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/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   unsigned try;
170   float min_lod, max_lod;
171
172   assert(svga_have_vgpu10(svga));
173
174   anisotropic = ss->aniso_level > 1.0f;
175
176   filter = translate_filter_mode(ps->min_mip_filter,
177                                  ps->min_img_filter,
178                                  ps->mag_img_filter,
179                                  anisotropic,
180                                  ss->compare_mode);
181
182   compare_func = translate_comparison_func(ss->compare_func);
183
184   COPY_4V(bcolor.value, ps->border_color.f);
185
186   assert(ps->min_lod <= ps->max_lod);
187
188   if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
189      /* just use the base level image */
190      min_lod = max_lod = 0.0f;
191   }
192   else {
193      min_lod = ps->min_lod;
194      max_lod = ps->max_lod;
195   }
196
197   /* If shadow comparisons are enabled, create two sampler states: one
198    * with the given shadow compare mode, another with shadow comparison off.
199    * We need the later because in some cases, we have to do the shadow
200    * compare in the shader.  So, we don't want to do it twice.
201    */
202   STATIC_ASSERT(PIPE_TEX_COMPARE_NONE == 0);
203   STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE == 1);
204   ss->id[1] = SVGA3D_INVALID_ID;
205
206   unsigned i;
207   for (i = 0; i <= ss->compare_mode; i++) {
208      ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm);
209
210      /* Loop in case command buffer is full and we need to flush and retry */
211      for (try = 0; try < 2; try++) {
212         enum pipe_error ret =
213            SVGA3D_vgpu10_DefineSamplerState(svga->swc,
214                                             ss->id[i],
215                                             filter,
216                                             ss->addressu,
217                                             ss->addressv,
218                                             ss->addressw,
219                                             ss->lod_bias, /* float */
220                                             max_aniso,
221                                             compare_func,
222                                             bcolor,
223                                             min_lod,       /* float */
224                                             max_lod);      /* float */
225         if (ret == PIPE_OK)
226            break;
227         svga_context_flush(svga, NULL);
228      }
229
230      /* turn off the shadow compare option for second iteration */
231      filter &= ~SVGA3D_FILTER_COMPARE;
232   }
233}
234
235
236static void *
237svga_create_sampler_state(struct pipe_context *pipe,
238                          const struct pipe_sampler_state *sampler)
239{
240   struct svga_context *svga = svga_context(pipe);
241   struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state );
242
243   if (!cso)
244      return NULL;
245
246   cso->mipfilter = translate_mip_filter(sampler->min_mip_filter);
247   cso->magfilter = translate_img_filter( sampler->mag_img_filter );
248   cso->minfilter = translate_img_filter( sampler->min_img_filter );
249   cso->aniso_level = MAX2( sampler->max_anisotropy, 1 );
250   if (sampler->max_anisotropy)
251      cso->magfilter = cso->minfilter = SVGA3D_TEX_FILTER_ANISOTROPIC;
252   cso->lod_bias = sampler->lod_bias;
253   cso->addressu = translate_wrap_mode(sampler->wrap_s);
254   cso->addressv = translate_wrap_mode(sampler->wrap_t);
255   cso->addressw = translate_wrap_mode(sampler->wrap_r);
256   cso->normalized_coords = sampler->normalized_coords;
257   cso->compare_mode = sampler->compare_mode;
258   cso->compare_func = sampler->compare_func;
259
260   {
261      uint32 r = float_to_ubyte(sampler->border_color.f[0]);
262      uint32 g = float_to_ubyte(sampler->border_color.f[1]);
263      uint32 b = float_to_ubyte(sampler->border_color.f[2]);
264      uint32 a = float_to_ubyte(sampler->border_color.f[3]);
265
266      cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b;
267   }
268
269   /* No SVGA3D support for:
270    *    - min/max LOD clamping
271    */
272   cso->min_lod = 0;
273   cso->view_min_lod = MAX2((int) (sampler->min_lod + 0.5), 0);
274   cso->view_max_lod = MAX2((int) (sampler->max_lod + 0.5), 0);
275
276   /* Use min_mipmap */
277   if (svga->debug.use_min_mipmap) {
278      if (cso->view_min_lod == cso->view_max_lod) {
279         cso->min_lod = cso->view_min_lod;
280         cso->view_min_lod = 0;
281         cso->view_max_lod = 1000; /* Just a high number */
282         cso->mipfilter = SVGA3D_TEX_FILTER_NONE;
283      }
284   }
285
286   if (svga_have_vgpu10(svga)) {
287      define_sampler_state_object(svga, cso, sampler);
288   }
289
290   SVGA_DBG(DEBUG_SAMPLERS,
291            "New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n",
292            cso->min_lod, cso->view_min_lod, cso->view_max_lod,
293            cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING");
294
295   svga->hud.num_sampler_objects++;
296   SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
297                        SVGA_STATS_COUNT_SAMPLER);
298
299   return cso;
300}
301
302
303static void
304svga_bind_sampler_states(struct pipe_context *pipe,
305                         enum pipe_shader_type shader,
306                         unsigned start,
307                         unsigned num,
308                         void **samplers)
309{
310   struct svga_context *svga = svga_context(pipe);
311   unsigned i;
312   boolean any_change = FALSE;
313
314   assert(shader < PIPE_SHADER_TYPES);
315   assert(start + num <= PIPE_MAX_SAMPLERS);
316
317   /* Pre-VGPU10 only supports FS textures */
318   if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
319      return;
320
321   for (i = 0; i < num; i++) {
322      if (svga->curr.sampler[shader][start + i] != samplers[i])
323         any_change = TRUE;
324      svga->curr.sampler[shader][start + i] = samplers[i];
325   }
326
327   if (!any_change) {
328      return;
329   }
330
331   /* find highest non-null sampler[] entry */
332   {
333      unsigned j = MAX2(svga->curr.num_samplers[shader], start + num);
334      while (j > 0 && svga->curr.sampler[shader][j - 1] == NULL)
335         j--;
336      svga->curr.num_samplers[shader] = j;
337   }
338
339   svga->dirty |= SVGA_NEW_SAMPLER;
340}
341
342
343static void
344svga_delete_sampler_state(struct pipe_context *pipe, void *sampler)
345{
346   struct svga_sampler_state *ss = (struct svga_sampler_state *) sampler;
347   struct svga_context *svga = svga_context(pipe);
348
349   if (svga_have_vgpu10(svga)) {
350      unsigned i;
351      for (i = 0; i < 2; i++) {
352         enum pipe_error ret;
353
354         if (ss->id[i] != SVGA3D_INVALID_ID) {
355            svga_hwtnl_flush_retry(svga);
356
357            ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]);
358            if (ret != PIPE_OK) {
359               svga_context_flush(svga, NULL);
360               ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]);
361            }
362            util_bitmask_clear(svga->sampler_object_id_bm, ss->id[i]);
363         }
364      }
365   }
366
367   FREE(sampler);
368   svga->hud.num_sampler_objects--;
369}
370
371
372static struct pipe_sampler_view *
373svga_create_sampler_view(struct pipe_context *pipe,
374                         struct pipe_resource *texture,
375                         const struct pipe_sampler_view *templ)
376{
377   struct svga_context *svga = svga_context(pipe);
378   struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view);
379
380   if (!sv) {
381      return NULL;
382   }
383
384   sv->base = *templ;
385   sv->base.reference.count = 1;
386   sv->base.texture = NULL;
387   pipe_resource_reference(&sv->base.texture, texture);
388
389   sv->base.context = pipe;
390   sv->id = SVGA3D_INVALID_ID;
391
392   svga->hud.num_samplerview_objects++;
393   SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
394                        SVGA_STATS_COUNT_SAMPLERVIEW);
395
396   return &sv->base;
397}
398
399
400static void
401svga_sampler_view_destroy(struct pipe_context *pipe,
402                          struct pipe_sampler_view *view)
403{
404   struct svga_context *svga = svga_context(pipe);
405   struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view);
406
407   if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) {
408      enum pipe_error ret;
409
410      assert(view->context == pipe);
411
412      svga_hwtnl_flush_retry(svga);
413
414      ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
415      if (ret != PIPE_OK) {
416         svga_context_flush(svga, NULL);
417         ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
418      }
419      util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
420   }
421
422   pipe_resource_reference(&sv->base.texture, NULL);
423
424   FREE(sv);
425   svga->hud.num_samplerview_objects--;
426}
427
428
429static void
430svga_set_sampler_views(struct pipe_context *pipe,
431                       enum pipe_shader_type shader,
432                       unsigned start,
433                       unsigned num,
434                       struct pipe_sampler_view **views)
435{
436   struct svga_context *svga = svga_context(pipe);
437   unsigned flag_1d = 0;
438   unsigned flag_srgb = 0;
439   uint i;
440   boolean any_change = FALSE;
441
442   assert(shader < PIPE_SHADER_TYPES);
443   assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader]));
444
445   /* Pre-VGPU10 only supports FS textures */
446   if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
447      return;
448
449   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS);
450
451   /* This bit of code works around a quirk in the CSO module.
452    * If start=num=0 it means all sampler views should be released.
453    * Note that the CSO module treats sampler views for fragment shaders
454    * differently than other shader types.
455    */
456   if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) {
457      for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
458         pipe_sampler_view_reference(&svga->curr.sampler_views[shader][i],
459                                     NULL);
460      }
461      any_change = TRUE;
462   }
463
464   for (i = 0; i < num; i++) {
465      enum pipe_texture_target target;
466
467      if (svga->curr.sampler_views[shader][start + i] != views[i]) {
468         pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
469                                     views[i]);
470         any_change = TRUE;
471      }
472
473      if (!views[i])
474         continue;
475
476      if (util_format_is_srgb(views[i]->format))
477         flag_srgb |= 1 << (start + i);
478
479      target = views[i]->target;
480      if (target == PIPE_TEXTURE_1D) {
481         flag_1d |= 1 << (start + i);
482      } else if (target == PIPE_TEXTURE_RECT) {
483         /* If the size of the bound texture changes, we need to emit new
484          * const buffer values.
485          */
486         svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
487      } else if (target == PIPE_BUFFER) {
488         /* If the size of the bound buffer changes, we need to emit new
489          * const buffer values.
490          */
491         svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
492      }
493   }
494
495   if (!any_change) {
496      goto done;
497   }
498
499   /* find highest non-null sampler_views[] entry */
500   {
501      unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num);
502      while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL)
503         j--;
504      svga->curr.num_sampler_views[shader] = j;
505   }
506
507   svga->dirty |= SVGA_NEW_TEXTURE_BINDING;
508
509   if (flag_srgb != svga->curr.tex_flags.flag_srgb ||
510       flag_1d != svga->curr.tex_flags.flag_1d) {
511      svga->dirty |= SVGA_NEW_TEXTURE_FLAGS;
512      svga->curr.tex_flags.flag_1d = flag_1d;
513      svga->curr.tex_flags.flag_srgb = flag_srgb;
514   }
515
516   /* Check if any of the sampler view resources collide with the framebuffer
517    * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
518    * dirty bit so that emit_framebuffer can be invoked to create backed view
519    * for the conflicted surface view.
520    */
521   if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) {
522      svga->dirty |= SVGA_NEW_FRAME_BUFFER;
523   }
524
525done:
526   SVGA_STATS_TIME_POP(svga_sws(svga));
527}
528
529/**
530 * Clean up sampler, sampler view state at context destruction time
531 */
532void
533svga_cleanup_sampler_state(struct svga_context *svga)
534{
535   enum pipe_shader_type shader;
536
537   for (shader = 0; shader <= PIPE_SHADER_GEOMETRY; shader++) {
538      unsigned i;
539
540      for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
541         pipe_sampler_view_reference(&svga->state.hw_draw.sampler_views[shader][i],
542                                     NULL);
543      }
544   }
545
546   /* free polygon stipple state */
547   if (svga->polygon_stipple.sampler) {
548      svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler);
549   }
550
551   if (svga->polygon_stipple.sampler_view) {
552      svga->pipe.sampler_view_destroy(&svga->pipe,
553                                      &svga->polygon_stipple.sampler_view->base);
554   }
555   pipe_resource_reference(&svga->polygon_stipple.texture, NULL);
556}
557
558void
559svga_init_sampler_functions( struct svga_context *svga )
560{
561   svga->pipe.create_sampler_state = svga_create_sampler_state;
562   svga->pipe.bind_sampler_states = svga_bind_sampler_states;
563   svga->pipe.delete_sampler_state = svga_delete_sampler_state;
564   svga->pipe.set_sampler_views = svga_set_sampler_views;
565   svga->pipe.create_sampler_view = svga_create_sampler_view;
566   svga->pipe.sampler_view_destroy = svga_sampler_view_destroy;
567}
568