/**********************************************************
* Copyright 2008-2009 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/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_texture.h"
#include "svga_surface.h"
#include "svga_sampler_view.h"
static inline unsigned
translate_wrap_mode(unsigned wrap)
{
switch (wrap) {
case PIPE_TEX_WRAP_REPEAT:
return SVGA3D_TEX_ADDRESS_WRAP;
case PIPE_TEX_WRAP_CLAMP:
return SVGA3D_TEX_ADDRESS_CLAMP;
case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
/* Unfortunately SVGA3D_TEX_ADDRESS_EDGE not respected by
* hardware.
*/
return SVGA3D_TEX_ADDRESS_CLAMP;
case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
return SVGA3D_TEX_ADDRESS_BORDER;
case PIPE_TEX_WRAP_MIRROR_REPEAT:
return SVGA3D_TEX_ADDRESS_MIRROR;
case PIPE_TEX_WRAP_MIRROR_CLAMP:
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
return SVGA3D_TEX_ADDRESS_MIRRORONCE;
default:
assert(0);
return SVGA3D_TEX_ADDRESS_WRAP;
}
}
static inline unsigned
translate_img_filter(unsigned filter)
{
switch (filter) {
case PIPE_TEX_FILTER_NEAREST:
return SVGA3D_TEX_FILTER_NEAREST;
case PIPE_TEX_FILTER_LINEAR:
return SVGA3D_TEX_FILTER_LINEAR;
default:
assert(0);
return SVGA3D_TEX_FILTER_NEAREST;
}
}
static inline unsigned
translate_mip_filter(unsigned filter)
{
switch (filter) {
case PIPE_TEX_MIPFILTER_NONE:
return SVGA3D_TEX_FILTER_NONE;
case PIPE_TEX_MIPFILTER_NEAREST:
return SVGA3D_TEX_FILTER_NEAREST;
case PIPE_TEX_MIPFILTER_LINEAR:
return SVGA3D_TEX_FILTER_LINEAR;
default:
assert(0);
return SVGA3D_TEX_FILTER_NONE;
}
}
static uint8
translate_comparison_func(unsigned func)
{
switch (func) {
case PIPE_FUNC_NEVER:
return SVGA3D_COMPARISON_NEVER;
case PIPE_FUNC_LESS:
return SVGA3D_COMPARISON_LESS;
case PIPE_FUNC_EQUAL:
return SVGA3D_COMPARISON_EQUAL;
case PIPE_FUNC_LEQUAL:
return SVGA3D_COMPARISON_LESS_EQUAL;
case PIPE_FUNC_GREATER:
return SVGA3D_COMPARISON_GREATER;
case PIPE_FUNC_NOTEQUAL:
return SVGA3D_COMPARISON_NOT_EQUAL;
case PIPE_FUNC_GEQUAL:
return SVGA3D_COMPARISON_GREATER_EQUAL;
case PIPE_FUNC_ALWAYS:
return SVGA3D_COMPARISON_ALWAYS;
default:
assert(!"Invalid comparison function");
return SVGA3D_COMPARISON_ALWAYS;
}
}
/**
* Translate filtering state to vgpu10 format.
*/
static SVGA3dFilter
translate_filter_mode(unsigned img_filter,
unsigned min_filter,
unsigned mag_filter,
boolean anisotropic,
boolean compare)
{
SVGA3dFilter mode = 0;
if (img_filter == PIPE_TEX_FILTER_LINEAR)
mode |= SVGA3D_FILTER_MIP_LINEAR;
if (min_filter == PIPE_TEX_FILTER_LINEAR)
mode |= SVGA3D_FILTER_MIN_LINEAR;
if (mag_filter == PIPE_TEX_FILTER_LINEAR)
mode |= SVGA3D_FILTER_MAG_LINEAR;
if (anisotropic)
mode |= SVGA3D_FILTER_ANISOTROPIC;
if (compare)
mode |= SVGA3D_FILTER_COMPARE;
return mode;
}
/**
* Define a vgpu10 sampler state.
*/
static void
define_sampler_state_object(struct svga_context *svga,
struct svga_sampler_state *ss,
const struct pipe_sampler_state *ps)
{
uint8_t max_aniso = (uint8_t) 255; /* XXX fix me */
boolean anisotropic;
uint8 compare_func;
SVGA3dFilter filter;
SVGA3dRGBAFloat bcolor;
unsigned try;
float min_lod, max_lod;
assert(svga_have_vgpu10(svga));
anisotropic = ss->aniso_level > 1.0f;
filter = translate_filter_mode(ps->min_mip_filter,
ps->min_img_filter,
ps->mag_img_filter,
anisotropic,
ss->compare_mode);
compare_func = translate_comparison_func(ss->compare_func);
COPY_4V(bcolor.value, ps->border_color.f);
assert(ps->min_lod <= ps->max_lod);
if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
/* just use the base level image */
min_lod = max_lod = 0.0f;
}
else {
min_lod = ps->min_lod;
max_lod = ps->max_lod;
}
/* If shadow comparisons are enabled, create two sampler states: one
* with the given shadow compare mode, another with shadow comparison off.
* We need the later because in some cases, we have to do the shadow
* compare in the shader. So, we don't want to do it twice.
*/
STATIC_ASSERT(PIPE_TEX_COMPARE_NONE == 0);
STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE == 1);
ss->id[1] = SVGA3D_INVALID_ID;
unsigned i;
for (i = 0; i <= ss->compare_mode; i++) {
ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm);
/* Loop in case command buffer is full and we need to flush and retry */
for (try = 0; try < 2; try++) {
enum pipe_error ret =
SVGA3D_vgpu10_DefineSamplerState(svga->swc,
ss->id[i],
filter,
ss->addressu,
ss->addressv,
ss->addressw,
ss->lod_bias, /* float */
max_aniso,
compare_func,
bcolor,
min_lod, /* float */
max_lod); /* float */
if (ret == PIPE_OK)
break;
svga_context_flush(svga, NULL);
}
/* turn off the shadow compare option for second iteration */
filter &= ~SVGA3D_FILTER_COMPARE;
}
}
static void *
svga_create_sampler_state(struct pipe_context *pipe,
const struct pipe_sampler_state *sampler)
{
struct svga_context *svga = svga_context(pipe);
struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state );
if (!cso)
return NULL;
cso->mipfilter = translate_mip_filter(sampler->min_mip_filter);
cso->magfilter = translate_img_filter( sampler->mag_img_filter );
cso->minfilter = translate_img_filter( sampler->min_img_filter );
cso->aniso_level = MAX2( sampler->max_anisotropy, 1 );
if (sampler->max_anisotropy)
cso->magfilter = cso->minfilter = SVGA3D_TEX_FILTER_ANISOTROPIC;
cso->lod_bias = sampler->lod_bias;
cso->addressu = translate_wrap_mode(sampler->wrap_s);
cso->addressv = translate_wrap_mode(sampler->wrap_t);
cso->addressw = translate_wrap_mode(sampler->wrap_r);
cso->normalized_coords = sampler->normalized_coords;
cso->compare_mode = sampler->compare_mode;
cso->compare_func = sampler->compare_func;
{
uint32 r = float_to_ubyte(sampler->border_color.f[0]);
uint32 g = float_to_ubyte(sampler->border_color.f[1]);
uint32 b = float_to_ubyte(sampler->border_color.f[2]);
uint32 a = float_to_ubyte(sampler->border_color.f[3]);
cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b;
}
/* No SVGA3D support for:
* - min/max LOD clamping
*/
cso->min_lod = 0;
cso->view_min_lod = MAX2((int) (sampler->min_lod + 0.5), 0);
cso->view_max_lod = MAX2((int) (sampler->max_lod + 0.5), 0);
/* Use min_mipmap */
if (svga->debug.use_min_mipmap) {
if (cso->view_min_lod == cso->view_max_lod) {
cso->min_lod = cso->view_min_lod;
cso->view_min_lod = 0;
cso->view_max_lod = 1000; /* Just a high number */
cso->mipfilter = SVGA3D_TEX_FILTER_NONE;
}
}
if (svga_have_vgpu10(svga)) {
define_sampler_state_object(svga, cso, sampler);
}
SVGA_DBG(DEBUG_SAMPLERS,
"New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n",
cso->min_lod, cso->view_min_lod, cso->view_max_lod,
cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING");
svga->hud.num_sampler_objects++;
SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
SVGA_STATS_COUNT_SAMPLER);
return cso;
}
static void
svga_bind_sampler_states(struct pipe_context *pipe,
enum pipe_shader_type shader,
unsigned start,
unsigned num,
void **samplers)
{
struct svga_context *svga = svga_context(pipe);
unsigned i;
boolean any_change = FALSE;
assert(shader < PIPE_SHADER_TYPES);
assert(start + num <= PIPE_MAX_SAMPLERS);
/* Pre-VGPU10 only supports FS textures */
if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
return;
for (i = 0; i < num; i++) {
if (svga->curr.sampler[shader][start + i] != samplers[i])
any_change = TRUE;
svga->curr.sampler[shader][start + i] = samplers[i];
}
if (!any_change) {
return;
}
/* find highest non-null sampler[] entry */
{
unsigned j = MAX2(svga->curr.num_samplers[shader], start + num);
while (j > 0 && svga->curr.sampler[shader][j - 1] == NULL)
j--;
svga->curr.num_samplers[shader] = j;
}
svga->dirty |= SVGA_NEW_SAMPLER;
}
static void
svga_delete_sampler_state(struct pipe_context *pipe, void *sampler)
{
struct svga_sampler_state *ss = (struct svga_sampler_state *) sampler;
struct svga_context *svga = svga_context(pipe);
if (svga_have_vgpu10(svga)) {
unsigned i;
for (i = 0; i < 2; i++) {
enum pipe_error ret;
if (ss->id[i] != SVGA3D_INVALID_ID) {
svga_hwtnl_flush_retry(svga);
ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]);
}
util_bitmask_clear(svga->sampler_object_id_bm, ss->id[i]);
}
}
}
FREE(sampler);
svga->hud.num_sampler_objects--;
}
static struct pipe_sampler_view *
svga_create_sampler_view(struct pipe_context *pipe,
struct pipe_resource *texture,
const struct pipe_sampler_view *templ)
{
struct svga_context *svga = svga_context(pipe);
struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view);
if (!sv) {
return NULL;
}
sv->base = *templ;
sv->base.reference.count = 1;
sv->base.texture = NULL;
pipe_resource_reference(&sv->base.texture, texture);
sv->base.context = pipe;
sv->id = SVGA3D_INVALID_ID;
svga->hud.num_samplerview_objects++;
SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
SVGA_STATS_COUNT_SAMPLERVIEW);
return &sv->base;
}
static void
svga_sampler_view_destroy(struct pipe_context *pipe,
struct pipe_sampler_view *view)
{
struct svga_context *svga = svga_context(pipe);
struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view);
if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) {
if (view->context != pipe) {
/* The SVGA3D device will generate an error (and on Linux, cause
* us to abort) if we try to destroy a shader resource view from
* a context other than the one it was created with. Skip the
* SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler
* view for now. This should only sometimes happen when a shared
* texture is deleted.
*/
_debug_printf("context mismatch in %s\n", __func__);
}
else {
enum pipe_error ret;
svga_hwtnl_flush_retry(svga); /* XXX is this needed? */
ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id);
}
util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
}
}
pipe_resource_reference(&sv->base.texture, NULL);
FREE(sv);
svga->hud.num_samplerview_objects--;
}
static void
svga_set_sampler_views(struct pipe_context *pipe,
enum pipe_shader_type shader,
unsigned start,
unsigned num,
struct pipe_sampler_view **views)
{
struct svga_context *svga = svga_context(pipe);
unsigned flag_1d = 0;
unsigned flag_srgb = 0;
unsigned flag_rect = 0;
unsigned flag_buf = 0;
uint i;
boolean any_change = FALSE;
assert(shader < PIPE_SHADER_TYPES);
assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader]));
/* Pre-VGPU10 only supports FS textures */
if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
return;
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS);
/* This bit of code works around a quirk in the CSO module.
* If start=num=0 it means all sampler views should be released.
* Note that the CSO module treats sampler views for fragment shaders
* differently than other shader types.
*/
if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) {
for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][i]);
}
any_change = TRUE;
}
for (i = 0; i < num; i++) {
enum pipe_texture_target target;
if (svga->curr.sampler_views[shader][start + i] != views[i]) {
/* Note: we're using pipe_sampler_view_release() here to work around
* a possible crash when the old view belongs to another context that
* was already destroyed.
*/
pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][start + i]);
pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
views[i]);
any_change = TRUE;
}
if (!views[i])
continue;
if (util_format_is_srgb(views[i]->format))
flag_srgb |= 1 << (start + i);
target = views[i]->texture->target;
if (target == PIPE_TEXTURE_1D)
flag_1d |= 1 << (start + i);
else if (target == PIPE_TEXTURE_RECT)
flag_rect |= 1 << (start + i);
else if (target == PIPE_BUFFER)
flag_buf |= 1 << (start + i);
}
if (!any_change) {
goto done;
}
/* find highest non-null sampler_views[] entry */
{
unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num);
while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL)
j--;
svga->curr.num_sampler_views[shader] = j;
}
svga->dirty |= SVGA_NEW_TEXTURE_BINDING;
if (flag_srgb != svga->curr.tex_flags.flag_srgb ||
flag_1d != svga->curr.tex_flags.flag_1d) {
svga->dirty |= SVGA_NEW_TEXTURE_FLAGS;
svga->curr.tex_flags.flag_1d = flag_1d;
svga->curr.tex_flags.flag_srgb = flag_srgb;
}
if (flag_rect != svga->curr.tex_flags.flag_rect ||
flag_buf != svga->curr.tex_flags.flag_buf)
{
/* Need to re-emit texture constants */
svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
svga->curr.tex_flags.flag_rect = flag_rect;
svga->curr.tex_flags.flag_buf = flag_buf;
}
/* Check if any of the sampler view resources collide with the framebuffer
* color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
* dirty bit so that emit_framebuffer can be invoked to create backed view
* for the conflicted surface view.
*/
if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) {
svga->dirty |= SVGA_NEW_FRAME_BUFFER;
}
done:
SVGA_STATS_TIME_POP(svga_sws(svga));
}
/**
* Clean up sampler, sampler view state at context destruction time
*/
void
svga_cleanup_sampler_state(struct svga_context *svga)
{
enum pipe_shader_type shader;
for (shader = 0; shader <= PIPE_SHADER_GEOMETRY; shader++) {
unsigned i;
for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
pipe_sampler_view_release(&svga->pipe,
&svga->state.hw_draw.sampler_views[shader][i]);
}
}
/* free polygon stipple state */
if (svga->polygon_stipple.sampler) {
svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler);
}
if (svga->polygon_stipple.sampler_view) {
svga->pipe.sampler_view_destroy(&svga->pipe,
&svga->polygon_stipple.sampler_view->base);
}
pipe_resource_reference(&svga->polygon_stipple.texture, NULL);
}
void
svga_init_sampler_functions( struct svga_context *svga )
{
svga->pipe.create_sampler_state = svga_create_sampler_state;
svga->pipe.bind_sampler_states = svga_bind_sampler_states;
svga->pipe.delete_sampler_state = svga_delete_sampler_state;
svga->pipe.set_sampler_views = svga_set_sampler_views;
svga->pipe.create_sampler_view = svga_create_sampler_view;
svga->pipe.sampler_view_destroy = svga_sampler_view_destroy;
}