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1 /*
2  * Copyright 2013 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 /**
27  * VGPU10 sampler and sampler view functions.
28  */
29 
30 
31 #include "pipe/p_defines.h"
32 #include "util/u_bitmask.h"
33 #include "util/u_format.h"
34 #include "util/u_inlines.h"
35 #include "util/u_math.h"
36 #include "util/u_memory.h"
37 
38 #include "svga_cmd.h"
39 #include "svga_context.h"
40 #include "svga_format.h"
41 #include "svga_resource_buffer.h"
42 #include "svga_resource_texture.h"
43 #include "svga_sampler_view.h"
44 #include "svga_shader.h"
45 #include "svga_state.h"
46 #include "svga_surface.h"
47 #include "svga3d_surfacedefs.h"
48 
49 /** Get resource handle for a texture or buffer */
50 static inline struct svga_winsys_surface *
svga_resource_handle(struct pipe_resource * res)51 svga_resource_handle(struct pipe_resource *res)
52 {
53    if (res->target == PIPE_BUFFER) {
54       return svga_buffer(res)->handle;
55    }
56    else {
57       return svga_texture(res)->handle;
58    }
59 }
60 
61 
62 /**
63  * This helper function returns TRUE if the specified resource collides with
64  * any of the resources bound to any of the currently bound sampler views.
65  */
66 boolean
svga_check_sampler_view_resource_collision(const struct svga_context * svga,const struct svga_winsys_surface * res,enum pipe_shader_type shader)67 svga_check_sampler_view_resource_collision(const struct svga_context *svga,
68                                            const struct svga_winsys_surface *res,
69                                            enum pipe_shader_type shader)
70 {
71    struct pipe_screen *screen = svga->pipe.screen;
72    unsigned i;
73 
74    if (svga_screen(screen)->debug.no_surface_view) {
75       return FALSE;
76    }
77 
78    for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
79       struct svga_pipe_sampler_view *sv =
80          svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
81 
82       if (sv && res == svga_resource_handle(sv->base.texture)) {
83          return TRUE;
84       }
85    }
86 
87    return FALSE;
88 }
89 
90 
91 /**
92  * Check if there are any resources that are both bound to a render target
93  * and bound as a shader resource for the given type of shader.
94  */
95 boolean
svga_check_sampler_framebuffer_resource_collision(struct svga_context * svga,enum pipe_shader_type shader)96 svga_check_sampler_framebuffer_resource_collision(struct svga_context *svga,
97                                                   enum pipe_shader_type shader)
98 {
99    struct svga_surface *surf;
100    unsigned i;
101 
102    for (i = 0; i < svga->curr.framebuffer.nr_cbufs; i++) {
103       surf = svga_surface(svga->curr.framebuffer.cbufs[i]);
104       if (surf &&
105           svga_check_sampler_view_resource_collision(svga, surf->handle,
106                                                      shader)) {
107          return TRUE;
108       }
109    }
110 
111    surf = svga_surface(svga->curr.framebuffer.zsbuf);
112    if (surf &&
113        svga_check_sampler_view_resource_collision(svga, surf->handle, shader)) {
114       return TRUE;
115    }
116 
117    return FALSE;
118 }
119 
120 
121 /**
122  * Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
123  * if needed.
124  */
125 enum pipe_error
svga_validate_pipe_sampler_view(struct svga_context * svga,struct svga_pipe_sampler_view * sv)126 svga_validate_pipe_sampler_view(struct svga_context *svga,
127                                 struct svga_pipe_sampler_view *sv)
128 {
129    enum pipe_error ret = PIPE_OK;
130 
131    if (sv->id == SVGA3D_INVALID_ID) {
132       struct svga_screen *ss = svga_screen(svga->pipe.screen);
133       struct pipe_resource *texture = sv->base.texture;
134       struct svga_winsys_surface *surface = svga_resource_handle(texture);
135       SVGA3dSurfaceFormat format;
136       SVGA3dResourceType resourceDim;
137       SVGA3dShaderResourceViewDesc viewDesc;
138       enum pipe_format viewFormat = sv->base.format;
139 
140       /* vgpu10 cannot create a BGRX view for a BGRA resource, so force it to
141        * create a BGRA view (and vice versa).
142        */
143       if (viewFormat == PIPE_FORMAT_B8G8R8X8_UNORM &&
144           svga_texture_device_format_has_alpha(texture)) {
145          viewFormat = PIPE_FORMAT_B8G8R8A8_UNORM;
146       }
147       else if (viewFormat == PIPE_FORMAT_B8G8R8A8_UNORM &&
148                !svga_texture_device_format_has_alpha(texture)) {
149          viewFormat = PIPE_FORMAT_B8G8R8X8_UNORM;
150       }
151 
152       format = svga_translate_format(ss, viewFormat,
153                                      PIPE_BIND_SAMPLER_VIEW);
154       assert(format != SVGA3D_FORMAT_INVALID);
155 
156       /* Convert the format to a sampler-friendly format, if needed */
157       format = svga_sampler_format(format);
158 
159       if (texture->target == PIPE_BUFFER) {
160          unsigned elem_size = util_format_get_blocksize(sv->base.format);
161 
162          viewDesc.buffer.firstElement = sv->base.u.buf.offset / elem_size;
163          viewDesc.buffer.numElements = sv->base.u.buf.size / elem_size;
164       }
165       else {
166          viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
167          viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
168          viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
169                                    sv->base.u.tex.first_level + 1);
170       }
171 
172       /* arraySize in viewDesc specifies the number of array slices in a
173        * texture array. For 3D texture, last_layer in
174        * pipe_sampler_view specifies the last slice of the texture
175        * which is different from the last slice in a texture array,
176        * hence we need to set arraySize to 1 explicitly.
177        */
178       viewDesc.tex.arraySize =
179          (texture->target == PIPE_TEXTURE_3D ||
180           texture->target == PIPE_BUFFER) ? 1 :
181             (sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
182 
183       switch (texture->target) {
184       case PIPE_BUFFER:
185          resourceDim = SVGA3D_RESOURCE_BUFFER;
186          break;
187       case PIPE_TEXTURE_1D:
188       case PIPE_TEXTURE_1D_ARRAY:
189          resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
190          break;
191       case PIPE_TEXTURE_RECT:
192       case PIPE_TEXTURE_2D:
193       case PIPE_TEXTURE_2D_ARRAY:
194          resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
195          break;
196       case PIPE_TEXTURE_3D:
197          resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
198          break;
199       case PIPE_TEXTURE_CUBE:
200       case PIPE_TEXTURE_CUBE_ARRAY:
201          resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
202          break;
203 
204       default:
205          assert(!"Unexpected texture type");
206          resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
207       }
208 
209       sv->id = util_bitmask_add(svga->sampler_view_id_bm);
210 
211       ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
212                                                    sv->id,
213                                                    surface,
214                                                    format,
215                                                    resourceDim,
216                                                    &viewDesc);
217       if (ret != PIPE_OK) {
218          util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
219          sv->id = SVGA3D_INVALID_ID;
220       }
221    }
222 
223    return ret;
224 }
225 
226 
227 static enum pipe_error
update_sampler_resources(struct svga_context * svga,unsigned dirty)228 update_sampler_resources(struct svga_context *svga, unsigned dirty)
229 {
230    enum pipe_error ret = PIPE_OK;
231    enum pipe_shader_type shader;
232 
233    if (!svga_have_vgpu10(svga))
234       return PIPE_OK;
235 
236    for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
237       SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
238       struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
239       struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
240       unsigned count;
241       unsigned nviews;
242       unsigned i;
243 
244       count = svga->curr.num_sampler_views[shader];
245       for (i = 0; i < count; i++) {
246          struct svga_pipe_sampler_view *sv =
247             svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
248 
249          if (sv) {
250             surfaces[i] = svga_resource_handle(sv->base.texture);
251 
252             ret = svga_validate_pipe_sampler_view(svga, sv);
253             if (ret != PIPE_OK)
254                return ret;
255 
256             assert(sv->id != SVGA3D_INVALID_ID);
257             ids[i] = sv->id;
258             sampler_views[i] = &sv->base;
259          }
260          else {
261             surfaces[i] = NULL;
262             ids[i] = SVGA3D_INVALID_ID;
263             sampler_views[i] = NULL;
264          }
265       }
266 
267       for (; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
268          ids[i] = SVGA3D_INVALID_ID;
269          surfaces[i] = NULL;
270          sampler_views[i] = NULL;
271       }
272 
273       /* Number of ShaderResources that need to be modified. This includes
274        * the one that need to be unbound.
275        */
276       nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
277       if (nviews > 0) {
278          if (count != svga->state.hw_draw.num_sampler_views[shader] ||
279              memcmp(sampler_views, svga->state.hw_draw.sampler_views[shader],
280                     count * sizeof(sampler_views[0])) != 0) {
281             SVGA3dShaderResourceViewId *pIds = ids;
282             struct svga_winsys_surface **pSurf = surfaces;
283             unsigned numSR = 0;
284 
285             /* Loop through the sampler view list to only emit
286              * the sampler views that are not already in the
287              * corresponding entries in the device's
288              * shader resource list.
289              */
290             for (i = 0; i < nviews; i++) {
291                 boolean emit;
292 
293                 emit = sampler_views[i] ==
294                        svga->state.hw_draw.sampler_views[shader][i];
295 
296                 if (!emit && i == nviews-1) {
297                    /* Include the last sampler view in the next emit
298                     * if it is different.
299                     */
300                    emit = TRUE;
301                    numSR++;
302                    i++;
303                 }
304 
305                 if (emit) {
306                    /* numSR can only be 0 if the first entry of the list
307                     * is the same as the one in the device list.
308                     * In this case, * there is nothing to send yet.
309                     */
310                    if (numSR) {
311                       ret = SVGA3D_vgpu10_SetShaderResources(
312                                svga->swc,
313                                svga_shader_type(shader),
314                                i - numSR, /* startView */
315                                numSR,
316                                pIds,
317                                pSurf);
318 
319                       if (ret != PIPE_OK)
320                          return ret;
321                    }
322                    pIds += (numSR + 1);
323                    pSurf += (numSR + 1);
324                    numSR = 0;
325                 }
326                 else
327                    numSR++;
328             }
329 
330             /* Save referenced sampler views in the hw draw state.  */
331             svga->state.hw_draw.num_sampler_views[shader] = count;
332             for (i = 0; i < nviews; i++) {
333                pipe_sampler_view_reference(
334                   &svga->state.hw_draw.sampler_views[shader][i],
335                   sampler_views[i]);
336             }
337          }
338       }
339    }
340 
341    /* Handle polygon stipple sampler view */
342    if (svga->curr.rast->templ.poly_stipple_enable) {
343       const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
344       struct svga_pipe_sampler_view *sv = svga->polygon_stipple.sampler_view;
345       struct svga_winsys_surface *surface;
346 
347       assert(sv);
348       if (!sv) {
349          return PIPE_OK;  /* probably out of memory */
350       }
351 
352       ret = svga_validate_pipe_sampler_view(svga, sv);
353       if (ret != PIPE_OK)
354          return ret;
355 
356       surface = svga_resource_handle(sv->base.texture);
357       ret = SVGA3D_vgpu10_SetShaderResources(
358                svga->swc,
359                svga_shader_type(PIPE_SHADER_FRAGMENT),
360                unit, /* startView */
361                1,
362                &sv->id,
363                &surface);
364    }
365    return ret;
366 }
367 
368 
369 struct svga_tracked_state svga_hw_sampler_bindings = {
370    "shader resources emit",
371    SVGA_NEW_STIPPLE |
372    SVGA_NEW_TEXTURE_BINDING,
373    update_sampler_resources
374 };
375 
376 
377 
378 static enum pipe_error
update_samplers(struct svga_context * svga,unsigned dirty)379 update_samplers(struct svga_context *svga, unsigned dirty )
380 {
381    enum pipe_error ret = PIPE_OK;
382    enum pipe_shader_type shader;
383 
384    if (!svga_have_vgpu10(svga))
385       return PIPE_OK;
386 
387    for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
388       const unsigned count = svga->curr.num_samplers[shader];
389       SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
390       unsigned i;
391       unsigned nsamplers;
392 
393       for (i = 0; i < count; i++) {
394          bool fs_shadow = false;
395 
396          /* _NEW_FS */
397          if (shader == PIPE_SHADER_FRAGMENT) {
398             struct svga_shader_variant *fs = svga->state.hw_draw.fs;
399             /* If the fragment shader is doing the shadow comparison
400              * for this texture unit, don't enable shadow compare in
401              * the texture sampler state.
402              */
403             if (fs && (fs->fs_shadow_compare_units & (1 << i))) {
404                fs_shadow = true;
405             }
406          }
407 
408          if (svga->curr.sampler[shader][i]) {
409             ids[i] = svga->curr.sampler[shader][i]->id[fs_shadow];
410             assert(ids[i] != SVGA3D_INVALID_ID);
411          }
412          else {
413             ids[i] = SVGA3D_INVALID_ID;
414          }
415       }
416 
417       for (; i < svga->state.hw_draw.num_samplers[shader]; i++) {
418          ids[i] = SVGA3D_INVALID_ID;
419       }
420 
421       nsamplers = MAX2(svga->state.hw_draw.num_samplers[shader], count);
422       if (nsamplers > 0) {
423          if (count != svga->state.hw_draw.num_samplers[shader] ||
424              memcmp(ids, svga->state.hw_draw.samplers[shader],
425                     count * sizeof(ids[0])) != 0) {
426             /* HW state is really changing */
427             ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
428                                             nsamplers,
429                                             0,                       /* start */
430                                             svga_shader_type(shader), /* type */
431                                             ids);
432             if (ret != PIPE_OK)
433                return ret;
434             memcpy(svga->state.hw_draw.samplers[shader], ids,
435                    nsamplers * sizeof(ids[0]));
436             svga->state.hw_draw.num_samplers[shader] = count;
437          }
438       }
439    }
440 
441    /* Handle polygon stipple sampler texture */
442    if (svga->curr.rast->templ.poly_stipple_enable) {
443       const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
444       struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
445 
446       assert(sampler);
447       if (!sampler) {
448          return PIPE_OK; /* probably out of memory */
449       }
450 
451       if (svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit]
452           != sampler->id[0]) {
453          ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
454                                          1, /* count */
455                                          unit, /* start */
456                                          SVGA3D_SHADERTYPE_PS,
457                                          &sampler->id[0]);
458          if (ret != PIPE_OK)
459             return ret;
460 
461          /* save the polygon stipple sampler in the hw draw state */
462          svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit] =
463             sampler->id[0];
464       }
465    }
466 
467    return ret;
468 }
469 
470 
471 struct svga_tracked_state svga_hw_sampler = {
472    "texture sampler emit",
473    (SVGA_NEW_FS |
474     SVGA_NEW_SAMPLER |
475     SVGA_NEW_STIPPLE),
476    update_samplers
477 };
478