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