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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 
42 static inline unsigned
translate_wrap_mode(unsigned wrap)43 translate_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 
70 static inline unsigned
translate_img_filter(unsigned filter)71 translate_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 
85 static inline unsigned
translate_mip_filter(unsigned filter)86 translate_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 
102 static uint8
translate_comparison_func(unsigned func)103 translate_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  */
132 static SVGA3dFilter
translate_filter_mode(unsigned img_filter,unsigned min_filter,unsigned mag_filter,boolean anisotropic,boolean compare)133 translate_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  */
159 static void
define_sampler_state_object(struct svga_context * svga,struct svga_sampler_state * ss,const struct pipe_sampler_state * ps)160 define_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 
236 static void *
svga_create_sampler_state(struct pipe_context * pipe,const struct pipe_sampler_state * sampler)237 svga_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 
303 static void
svga_bind_sampler_states(struct pipe_context * pipe,enum pipe_shader_type shader,unsigned start,unsigned num,void ** samplers)304 svga_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 
343 static void
svga_delete_sampler_state(struct pipe_context * pipe,void * sampler)344 svga_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 
372 static struct pipe_sampler_view *
svga_create_sampler_view(struct pipe_context * pipe,struct pipe_resource * texture,const struct pipe_sampler_view * templ)373 svga_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 
400 static void
svga_sampler_view_destroy(struct pipe_context * pipe,struct pipe_sampler_view * view)401 svga_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       if (view->context != pipe) {
409          /* The SVGA3D device will generate an error (and on Linux, cause
410           * us to abort) if we try to destroy a shader resource view from
411           * a context other than the one it was created with.  Skip the
412           * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler
413           * view for now.  This should only sometimes happen when a shared
414           * texture is deleted.
415           */
416          _debug_printf("context mismatch in %s\n", __func__);
417       }
418       else {
419          enum pipe_error ret;
420 
421          svga_hwtnl_flush_retry(svga); /* XXX is this needed? */
422 
423          ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
424          if (ret != PIPE_OK) {
425             svga_context_flush(svga, NULL);
426             ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
427          }
428          util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
429       }
430    }
431 
432    pipe_resource_reference(&sv->base.texture, NULL);
433 
434    FREE(sv);
435    svga->hud.num_samplerview_objects--;
436 }
437 
438 
439 static void
svga_set_sampler_views(struct pipe_context * pipe,enum pipe_shader_type shader,unsigned start,unsigned num,struct pipe_sampler_view ** views)440 svga_set_sampler_views(struct pipe_context *pipe,
441                        enum pipe_shader_type shader,
442                        unsigned start,
443                        unsigned num,
444                        struct pipe_sampler_view **views)
445 {
446    struct svga_context *svga = svga_context(pipe);
447    unsigned flag_1d = 0;
448    unsigned flag_srgb = 0;
449    unsigned flag_rect = 0;
450    unsigned flag_buf = 0;
451    uint i;
452    boolean any_change = FALSE;
453 
454    assert(shader < PIPE_SHADER_TYPES);
455    assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader]));
456 
457    /* Pre-VGPU10 only supports FS textures */
458    if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
459       return;
460 
461    SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS);
462 
463    /* This bit of code works around a quirk in the CSO module.
464     * If start=num=0 it means all sampler views should be released.
465     * Note that the CSO module treats sampler views for fragment shaders
466     * differently than other shader types.
467     */
468    if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) {
469       for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
470          pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][i]);
471       }
472       any_change = TRUE;
473    }
474 
475    for (i = 0; i < num; i++) {
476       enum pipe_texture_target target;
477 
478       if (svga->curr.sampler_views[shader][start + i] != views[i]) {
479          /* Note: we're using pipe_sampler_view_release() here to work around
480           * a possible crash when the old view belongs to another context that
481           * was already destroyed.
482           */
483          pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][start + i]);
484          pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
485                                      views[i]);
486          any_change = TRUE;
487       }
488 
489       if (!views[i])
490          continue;
491 
492       if (util_format_is_srgb(views[i]->format))
493          flag_srgb |= 1 << (start + i);
494 
495       target = views[i]->texture->target;
496       if (target == PIPE_TEXTURE_1D)
497          flag_1d |= 1 << (start + i);
498       else if (target == PIPE_TEXTURE_RECT)
499          flag_rect |= 1 << (start + i);
500       else if (target == PIPE_BUFFER)
501          flag_buf |= 1 << (start + i);
502    }
503 
504    if (!any_change) {
505       goto done;
506    }
507 
508    /* find highest non-null sampler_views[] entry */
509    {
510       unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num);
511       while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL)
512          j--;
513       svga->curr.num_sampler_views[shader] = j;
514    }
515 
516    svga->dirty |= SVGA_NEW_TEXTURE_BINDING;
517 
518    if (flag_srgb != svga->curr.tex_flags.flag_srgb ||
519        flag_1d != svga->curr.tex_flags.flag_1d) {
520       svga->dirty |= SVGA_NEW_TEXTURE_FLAGS;
521       svga->curr.tex_flags.flag_1d = flag_1d;
522       svga->curr.tex_flags.flag_srgb = flag_srgb;
523    }
524 
525    if (flag_rect != svga->curr.tex_flags.flag_rect ||
526        flag_buf != svga->curr.tex_flags.flag_buf)
527    {
528       /* Need to re-emit texture constants */
529       svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
530       svga->curr.tex_flags.flag_rect = flag_rect;
531       svga->curr.tex_flags.flag_buf = flag_buf;
532    }
533 
534    /* Check if any of the sampler view resources collide with the framebuffer
535     * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
536     * dirty bit so that emit_framebuffer can be invoked to create backed view
537     * for the conflicted surface view.
538     */
539    if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) {
540       svga->dirty |= SVGA_NEW_FRAME_BUFFER;
541    }
542 
543 done:
544    SVGA_STATS_TIME_POP(svga_sws(svga));
545 }
546 
547 /**
548  * Clean up sampler, sampler view state at context destruction time
549  */
550 void
svga_cleanup_sampler_state(struct svga_context * svga)551 svga_cleanup_sampler_state(struct svga_context *svga)
552 {
553    enum pipe_shader_type shader;
554 
555    for (shader = 0; shader <= PIPE_SHADER_GEOMETRY; shader++) {
556       unsigned i;
557 
558       for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
559          pipe_sampler_view_release(&svga->pipe,
560                                    &svga->state.hw_draw.sampler_views[shader][i]);
561       }
562    }
563 
564    /* free polygon stipple state */
565    if (svga->polygon_stipple.sampler) {
566       svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler);
567    }
568 
569    if (svga->polygon_stipple.sampler_view) {
570       svga->pipe.sampler_view_destroy(&svga->pipe,
571                                       &svga->polygon_stipple.sampler_view->base);
572    }
573    pipe_resource_reference(&svga->polygon_stipple.texture, NULL);
574 }
575 
576 void
svga_init_sampler_functions(struct svga_context * svga)577 svga_init_sampler_functions( struct svga_context *svga )
578 {
579    svga->pipe.create_sampler_state = svga_create_sampler_state;
580    svga->pipe.bind_sampler_states = svga_bind_sampler_states;
581    svga->pipe.delete_sampler_state = svga_delete_sampler_state;
582    svga->pipe.set_sampler_views = svga_set_sampler_views;
583    svga->pipe.create_sampler_view = svga_create_sampler_view;
584    svga->pipe.sampler_view_destroy = svga_sampler_view_destroy;
585 }
586