/* * 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, unsigned shader) { struct pipe_screen *screen = svga->pipe.screen; unsigned i; if (svga_screen(screen)->debug.no_surface_view) { return FALSE; } 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 };