74 case PIPE_TEX_FILTER_NEAREST
:
75 return SVGA3D_TEX_FILTER_NEAREST
;
76 case PIPE_TEX_FILTER_LINEAR
:
77 return SVGA3D_TEX_FILTER_LINEAR
;
80 return SVGA3D_TEX_FILTER_NEAREST
;
85 static inline unsigned
86 translate_mip_filter(unsigned filter
)
89 case PIPE_TEX_MIPFILTER_NONE
:
90 return SVGA3D_TEX_FILTER_NONE
;
91 case PIPE_TEX_MIPFILTER_NEAREST
:
92 return SVGA3D_TEX_FILTER_NEAREST
;
93 case PIPE_TEX_MIPFILTER_LINEAR
:
94 return SVGA3D_TEX_FILTER_LINEAR
;
97 return SVGA3D_TEX_FILTER_NONE
;
103 translate_comparison_func(unsigned func
)
106 case PIPE_FUNC_NEVER
:
107 return SVGA3D_COMPARISON_NEVER
;
109 return SVGA3D_COMPARISON_LESS
;
110 case PIPE_FUNC_EQUAL
:
111 return SVGA3D_COMPARISON_EQUAL
;
112 case PIPE_FUNC_LEQUAL
:
113 return SVGA3D_COMPARISON_LESS_EQUAL
;
114 case PIPE_FUNC_GREATER
:
115 return SVGA3D_COMPARISON_GREATER
;
116 case PIPE_FUNC_NOTEQUAL
:
117 return SVGA3D_COMPARISON_NOT_EQUAL
;
118 case PIPE_FUNC_GEQUAL
:
119 return SVGA3D_COMPARISON_GREATER_EQUAL
;
120 case PIPE_FUNC_ALWAYS
:
121 return SVGA3D_COMPARISON_ALWAYS
;
123 assert(!"Invalid comparison function");
124 return SVGA3D_COMPARISON_ALWAYS
;
130 * Translate filtering state to vgpu10 format.
133 translate_filter_mode(unsigned img_filter
,
139 SVGA3dFilter mode
= 0;
141 if (img_filter
== PIPE_TEX_FILTER_LINEAR
)
142 mode
|= SVGA3D_FILTER_MIP_LINEAR
;
143 if (min_filter
== PIPE_TEX_FILTER_LINEAR
)
144 mode
|= SVGA3D_FILTER_MIN_LINEAR
;
145 if (mag_filter
== PIPE_TEX_FILTER_LINEAR
)
146 mode
|= SVGA3D_FILTER_MAG_LINEAR
;
148 mode
|= SVGA3D_FILTER_ANISOTROPIC
;
150 mode
|= SVGA3D_FILTER_COMPARE
;
157 * Define a vgpu10 sampler state.
160 define_sampler_state_object(struct svga_context
*svga
,
161 struct svga_sampler_state
*ss
,
162 const struct pipe_sampler_state
*ps
)
164 uint8_t max_aniso
= (uint8_t) 255; /* XXX fix me */
168 SVGA3dRGBAFloat bcolor
;
169 float min_lod
, max_lod
;
171 assert(svga_have_vgpu10(svga
));
173 anisotropic
= ss
->aniso_level
> 1.0f
;
175 filter
= translate_filter_mode(ps
->min_mip_filter
,
181 compare_func
= translate_comparison_func(ss
->compare_func
);
183 COPY_4V(bcolor
.value
, ps
->border_color
.f
);
185 assert(ps
->min_lod
<= ps
->max_lod
);
187 if (ps
->min_mip_filter
== PIPE_TEX_MIPFILTER_NONE
) {
188 /* just use the base level image */
189 min_lod
= max_lod
= 0.0f
;
192 min_lod
= ps
->min_lod
;
193 max_lod
= ps
->max_lod
;
196 /* If shadow comparisons are enabled, create two sampler states: one
197 * with the given shadow compare mode, another with shadow comparison off.
198 * We need the later because in some cases, we have to do the shadow
199 * compare in the shader. So, we don't want to do it twice.
201 STATIC_ASSERT(PIPE_TEX_COMPARE_NONE
== 0);
202 STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE
== 1);
203 ss
->id
[1] = SVGA3D_INVALID_ID
;
206 for (i
= 0; i
<= ss
->compare_mode
; i
++) {
207 ss
->id
[i
] = util_bitmask_add(svga
->sampler_object_id_bm
);
209 SVGA_RETRY(svga
, SVGA3D_vgpu10_DefineSamplerState
216 ss
->lod_bias
, /* float */
221 max_lod
)); /* float */
223 /* turn off the shadow compare option for second iteration */
224 filter
&= ~SVGA3D_FILTER_COMPARE
;
230 svga_create_sampler_state(struct pipe_context
*pipe
,
231 const struct pipe_sampler_state
*sampler
)
233 struct svga_context
*svga
= svga_context(pipe
);
234 struct svga_sampler_state
*cso
= CALLOC_STRUCT( svga_sampler_state
);
239 cso
->mipfilter
= translate_mip_filter(sampler
->min_mip_filter
);
240 cso
->magfilter
= translate_img_filter( sampler
->mag_img_filter
);
241 cso
->minfilter
= translate_img_filter( sampler
->min_img_filter
);
242 cso
->aniso_level
= MAX2( sampler
->max_anisotropy
, 1 );
243 if (sampler
->max_anisotropy
)
244 cso
->magfilter
= cso
->minfilter
= SVGA3D_TEX_FILTER_ANISOTROPIC
;
245 cso
->lod_bias
= sampler
->lod_bias
;
246 cso
->addressu
= translate_wrap_mode(sampler
->wrap_s
);
247 cso
->addressv
= translate_wrap_mode(sampler
->wrap_t
);
248 cso
->addressw
= translate_wrap_mode(sampler
->wrap_r
);
249 cso
->normalized_coords
= sampler
->normalized_coords
;
250 cso
->compare_mode
= sampler
->compare_mode
;
251 cso
->compare_func
= sampler
->compare_func
;
254 uint32 r
= float_to_ubyte(sampler
->border_color
.f
[0]);
255 uint32 g
= float_to_ubyte(sampler
->border_color
.f
[1]);
256 uint32 b
= float_to_ubyte(sampler
->border_color
.f
[2]);
257 uint32 a
= float_to_ubyte(sampler
->border_color
.f
[3]);
259 cso
->bordercolor
= (a
<< 24) | (r
<< 16) | (g
<< 8) | b
;
262 /* No SVGA3D support for:
263 * - min/max LOD clamping
266 cso
->view_min_lod
= MAX2((int) (sampler
->min_lod
+ 0.5), 0);
267 cso
->view_max_lod
= MAX2((int) (sampler
->max_lod
+ 0.5), 0);
270 if (svga
->debug
.use_min_mipmap
) {
271 if (cso
->view_min_lod
== cso
->view_max_lod
) {
272 cso
->min_lod
= cso
->view_min_lod
;
273 cso
->view_min_lod
= 0;
274 cso
->view_max_lod
= 1000; /* Just a high number */
275 cso
->mipfilter
= SVGA3D_TEX_FILTER_NONE
;
279 if (svga_have_vgpu10(svga
)) {
280 define_sampler_state_object(svga
, cso
, sampler
);
283 SVGA_DBG(DEBUG_SAMPLERS
,
284 "New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n",
285 cso
->min_lod
, cso
->view_min_lod
, cso
->view_max_lod
,
286 cso
->mipfilter
== SVGA3D_TEX_FILTER_NONE
? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING");
288 svga
->hud
.num_sampler_objects
++;
289 SVGA_STATS_COUNT_INC(svga_screen(svga
->pipe
.screen
)->sws
,
290 SVGA_STATS_COUNT_SAMPLER
);
297 svga_bind_sampler_states(struct pipe_context
*pipe
,
298 enum pipe_shader_type shader
,
303 struct svga_context
*svga
= svga_context(pipe
);
305 boolean any_change
= FALSE
;
307 assert(shader
< PIPE_SHADER_TYPES
);
308 assert(start
+ num
<= PIPE_MAX_SAMPLERS
);
310 /* Pre-VGPU10 only supports FS textures */
311 if (!svga_have_vgpu10(svga
) && shader
!= PIPE_SHADER_FRAGMENT
)
314 for (i
= 0; i
< num
; i
++) {
315 if (svga
->curr
.sampler
[shader
][start
+ i
] != samplers
[i
])
317 svga
->curr
.sampler
[shader
][start
+ i
] = samplers
[i
];
324 /* find highest non-null sampler[] entry */
326 unsigned j
= MAX2(svga
->curr
.num_samplers
[shader
], start
+ num
);
327 while (j
> 0 && svga
->curr
.sampler
[shader
][j
- 1] == NULL
)
329 svga
->curr
.num_samplers
[shader
] = j
;
332 svga
->dirty
|= SVGA_NEW_SAMPLER
;
337 svga_delete_sampler_state(struct pipe_context
*pipe
, void *sampler
)
339 struct svga_sampler_state
*ss
= (struct svga_sampler_state
*) sampler
;
340 struct svga_context
*svga
= svga_context(pipe
);
342 if (svga_have_vgpu10(svga
)) {
344 for (i
= 0; i
< 2; i
++) {
345 if (ss
->id
[i
] != SVGA3D_INVALID_ID
) {
346 svga_hwtnl_flush_retry(svga
);
348 SVGA_RETRY(svga
, SVGA3D_vgpu10_DestroySamplerState(svga
->swc
,
350 util_bitmask_clear(svga
->sampler_object_id_bm
, ss
->id
[i
]);
356 svga
->hud
.num_sampler_objects
--;
360 static struct pipe_sampler_view
*
361 svga_create_sampler_view(struct pipe_context
*pipe
,
362 struct pipe_resource
*texture
,
363 const struct pipe_sampler_view
*templ
)
365 struct svga_context
*svga
= svga_context(pipe
);
366 struct svga_pipe_sampler_view
*sv
= CALLOC_STRUCT(svga_pipe_sampler_view
);
373 sv
->base
.reference
.count
= 1;
374 sv
->base
.texture
= NULL
;
375 pipe_resource_reference(&sv
->base
.texture
, texture
);
377 sv
->base
.context
= pipe
;
378 sv
->id
= SVGA3D_INVALID_ID
;
380 svga
->hud
.num_samplerview_objects
++;
381 SVGA_STATS_COUNT_INC(svga_screen(svga
->pipe
.screen
)->sws
,
382 SVGA_STATS_COUNT_SAMPLERVIEW
);
389 svga_sampler_view_destroy(struct pipe_context
*pipe
,
390 struct pipe_sampler_view
*view
)
392 struct svga_context
*svga
= svga_context(pipe
);
393 struct svga_pipe_sampler_view
*sv
= svga_pipe_sampler_view(view
);
395 if (svga_have_vgpu10(svga
) && sv
->id
!= SVGA3D_INVALID_ID
) {
396 assert(view
->context
== pipe
);
398 svga_hwtnl_flush_retry(svga
);
400 SVGA_RETRY(svga
, SVGA3D_vgpu10_DestroyShaderResourceView(svga
->swc
,
402 util_bitmask_clear(svga
->sampler_view_id_bm
, sv
->id
);
405 pipe_resource_reference(&sv
->base
.texture
, NULL
);
408 svga
->hud
.num_samplerview_objects
--;
413 svga_set_sampler_views(struct pipe_context
*pipe
,
414 enum pipe_shader_type shader
,
417 struct pipe_sampler_view
**views
)
419 struct svga_context
*svga
= svga_context(pipe
);
420 unsigned flag_1d
= 0;
421 unsigned flag_srgb
= 0;
423 boolean any_change
= FALSE
;
425 assert(shader
< PIPE_SHADER_TYPES
);
426 assert(start
+ num
<= ARRAY_SIZE(svga
->curr
.sampler_views
[shader
]));
428 /* Pre-VGPU10 only supports FS textures */
429 if (!svga_have_vgpu10(svga
) && shader
!= PIPE_SHADER_FRAGMENT
)
432 SVGA_STATS_TIME_PUSH(svga_sws(svga
), SVGA_STATS_TIME_SETSAMPLERVIEWS
);
434 /* This bit of code works around a quirk in the CSO module.
435 * If start=num=0 it means all sampler views should be released.
436 * Note that the CSO module treats sampler views for fragment shaders
437 * differently than other shader types.
439 if (start
== 0 && num
== 0 && svga
->curr
.num_sampler_views
[shader
] > 0) {
440 for (i
= 0; i
< svga
->curr
.num_sampler_views
[shader
]; i
++) {
441 pipe_sampler_view_reference(&svga
->curr
.sampler_views
[shader
][i
],
447 for (i
= 0; i
< num
; i
++) {
448 enum pipe_texture_target target
;
450 if (svga
->curr
.sampler_views
[shader
][start
+ i
] != views
[i
]) {
451 pipe_sampler_view_reference(&svga
->curr
.sampler_views
[shader
][start
+ i
],
459 if (util_format_is_srgb(views
[i
]->format
))
460 flag_srgb
|= 1 << (start
+ i
);
462 target
= views
[i
]->target
;
463 if (target
== PIPE_TEXTURE_1D
) {
464 flag_1d
|= 1 << (start
+ i
);
465 } else if (target
== PIPE_TEXTURE_RECT
) {
466 /* If the size of the bound texture changes, we need to emit new
467 * const buffer values.
469 svga
->dirty
|= SVGA_NEW_TEXTURE_CONSTS
;
470 } else if (target
== PIPE_BUFFER
) {
471 /* If the size of the bound buffer changes, we need to emit new
472 * const buffer values.
474 svga
->dirty
|= SVGA_NEW_TEXTURE_CONSTS
;
482 /* find highest non-null sampler_views[] entry */
484 unsigned j
= MAX2(svga
->curr
.num_sampler_views
[shader
], start
+ num
);
485 while (j
> 0 && svga
->curr
.sampler_views
[shader
][j
- 1] == NULL
)
487 svga
->curr
.num_sampler_views
[shader
] = j
;
490 svga
->dirty
|= SVGA_NEW_TEXTURE_BINDING
;
492 if (flag_srgb
!= svga
->curr
.tex_flags
.flag_srgb
||
493 flag_1d
!= svga
->curr
.tex_flags
.flag_1d
) {
494 svga
->dirty
|= SVGA_NEW_TEXTURE_FLAGS
;
495 svga
->curr
.tex_flags
.flag_1d
= flag_1d
;
496 svga
->curr
.tex_flags
.flag_srgb
= flag_srgb
;
499 /* Check if any of the sampler view resources collide with the framebuffer
500 * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
501 * dirty bit so that emit_framebuffer can be invoked to create backed view
502 * for the conflicted surface view.
504 if (svga_check_sampler_framebuffer_resource_collision(svga
, shader
)) {
505 svga
->dirty
|= SVGA_NEW_FRAME_BUFFER
;
509 SVGA_STATS_TIME_POP(svga_sws(svga
));
513 * Clean up sampler, sampler view state at context destruction time
516 svga_cleanup_sampler_state(struct svga_context
*svga
)
518 enum pipe_shader_type shader
;
520 for (shader
= 0; shader
<= PIPE_SHADER_TESS_EVAL
; shader
++) {
523 for (i
= 0; i
< svga
->state
.hw_draw
.num_sampler_views
[shader
]; i
++) {
524 pipe_sampler_view_reference(&svga
->state
.hw_draw
.sampler_views
[shader
][i
],
529 /* free polygon stipple state */
530 if (svga
->polygon_stipple
.sampler
) {
531 svga
->pipe
.delete_sampler_state(&svga
->pipe
, svga
->polygon_stipple
.sampler
);
534 if (svga
->polygon_stipple
.sampler_view
) {
535 svga
->pipe
.sampler_view_destroy(&svga
->pipe
,
536 &svga
->polygon_stipple
.sampler_view
->base
);
538 pipe_resource_reference(&svga
->polygon_stipple
.texture
, NULL
);
542 svga_init_sampler_functions( struct svga_context
*svga
)
544 svga
->pipe
.create_sampler_state
= svga_create_sampler_state
;
545 svga
->pipe
.bind_sampler_states
= svga_bind_sampler_states
;
546 svga
->pipe
.delete_sampler_state
= svga_delete_sampler_state
;
547 svga
->pipe
.set_sampler_views
= svga_set_sampler_views
;
548 svga
->pipe
.create_sampler_view
= svga_create_sampler_view
;
549 svga
->pipe
.sampler_view_destroy
= svga_sampler_view_destroy
;