1/********************************************************** 2 * Copyright 2008-2009 VMware, Inc. All rights reserved. 3 * 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: 11 * 12 * The above copyright notice and this permission notice shall be 13 * included in all copies or substantial portions of the Software. 14 * 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 22 * SOFTWARE. 23 * 24 **********************************************************/ 25 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" 33 34#include "svga_context.h" 35#include "svga_cmd.h" 36#include "svga_debug.h" 37#include "svga_resource_texture.h" 38#include "svga_surface.h" 39#include "svga_sampler_view.h" 40 41 42static inline unsigned 43translate_wrap_mode(unsigned wrap) 44{ 45 switch (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 52 * hardware. 53 */ 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; 63 default: 64 assert(0); 65 return SVGA3D_TEX_ADDRESS_WRAP; 66 } 67} 68 69 70static inline unsigned 71translate_img_filter(unsigned filter) 72{ 73 switch (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; 78 default: 79 assert(0); 80 return SVGA3D_TEX_FILTER_NEAREST; 81 } 82} 83 84 85static inline unsigned 86translate_mip_filter(unsigned filter) 87{ 88 switch (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; 95 default: 96 assert(0); 97 return SVGA3D_TEX_FILTER_NONE; 98 } 99} 100 101 102static uint8 103translate_comparison_func(unsigned func) 104{ 105 switch (func) { 106 case PIPE_FUNC_NEVER: 107 return SVGA3D_COMPARISON_NEVER; 108 case PIPE_FUNC_LESS: 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; 122 default: 123 assert(!"Invalid comparison function"); 124 return SVGA3D_COMPARISON_ALWAYS; 125 } 126} 127 128 129/** 130 * Translate filtering state to vgpu10 format. 131 */ 132static SVGA3dFilter 133translate_filter_mode(unsigned img_filter, 134 unsigned min_filter, 135 unsigned mag_filter, 136 boolean anisotropic, 137 boolean compare) 138{ 139 SVGA3dFilter mode = 0; 140 141 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; 147 if (anisotropic) 148 mode |= SVGA3D_FILTER_ANISOTROPIC; 149 if (compare) 150 mode |= SVGA3D_FILTER_COMPARE; 151 152 return mode; 153} 154 155 156/** 157 * Define a vgpu10 sampler state. 158 */ 159static void 160define_sampler_state_object(struct svga_context *svga, 161 struct svga_sampler_state *ss, 162 const struct pipe_sampler_state *ps) 163{ 164 uint8_t max_aniso = (uint8_t) 255; /* XXX fix me */ 165 boolean anisotropic; 166 uint8 compare_func; 167 SVGA3dFilter filter; 168 SVGA3dRGBAFloat bcolor; 169 float min_lod, max_lod; 170 171 assert(svga_have_vgpu10(svga)); 172 173 anisotropic = ss->aniso_level > 1.0f; 174 175 filter = translate_filter_mode(ps->min_mip_filter, 176 ps->min_img_filter, 177 ps->mag_img_filter, 178 anisotropic, 179 ss->compare_mode); 180 181 compare_func = translate_comparison_func(ss->compare_func); 182 183 COPY_4V(bcolor.value, ps->border_color.f); 184 185 assert(ps->min_lod <= ps->max_lod); 186 187 if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { 188 /* just use the base level image */ 189 min_lod = max_lod = 0.0f; 190 } 191 else { 192 min_lod = ps->min_lod; 193 max_lod = ps->max_lod; 194 } 195 196 /* 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. 200 */ 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; 204 205 unsigned i; 206 for (i = 0; i <= ss->compare_mode; i++) { 207 ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm); 208 209 SVGA_RETRY(svga, SVGA3D_vgpu10_DefineSamplerState 210 (svga->swc, 211 ss->id[i], 212 filter, 213 ss->addressu, 214 ss->addressv, 215 ss->addressw, 216 ss->lod_bias, /* float */ 217 max_aniso, 218 compare_func, 219 bcolor, 220 min_lod, /* float */ 221 max_lod)); /* float */ 222 223 /* turn off the shadow compare option for second iteration */ 224 filter &= ~SVGA3D_FILTER_COMPARE; 225 } 226} 227 228 229static void * 230svga_create_sampler_state(struct pipe_context *pipe, 231 const struct pipe_sampler_state *sampler) 232{ 233 struct svga_context *svga = svga_context(pipe); 234 struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state ); 235 236 if (!cso) 237 return NULL; 238 239 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; 252 253 { 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]); 258 259 cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b; 260 } 261 262 /* No SVGA3D support for: 263 * - min/max LOD clamping 264 */ 265 cso->min_lod = 0; 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); 268 269 /* Use min_mipmap */ 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; 276 } 277 } 278 279 if (svga_have_vgpu10(svga)) { 280 define_sampler_state_object(svga, cso, sampler); 281 } 282 283 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"); 287 288 svga->hud.num_sampler_objects++; 289 SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, 290 SVGA_STATS_COUNT_SAMPLER); 291 292 return cso; 293} 294 295 296static void 297svga_bind_sampler_states(struct pipe_context *pipe, 298 enum pipe_shader_type shader, 299 unsigned start, 300 unsigned num, 301 void **samplers) 302{ 303 struct svga_context *svga = svga_context(pipe); 304 unsigned i; 305 boolean any_change = FALSE; 306 307 assert(shader < PIPE_SHADER_TYPES); 308 assert(start + num <= PIPE_MAX_SAMPLERS); 309 310 /* Pre-VGPU10 only supports FS textures */ 311 if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT) 312 return; 313 314 for (i = 0; i < num; i++) { 315 if (svga->curr.sampler[shader][start + i] != samplers[i]) 316 any_change = TRUE; 317 svga->curr.sampler[shader][start + i] = samplers[i]; 318 } 319 320 if (!any_change) { 321 return; 322 } 323 324 /* find highest non-null sampler[] entry */ 325 { 326 unsigned j = MAX2(svga->curr.num_samplers[shader], start + num); 327 while (j > 0 && svga->curr.sampler[shader][j - 1] == NULL) 328 j--; 329 svga->curr.num_samplers[shader] = j; 330 } 331 332 svga->dirty |= SVGA_NEW_SAMPLER; 333} 334 335 336static void 337svga_delete_sampler_state(struct pipe_context *pipe, void *sampler) 338{ 339 struct svga_sampler_state *ss = (struct svga_sampler_state *) sampler; 340 struct svga_context *svga = svga_context(pipe); 341 342 if (svga_have_vgpu10(svga)) { 343 unsigned i; 344 for (i = 0; i < ARRAY_SIZE(ss->id); i++) { 345 if (ss->id[i] != SVGA3D_INVALID_ID) { 346 svga_hwtnl_flush_retry(svga); 347 348 SVGA_RETRY(svga, SVGA3D_vgpu10_DestroySamplerState(svga->swc, 349 ss->id[i])); 350 util_bitmask_clear(svga->sampler_object_id_bm, ss->id[i]); 351 } 352 } 353 } 354 355 FREE(sampler); 356 svga->hud.num_sampler_objects--; 357} 358 359 360static struct pipe_sampler_view * 361svga_create_sampler_view(struct pipe_context *pipe, 362 struct pipe_resource *texture, 363 const struct pipe_sampler_view *templ) 364{ 365 struct svga_context *svga = svga_context(pipe); 366 struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view); 367 368 if (!sv) { 369 return NULL; 370 } 371 372 sv->base = *templ; 373 sv->base.reference.count = 1; 374 sv->base.texture = NULL; 375 pipe_resource_reference(&sv->base.texture, texture); 376 377 sv->base.context = pipe; 378 sv->id = SVGA3D_INVALID_ID; 379 380 svga->hud.num_samplerview_objects++; 381 SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, 382 SVGA_STATS_COUNT_SAMPLERVIEW); 383 384 return &sv->base; 385} 386 387 388static void 389svga_sampler_view_destroy(struct pipe_context *pipe, 390 struct pipe_sampler_view *view) 391{ 392 struct svga_context *svga = svga_context(pipe); 393 struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view); 394 395 if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) { 396 assert(view->context == pipe); 397 398 svga_hwtnl_flush_retry(svga); 399 400 SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, 401 sv->id)); 402 util_bitmask_clear(svga->sampler_view_id_bm, sv->id); 403 } 404 405 pipe_resource_reference(&sv->base.texture, NULL); 406 407 FREE(sv); 408 svga->hud.num_samplerview_objects--; 409} 410 411 412static void 413svga_set_sampler_views(struct pipe_context *pipe, 414 enum pipe_shader_type shader, 415 unsigned start, 416 unsigned num, 417 unsigned unbind_num_trailing_slots, 418 bool take_ownership, 419 struct pipe_sampler_view **views) 420{ 421 struct svga_context *svga = svga_context(pipe); 422 unsigned flag_1d = 0; 423 unsigned flag_srgb = 0; 424 uint i; 425 boolean any_change = FALSE; 426 427 assert(shader < PIPE_SHADER_TYPES); 428 assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader])); 429 430 /* Pre-VGPU10 only supports FS textures */ 431 if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT) { 432 for (unsigned i = 0; i < num; i++) { 433 struct pipe_sampler_view *view = views[i]; 434 pipe_sampler_view_reference(&view, NULL); 435 } 436 return; 437 } 438 439 SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS); 440 441 /* This bit of code works around a quirk in the CSO module. 442 * If start=num=0 it means all sampler views should be released. 443 * Note that the CSO module treats sampler views for fragment shaders 444 * differently than other shader types. 445 */ 446 if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) { 447 for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) { 448 pipe_sampler_view_reference(&svga->curr.sampler_views[shader][i], 449 NULL); 450 } 451 any_change = TRUE; 452 } 453 454 for (i = 0; i < num; i++) { 455 enum pipe_texture_target target; 456 457 any_change |= svga->curr.sampler_views[shader][start + i] != views[i]; 458 459 if (take_ownership) { 460 pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i], 461 NULL); 462 svga->curr.sampler_views[shader][start + i] = views[i]; 463 } else if (svga->curr.sampler_views[shader][start + i] != views[i]) { 464 pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i], 465 views[i]); 466 } 467 468 if (!views[i]) 469 continue; 470 471 if (util_format_is_srgb(views[i]->format)) 472 flag_srgb |= 1 << (start + i); 473 474 target = views[i]->target; 475 if (target == PIPE_TEXTURE_1D) { 476 flag_1d |= 1 << (start + i); 477 } else if (target == PIPE_TEXTURE_RECT) { 478 /* If the size of the bound texture changes, we need to emit new 479 * const buffer values. 480 */ 481 svga->dirty |= SVGA_NEW_TEXTURE_CONSTS; 482 } else if (target == PIPE_BUFFER) { 483 /* If the size of the bound buffer changes, we need to emit new 484 * const buffer values. 485 */ 486 svga->dirty |= SVGA_NEW_TEXTURE_CONSTS; 487 } 488 } 489 490 for (; i < num + unbind_num_trailing_slots; i++) { 491 if (svga->curr.sampler_views[shader][start + i]) { 492 pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i], 493 NULL); 494 any_change = TRUE; 495 } 496 } 497 498 if (!any_change) { 499 goto done; 500 } 501 502 /* find highest non-null sampler_views[] entry */ 503 { 504 unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num); 505 while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL) 506 j--; 507 svga->curr.num_sampler_views[shader] = j; 508 } 509 510 svga->dirty |= SVGA_NEW_TEXTURE_BINDING; 511 512 if (flag_srgb != svga->curr.tex_flags.flag_srgb || 513 flag_1d != svga->curr.tex_flags.flag_1d) { 514 svga->dirty |= SVGA_NEW_TEXTURE_FLAGS; 515 svga->curr.tex_flags.flag_1d = flag_1d; 516 svga->curr.tex_flags.flag_srgb = flag_srgb; 517 } 518 519 /* Check if any of the sampler view resources collide with the framebuffer 520 * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER 521 * dirty bit so that emit_framebuffer can be invoked to create backed view 522 * for the conflicted surface view. 523 */ 524 if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) { 525 svga->dirty |= SVGA_NEW_FRAME_BUFFER; 526 } 527 528done: 529 SVGA_STATS_TIME_POP(svga_sws(svga)); 530} 531 532/** 533 * Clean up sampler, sampler view state at context destruction time 534 */ 535void 536svga_cleanup_sampler_state(struct svga_context *svga) 537{ 538 enum pipe_shader_type shader; 539 540 for (shader = 0; shader <= PIPE_SHADER_COMPUTE; shader++) { 541 unsigned i; 542 543 for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) { 544 pipe_sampler_view_reference(&svga->state.hw_draw.sampler_views[shader][i], 545 NULL); 546 } 547 } 548 549 /* free polygon stipple state */ 550 if (svga->polygon_stipple.sampler) { 551 svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler); 552 } 553 554 if (svga->polygon_stipple.sampler_view) { 555 svga->pipe.sampler_view_destroy(&svga->pipe, 556 &svga->polygon_stipple.sampler_view->base); 557 } 558 pipe_resource_reference(&svga->polygon_stipple.texture, NULL); 559} 560 561void 562svga_init_sampler_functions( struct svga_context *svga ) 563{ 564 svga->pipe.create_sampler_state = svga_create_sampler_state; 565 svga->pipe.bind_sampler_states = svga_bind_sampler_states; 566 svga->pipe.delete_sampler_state = svga_delete_sampler_state; 567 svga->pipe.set_sampler_views = svga_set_sampler_views; 568 svga->pipe.create_sampler_view = svga_create_sampler_view; 569 svga->pipe.sampler_view_destroy = svga_sampler_view_destroy; 570} 571