/********************************************************** * Copyright 2008-2009 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. * **********************************************************/ #include "util/u_inlines.h" #include "util/u_memory.h" #include "pipe/p_defines.h" #include "util/u_math.h" #include "svga_sampler_view.h" #include "svga_winsys.h" #include "svga_context.h" #include "svga_shader.h" #include "svga_state.h" #include "svga_cmd.h" /** * Called when tearing down a context to free resources and samplers. */ void svga_cleanup_tss_binding(struct svga_context *svga) { const unsigned shader = PIPE_SHADER_FRAGMENT; unsigned i; for (i = 0; i < Elements(svga->state.hw_draw.views); i++) { struct svga_hw_view_state *view = &svga->state.hw_draw.views[i]; if (view) { svga_sampler_view_reference(&view->v, NULL); pipe_sampler_view_release(&svga->pipe, &svga->curr.sampler_views[shader][i]); pipe_resource_reference(&view->texture, NULL); view->dirty = TRUE; } } } struct bind_queue { struct { unsigned unit; struct svga_hw_view_state *view; } bind[PIPE_MAX_SAMPLERS]; unsigned bind_count; }; /** * Update the texture binding for one texture unit. */ static void emit_tex_binding_unit(struct svga_context *svga, unsigned unit, const struct svga_sampler_state *s, const struct pipe_sampler_view *sv, struct svga_hw_view_state *view, boolean reemit, struct bind_queue *queue) { struct pipe_resource *texture = NULL; unsigned last_level, min_lod, max_lod; /* get min max lod */ if (sv && s) { if (s->mipfilter == SVGA3D_TEX_FILTER_NONE) { /* just use the base level image */ min_lod = max_lod = sv->u.tex.first_level; } else { last_level = MIN2(sv->u.tex.last_level, sv->texture->last_level); min_lod = MAX2(0, (s->view_min_lod + sv->u.tex.first_level)); min_lod = MIN2(min_lod, last_level); max_lod = MIN2(s->view_max_lod + sv->u.tex.first_level, last_level); } texture = sv->texture; } else { min_lod = 0; max_lod = 0; } if (view->texture != texture || view->min_lod != min_lod || view->max_lod != max_lod) { svga_sampler_view_reference(&view->v, NULL); pipe_resource_reference( &view->texture, texture ); view->dirty = TRUE; view->min_lod = min_lod; view->max_lod = max_lod; if (texture) { view->v = svga_get_tex_sampler_view(&svga->pipe, texture, min_lod, max_lod); } } /* * We need to reemit non-null texture bindings, even when they are not * dirty, to ensure that the resources are paged in. */ if (view->dirty || (reemit && view->v)) { queue->bind[queue->bind_count].unit = unit; queue->bind[queue->bind_count].view = view; queue->bind_count++; } if (!view->dirty && view->v) { svga_validate_sampler_view(svga, view->v); } } static enum pipe_error update_tss_binding(struct svga_context *svga, unsigned dirty ) { const unsigned shader = PIPE_SHADER_FRAGMENT; boolean reemit = svga->rebind.flags.texture_samplers; unsigned i; unsigned count = MAX2( svga->curr.num_sampler_views[shader], svga->state.hw_draw.num_views ); struct bind_queue queue; if (svga_have_vgpu10(svga)) return PIPE_OK; queue.bind_count = 0; for (i = 0; i < count; i++) { emit_tex_binding_unit(svga, i, svga->curr.sampler[shader][i], svga->curr.sampler_views[shader][i], &svga->state.hw_draw.views[i], reemit, &queue); } svga->state.hw_draw.num_views = svga->curr.num_sampler_views[shader]; /* Polygon stipple */ if (svga->curr.rast->templ.poly_stipple_enable) { const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit; emit_tex_binding_unit(svga, unit, svga->polygon_stipple.sampler, &svga->polygon_stipple.sampler_view->base, &svga->state.hw_draw.views[unit], reemit, &queue); } if (queue.bind_count) { SVGA3dTextureState *ts; if (SVGA3D_BeginSetTextureState( svga->swc, &ts, queue.bind_count ) != PIPE_OK) goto fail; for (i = 0; i < queue.bind_count; i++) { struct svga_winsys_surface *handle; ts[i].stage = queue.bind[i].unit; ts[i].name = SVGA3D_TS_BIND_TEXTURE; if (queue.bind[i].view->v) { handle = queue.bind[i].view->v->handle; } else { handle = NULL; } svga->swc->surface_relocation(svga->swc, &ts[i].value, NULL, handle, SVGA_RELOC_READ); queue.bind[i].view->dirty = FALSE; } SVGA_FIFOCommitAll( svga->swc ); } svga->rebind.flags.texture_samplers = FALSE; return PIPE_OK; fail: return PIPE_ERROR_OUT_OF_MEMORY; } /* * Rebind textures. * * Similar to update_tss_binding, but without any state checking/update. * * Called at the beginning of every new command buffer to ensure that * non-dirty textures are properly paged-in. */ enum pipe_error svga_reemit_tss_bindings(struct svga_context *svga) { unsigned i; enum pipe_error ret; struct bind_queue queue; assert(!svga_have_vgpu10(svga)); assert(svga->rebind.flags.texture_samplers); queue.bind_count = 0; for (i = 0; i < svga->state.hw_draw.num_views; i++) { struct svga_hw_view_state *view = &svga->state.hw_draw.views[i]; if (view->v) { queue.bind[queue.bind_count].unit = i; queue.bind[queue.bind_count].view = view; queue.bind_count++; } } /* Polygon stipple */ if (svga->curr.rast->templ.poly_stipple_enable) { const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit; struct svga_hw_view_state *view = &svga->state.hw_draw.views[unit]; if (view->v) { queue.bind[queue.bind_count].unit = unit; queue.bind[queue.bind_count].view = view; queue.bind_count++; } } if (queue.bind_count) { SVGA3dTextureState *ts; ret = SVGA3D_BeginSetTextureState(svga->swc, &ts, queue.bind_count); if (ret != PIPE_OK) { return ret; } for (i = 0; i < queue.bind_count; i++) { struct svga_winsys_surface *handle; ts[i].stage = queue.bind[i].unit; ts[i].name = SVGA3D_TS_BIND_TEXTURE; assert(queue.bind[i].view->v); handle = queue.bind[i].view->v->handle; svga->swc->surface_relocation(svga->swc, &ts[i].value, NULL, handle, SVGA_RELOC_READ); } SVGA_FIFOCommitAll(svga->swc); } svga->rebind.flags.texture_samplers = FALSE; return PIPE_OK; } struct svga_tracked_state svga_hw_tss_binding = { "texture binding emit", SVGA_NEW_TEXTURE_BINDING | SVGA_NEW_STIPPLE | SVGA_NEW_SAMPLER, update_tss_binding }; /*********************************************************************** */ struct ts_queue { unsigned ts_count; SVGA3dTextureState ts[PIPE_MAX_SAMPLERS*SVGA3D_TS_MAX]; }; static inline void svga_queue_tss( struct ts_queue *q, unsigned unit, unsigned tss, unsigned value ) { assert(q->ts_count < sizeof(q->ts)/sizeof(q->ts[0])); q->ts[q->ts_count].stage = unit; q->ts[q->ts_count].name = tss; q->ts[q->ts_count].value = value; q->ts_count++; } #define EMIT_TS(svga, unit, val, token) \ do { \ assert(unit < Elements(svga->state.hw_draw.ts)); \ assert(SVGA3D_TS_##token < Elements(svga->state.hw_draw.ts[unit])); \ if (svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] != val) { \ svga_queue_tss( queue, unit, SVGA3D_TS_##token, val ); \ svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \ } \ } while (0) #define EMIT_TS_FLOAT(svga, unit, fvalue, token) \ do { \ unsigned val = fui(fvalue); \ assert(unit < Elements(svga->state.hw_draw.ts)); \ assert(SVGA3D_TS_##token < Elements(svga->state.hw_draw.ts[unit])); \ if (svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] != val) { \ svga_queue_tss( queue, unit, SVGA3D_TS_##token, val ); \ svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \ } \ } while (0) /** * Emit texture sampler state (tss) for one texture unit. */ static void emit_tss_unit(struct svga_context *svga, unsigned unit, const struct svga_sampler_state *state, struct ts_queue *queue) { EMIT_TS(svga, unit, state->mipfilter, MIPFILTER); EMIT_TS(svga, unit, state->min_lod, TEXTURE_MIPMAP_LEVEL); EMIT_TS(svga, unit, state->magfilter, MAGFILTER); EMIT_TS(svga, unit, state->minfilter, MINFILTER); EMIT_TS(svga, unit, state->aniso_level, TEXTURE_ANISOTROPIC_LEVEL); EMIT_TS_FLOAT(svga, unit, state->lod_bias, TEXTURE_LOD_BIAS); EMIT_TS(svga, unit, state->addressu, ADDRESSU); EMIT_TS(svga, unit, state->addressw, ADDRESSW); EMIT_TS(svga, unit, state->bordercolor, BORDERCOLOR); // TEXCOORDINDEX -- hopefully not needed if (svga->curr.tex_flags.flag_1d & (1 << unit)) EMIT_TS(svga, unit, SVGA3D_TEX_ADDRESS_WRAP, ADDRESSV); else EMIT_TS(svga, unit, state->addressv, ADDRESSV); if (svga->curr.tex_flags.flag_srgb & (1 << unit)) EMIT_TS_FLOAT(svga, unit, 2.2f, GAMMA); else EMIT_TS_FLOAT(svga, unit, 1.0f, GAMMA); } static enum pipe_error update_tss(struct svga_context *svga, unsigned dirty ) { const unsigned shader = PIPE_SHADER_FRAGMENT; unsigned i; struct ts_queue queue; if (svga_have_vgpu10(svga)) return PIPE_OK; queue.ts_count = 0; for (i = 0; i < svga->curr.num_samplers[shader]; i++) { if (svga->curr.sampler[shader][i]) { const struct svga_sampler_state *curr = svga->curr.sampler[shader][i]; emit_tss_unit(svga, i, curr, &queue); } } /* polygon stipple sampler */ if (svga->curr.rast->templ.poly_stipple_enable) { emit_tss_unit(svga, svga->state.hw_draw.fs->pstipple_sampler_unit, svga->polygon_stipple.sampler, &queue); } if (queue.ts_count) { SVGA3dTextureState *ts; if (SVGA3D_BeginSetTextureState( svga->swc, &ts, queue.ts_count ) != PIPE_OK) goto fail; memcpy( ts, queue.ts, queue.ts_count * sizeof queue.ts[0]); SVGA_FIFOCommitAll( svga->swc ); } return PIPE_OK; fail: /* XXX: need to poison cached hardware state on failure to ensure * dirty state gets re-emitted. Fix this by re-instating partial * FIFOCommit command and only updating cached hw state once the * initial allocation has succeeded. */ memset(svga->state.hw_draw.ts, 0xcd, sizeof(svga->state.hw_draw.ts)); return PIPE_ERROR_OUT_OF_MEMORY; } struct svga_tracked_state svga_hw_tss = { "texture state emit", (SVGA_NEW_SAMPLER | SVGA_NEW_STIPPLE | SVGA_NEW_TEXTURE_FLAGS), update_tss };