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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 
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(struct svga_context * svga,struct svga_winsys_surface * res,enum pipe_shader_type shader)67 svga_check_sampler_view_resource_collision(struct svga_context *svga,
68                                            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           texture->format == PIPE_FORMAT_B8G8R8A8_UNORM) {
145          viewFormat = PIPE_FORMAT_B8G8R8A8_UNORM;
146       }
147       else if (viewFormat == PIPE_FORMAT_B8G8R8A8_UNORM &&
148           texture->format == PIPE_FORMAT_B8G8R8X8_UNORM) {
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             ret = SVGA3D_vgpu10_SetShaderResources(svga->swc,
282                                                 svga_shader_type(shader),
283                                                 0, /* startView */
284                                                 nviews,
285                                                 ids,
286                                                 surfaces);
287             if (ret != PIPE_OK)
288                return ret;
289 
290             /* Save referenced sampler views in the hw draw state.  */
291             svga->state.hw_draw.num_sampler_views[shader] = count;
292             for (i = 0; i < nviews; i++) {
293                pipe_sampler_view_reference(
294                   &svga->state.hw_draw.sampler_views[shader][i],
295                   sampler_views[i]);
296             }
297          }
298       }
299    }
300 
301    /* Handle polygon stipple sampler view */
302    if (svga->curr.rast->templ.poly_stipple_enable) {
303       const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
304       struct svga_pipe_sampler_view *sv = svga->polygon_stipple.sampler_view;
305       struct svga_winsys_surface *surface;
306 
307       assert(sv);
308       if (!sv) {
309          return PIPE_OK;  /* probably out of memory */
310       }
311 
312       ret = svga_validate_pipe_sampler_view(svga, sv);
313       if (ret != PIPE_OK)
314          return ret;
315 
316       surface = svga_resource_handle(sv->base.texture);
317       ret = SVGA3D_vgpu10_SetShaderResources(
318                svga->swc,
319                svga_shader_type(PIPE_SHADER_FRAGMENT),
320                unit, /* startView */
321                1,
322                &sv->id,
323                &surface);
324    }
325    return ret;
326 }
327 
328 
329 struct svga_tracked_state svga_hw_sampler_bindings = {
330    "shader resources emit",
331    SVGA_NEW_STIPPLE |
332    SVGA_NEW_TEXTURE_BINDING,
333    update_sampler_resources
334 };
335 
336 
337 
338 static enum pipe_error
update_samplers(struct svga_context * svga,unsigned dirty)339 update_samplers(struct svga_context *svga, unsigned dirty )
340 {
341    enum pipe_error ret = PIPE_OK;
342    enum pipe_shader_type shader;
343 
344    if (!svga_have_vgpu10(svga))
345       return PIPE_OK;
346 
347    for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
348       const unsigned count = svga->curr.num_samplers[shader];
349       SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
350       unsigned i;
351       unsigned nsamplers;
352 
353       for (i = 0; i < count; i++) {
354          if (svga->curr.sampler[shader][i]) {
355             ids[i] = svga->curr.sampler[shader][i]->id;
356             assert(ids[i] != SVGA3D_INVALID_ID);
357          }
358          else {
359             ids[i] = SVGA3D_INVALID_ID;
360          }
361       }
362 
363       for (; i < svga->state.hw_draw.num_samplers[shader]; i++) {
364          ids[i] = SVGA3D_INVALID_ID;
365       }
366 
367       nsamplers = MAX2(svga->state.hw_draw.num_samplers[shader], count);
368       if (nsamplers > 0) {
369          if (count != svga->state.hw_draw.num_samplers[shader] ||
370              memcmp(ids, svga->state.hw_draw.samplers[shader],
371                     count * sizeof(ids[0])) != 0) {
372             /* HW state is really changing */
373             ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
374                                             nsamplers,
375                                             0,                       /* start */
376                                             svga_shader_type(shader), /* type */
377                                             ids);
378             if (ret != PIPE_OK)
379                return ret;
380             memcpy(svga->state.hw_draw.samplers[shader], ids,
381                    nsamplers * sizeof(ids[0]));
382             svga->state.hw_draw.num_samplers[shader] = count;
383          }
384       }
385    }
386 
387    /* Handle polygon stipple sampler texture */
388    if (svga->curr.rast->templ.poly_stipple_enable) {
389       const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
390       struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
391 
392       assert(sampler);
393       if (!sampler) {
394          return PIPE_OK; /* probably out of memory */
395       }
396 
397       if (svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit]
398           != sampler->id) {
399          ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
400                                          1, /* count */
401                                          unit, /* start */
402                                          SVGA3D_SHADERTYPE_PS,
403                                          &sampler->id);
404          if (ret != PIPE_OK)
405             return ret;
406 
407          /* save the polygon stipple sampler in the hw draw state */
408          svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit] =
409             sampler->id;
410       }
411    }
412 
413    return ret;
414 }
415 
416 
417 struct svga_tracked_state svga_hw_sampler = {
418    "texture sampler emit",
419    (SVGA_NEW_SAMPLER |
420     SVGA_NEW_STIPPLE |
421     SVGA_NEW_TEXTURE_FLAGS),
422    update_samplers
423 };
424