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