/********************************************************** * Copyright 2022 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 "pipe/p_defines.h" #include "util/u_bitmask.h" #include "util/format/u_format.h" #include "util/u_inlines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "tgsi/tgsi_parse.h" #include "svga_context.h" #include "svga_cmd.h" #include "svga_debug.h" #include "svga_resource_buffer.h" #include "svga_resource_texture.h" #include "svga_surface.h" #include "svga_sampler_view.h" #include "svga_format.h" /** * Create a uav object for the specified shader buffer */ SVGA3dUAViewId svga_create_uav_buffer(struct svga_context *svga, const struct pipe_shader_buffer *buf, SVGA3dSurfaceFormat format, SVGA3dUABufferFlags bufFlag) { SVGA3dUAViewDesc desc; unsigned uaViewId; assert(buf); /* If there is not one defined, create one. */ memset(&desc, 0, sizeof(desc)); desc.buffer.firstElement = buf->buffer_offset / sizeof(uint32); desc.buffer.numElements = buf->buffer_size / sizeof(uint32); desc.buffer.flags = bufFlag; uaViewId = svga_create_uav(svga, &desc, format, SVGA3D_RESOURCE_BUFFER, svga_buffer_handle(svga, buf->buffer, PIPE_BIND_SHADER_BUFFER)); if (uaViewId == SVGA3D_INVALID_ID) return uaViewId; SVGA_DBG(DEBUG_UAV, "%s: resource=0x%x uaViewId=%d\n", __FUNCTION__, buf->buffer, uaViewId); /* Mark this buffer as a uav bound buffer */ struct svga_buffer *sbuf = svga_buffer(buf->buffer); sbuf->uav = TRUE; return uaViewId; } /** * Set shader buffers. */ static void svga_set_shader_buffers(struct pipe_context *pipe, enum pipe_shader_type shader, unsigned start, unsigned num, const struct pipe_shader_buffer *buffers, unsigned writeable_bitmask) { struct svga_context *svga = svga_context(pipe); const struct pipe_shader_buffer *buf; assert(svga_have_gl43(svga)); assert(start + num <= SVGA_MAX_SHADER_BUFFERS); #ifdef DEBUG const struct pipe_shader_buffer *b = buffers; SVGA_DBG(DEBUG_UAV, "%s: shader=%d start=%d num=%d ", __FUNCTION__, shader, start, num); if (buffers) { for (unsigned i = 0; i < num; i++, b++) { SVGA_DBG(DEBUG_UAV, " 0x%x ", b); } } SVGA_DBG(DEBUG_UAV, "\n"); #endif buf = buffers; if (buffers) { int last_buffer = -1; for (unsigned i = start; i < start + num; i++, buf++) { struct svga_shader_buffer *cbuf = &svga->curr.shader_buffers[shader][i]; if (buf && buf->buffer) { cbuf->desc = *buf; pipe_resource_reference(&cbuf->resource, buf->buffer); /* Mark the last bound shader buffer */ last_buffer = i; } else { cbuf->desc.buffer = NULL; pipe_resource_reference(&cbuf->resource, NULL); } cbuf->uav_index = -1; } svga->curr.num_shader_buffers[shader] = MAX2(svga->curr.num_shader_buffers[shader], last_buffer + 1); } else { for (unsigned i = start; i < start + num; i++) { struct svga_shader_buffer *cbuf = &svga->curr.shader_buffers[shader][i]; cbuf->desc.buffer = NULL; cbuf->uav_index = -1; pipe_resource_reference(&cbuf->resource, NULL); } if ((start + num) >= svga->curr.num_shader_buffers[shader]) svga->curr.num_shader_buffers[shader] = start; } #ifdef DEBUG SVGA_DBG(DEBUG_UAV, "%s: current num_shader_buffers=%d start=%d num=%d buffers=", __FUNCTION__, svga->curr.num_shader_buffers[shader], start, num); for (unsigned i = start; i < start + num; i++) { struct svga_shader_buffer *cbuf = &svga->curr.shader_buffers[shader][i]; SVGA_DBG(DEBUG_UAV, " 0x%x ", cbuf->desc.buffer); } SVGA_DBG(DEBUG_UAV, "\n"); #endif /* purge any unused uav objects */ svga_destroy_uav(svga); svga->dirty |= SVGA_NEW_SHADER_BUFFER; } /** * Set HW atomic buffers. */ static void svga_set_hw_atomic_buffers(struct pipe_context *pipe, unsigned start, unsigned num, const struct pipe_shader_buffer *buffers) { struct svga_context *svga = svga_context(pipe); const struct pipe_shader_buffer *buf = buffers; assert(svga_have_gl43(svga)); assert(start + num <= SVGA_MAX_ATOMIC_BUFFERS); #ifdef DEBUG SVGA_DBG(DEBUG_UAV, "%s: start=%d num=%d \n", __FUNCTION__, start, num); #endif buf = buffers; if (buffers) { int last_buffer = -1; for (unsigned i = start; i < start + num; i++, buf++) { struct svga_shader_buffer *cbuf = &svga->curr.atomic_buffers[i]; if (buf && buf->buffer) { cbuf->desc = *buf; pipe_resource_reference(&cbuf->resource, buf->buffer); last_buffer = i; /* Mark the buffer as uav buffer so that a readback will * be done at each read transfer. We can't rely on the * dirty bit because it is reset after each read, but * the uav buffer can be updated at each draw. */ struct svga_buffer *sbuf = svga_buffer(cbuf->desc.buffer); sbuf->uav = TRUE; } else { cbuf->desc.buffer = NULL; pipe_resource_reference(&cbuf->resource, NULL); } cbuf->uav_index = -1; } svga->curr.num_atomic_buffers = MAX2(svga->curr.num_atomic_buffers, last_buffer + 1); } else { for (unsigned i = start; i < start + num; i++) { struct svga_shader_buffer *cbuf = &svga->curr.atomic_buffers[i]; cbuf->desc.buffer = NULL; cbuf->uav_index = -1; pipe_resource_reference(&cbuf->resource, NULL); } if ((start + num) >= svga->curr.num_atomic_buffers) svga->curr.num_atomic_buffers = start; } #ifdef DEBUG SVGA_DBG(DEBUG_UAV, "%s: current num_atomic_buffers=%d start=%d num=%d ", __FUNCTION__, svga->curr.num_atomic_buffers, start, num); for (unsigned i = start; i < start + num; i++) { struct svga_shader_buffer *cbuf = &svga->curr.atomic_buffers[i]; SVGA_DBG(DEBUG_UAV, " 0x%x ", cbuf->desc.buffer); } SVGA_DBG(DEBUG_UAV, "\n"); #endif /* purge any unused uav objects */ svga_destroy_uav(svga); svga->dirty |= SVGA_NEW_SHADER_BUFFER; } /** * Initialize shader images gallium interface */ void svga_init_shader_buffer_functions(struct svga_context *svga) { if (!svga_have_gl43(svga)) return; svga->pipe.set_shader_buffers = svga_set_shader_buffers; svga->pipe.set_hw_atomic_buffers = svga_set_hw_atomic_buffers; /* Initialize shader buffers */ for (unsigned shader = 0; shader < PIPE_SHADER_TYPES; ++shader) { struct svga_shader_buffer *hw_buf = &svga->state.hw_draw.shader_buffers[shader][0]; struct svga_shader_buffer *cur_buf = &svga->curr.shader_buffers[shader][0]; /* Initialize uaViewId to SVGA3D_INVALID_ID for current shader buffers * and shader buffers in hw state to avoid unintentional unbinding of * shader buffers with uaViewId 0. */ for (unsigned i = 0; i < ARRAY_SIZE(svga->curr.shader_buffers[shader]); i++, hw_buf++, cur_buf++) { hw_buf->resource = NULL; hw_buf->uav_index = -1; cur_buf->desc.buffer = NULL; cur_buf->resource = NULL; cur_buf->uav_index = -1; } } memset(svga->state.hw_draw.num_shader_buffers, 0, sizeof(svga->state.hw_draw.num_shader_buffers)); /* Initialize atomic buffers */ /* Initialize uaViewId to SVGA3D_INVALID_ID for current atomic buffers * and atomic buffers in hw state to avoid unintentional unbinding of * shader buffer with uaViewId 0. */ for (unsigned i = 0; i < ARRAY_SIZE(svga->state.hw_draw.atomic_buffers); i++) { svga->curr.atomic_buffers[i].resource = NULL; svga->curr.atomic_buffers[i].uav_index = -1; } svga->state.hw_draw.num_atomic_buffers = 0; } /** * Cleanup shader image state */ void svga_cleanup_shader_buffer_state(struct svga_context *svga) { if (!svga_have_gl43(svga)) return; svga_destroy_uav(svga); } /** * Validate shader buffer resources to ensure any pending changes to the * buffers are emitted before they are referenced. * The helper function also rebinds the buffer resources if the rebind flag * is specified. */ enum pipe_error svga_validate_shader_buffer_resources(struct svga_context *svga, unsigned count, struct svga_shader_buffer *bufs, bool rebind) { assert(svga_have_gl43(svga)); struct svga_winsys_surface *surf; enum pipe_error ret; unsigned i; for (i = 0; i < count; i++) { if (bufs[i].resource) { assert(bufs[i].resource == bufs[i].desc.buffer); struct svga_buffer *sbuf = svga_buffer(bufs[i].resource); surf = svga_buffer_handle(svga, bufs[i].desc.buffer, PIPE_BIND_SHADER_BUFFER); assert(surf); if (rebind) { ret = svga->swc->resource_rebind(svga->swc, surf, NULL, SVGA_RELOC_READ|SVGA_RELOC_WRITE); if (ret != PIPE_OK) return ret; } /* Mark buffer as RENDERED */ svga_set_buffer_rendered_to(sbuf->bufsurf); } } return PIPE_OK; }