diff options
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r-- | src/gallium/drivers/svga/svga_state_sampler.c | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/src/gallium/drivers/svga/svga_state_sampler.c b/src/gallium/drivers/svga/svga_state_sampler.c new file mode 100644 index 00000000000..e350f540335 --- /dev/null +++ b/src/gallium/drivers/svga/svga_state_sampler.c @@ -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 +}; |