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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/svga/svga_pipe_sampler.c
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/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "pipe/p_defines.h"
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#include "util/u_bitmask.h"
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#include "util/format/u_format.h"
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#include "util/u_inlines.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "tgsi/tgsi_parse.h"
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#include "svga_context.h"
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#include "svga_cmd.h"
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#include "svga_debug.h"
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#include "svga_resource_texture.h"
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#include "svga_surface.h"
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#include "svga_sampler_view.h"
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static inline unsigned
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translate_wrap_mode(unsigned wrap)
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{
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switch (wrap) {
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case PIPE_TEX_WRAP_REPEAT:
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return SVGA3D_TEX_ADDRESS_WRAP;
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case PIPE_TEX_WRAP_CLAMP:
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return SVGA3D_TEX_ADDRESS_CLAMP;
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case PIPE_TEX_WRAP_CLAMP_TO_EDGE:
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/* Unfortunately SVGA3D_TEX_ADDRESS_EDGE not respected by
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* hardware.
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*/
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return SVGA3D_TEX_ADDRESS_CLAMP;
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case PIPE_TEX_WRAP_CLAMP_TO_BORDER:
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return SVGA3D_TEX_ADDRESS_BORDER;
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case PIPE_TEX_WRAP_MIRROR_REPEAT:
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return SVGA3D_TEX_ADDRESS_MIRROR;
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case PIPE_TEX_WRAP_MIRROR_CLAMP:
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case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_EDGE:
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case PIPE_TEX_WRAP_MIRROR_CLAMP_TO_BORDER:
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return SVGA3D_TEX_ADDRESS_MIRRORONCE;
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default:
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assert(0);
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return SVGA3D_TEX_ADDRESS_WRAP;
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}
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}
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static inline unsigned
71
translate_img_filter(unsigned filter)
72
{
73
switch (filter) {
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case PIPE_TEX_FILTER_NEAREST:
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return SVGA3D_TEX_FILTER_NEAREST;
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case PIPE_TEX_FILTER_LINEAR:
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return SVGA3D_TEX_FILTER_LINEAR;
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default:
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assert(0);
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return SVGA3D_TEX_FILTER_NEAREST;
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}
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}
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84
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static inline unsigned
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translate_mip_filter(unsigned filter)
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{
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switch (filter) {
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case PIPE_TEX_MIPFILTER_NONE:
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return SVGA3D_TEX_FILTER_NONE;
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case PIPE_TEX_MIPFILTER_NEAREST:
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return SVGA3D_TEX_FILTER_NEAREST;
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case PIPE_TEX_MIPFILTER_LINEAR:
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return SVGA3D_TEX_FILTER_LINEAR;
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default:
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assert(0);
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return SVGA3D_TEX_FILTER_NONE;
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}
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}
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101
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static uint8
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translate_comparison_func(unsigned func)
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{
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switch (func) {
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case PIPE_FUNC_NEVER:
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return SVGA3D_COMPARISON_NEVER;
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case PIPE_FUNC_LESS:
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return SVGA3D_COMPARISON_LESS;
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case PIPE_FUNC_EQUAL:
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return SVGA3D_COMPARISON_EQUAL;
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case PIPE_FUNC_LEQUAL:
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return SVGA3D_COMPARISON_LESS_EQUAL;
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case PIPE_FUNC_GREATER:
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return SVGA3D_COMPARISON_GREATER;
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case PIPE_FUNC_NOTEQUAL:
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return SVGA3D_COMPARISON_NOT_EQUAL;
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case PIPE_FUNC_GEQUAL:
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return SVGA3D_COMPARISON_GREATER_EQUAL;
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case PIPE_FUNC_ALWAYS:
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return SVGA3D_COMPARISON_ALWAYS;
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default:
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assert(!"Invalid comparison function");
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return SVGA3D_COMPARISON_ALWAYS;
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}
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}
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/**
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* Translate filtering state to vgpu10 format.
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*/
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static SVGA3dFilter
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translate_filter_mode(unsigned img_filter,
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unsigned min_filter,
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unsigned mag_filter,
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boolean anisotropic,
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boolean compare)
138
{
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SVGA3dFilter mode = 0;
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if (img_filter == PIPE_TEX_FILTER_LINEAR)
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mode |= SVGA3D_FILTER_MIP_LINEAR;
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if (min_filter == PIPE_TEX_FILTER_LINEAR)
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mode |= SVGA3D_FILTER_MIN_LINEAR;
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if (mag_filter == PIPE_TEX_FILTER_LINEAR)
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mode |= SVGA3D_FILTER_MAG_LINEAR;
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if (anisotropic)
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mode |= SVGA3D_FILTER_ANISOTROPIC;
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if (compare)
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mode |= SVGA3D_FILTER_COMPARE;
151
152
return mode;
153
}
154
155
156
/**
157
* Define a vgpu10 sampler state.
158
*/
159
static void
160
define_sampler_state_object(struct svga_context *svga,
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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;
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float min_lod, max_lod;
170
171
assert(svga_have_vgpu10(svga));
172
173
anisotropic = ss->aniso_level > 1.0f;
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filter = translate_filter_mode(ps->min_mip_filter,
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ps->min_img_filter,
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ps->mag_img_filter,
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anisotropic,
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ss->compare_mode);
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181
compare_func = translate_comparison_func(ss->compare_func);
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COPY_4V(bcolor.value, ps->border_color.f);
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assert(ps->min_lod <= ps->max_lod);
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if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) {
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/* just use the base level image */
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min_lod = max_lod = 0.0f;
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}
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else {
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min_lod = ps->min_lod;
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max_lod = ps->max_lod;
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}
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196
/* If shadow comparisons are enabled, create two sampler states: one
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* with the given shadow compare mode, another with shadow comparison off.
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* We need the later because in some cases, we have to do the shadow
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* compare in the shader. So, we don't want to do it twice.
200
*/
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STATIC_ASSERT(PIPE_TEX_COMPARE_NONE == 0);
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STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE == 1);
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ss->id[1] = SVGA3D_INVALID_ID;
204
205
unsigned i;
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for (i = 0; i <= ss->compare_mode; i++) {
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ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm);
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209
SVGA_RETRY(svga, SVGA3D_vgpu10_DefineSamplerState
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(svga->swc,
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ss->id[i],
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filter,
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ss->addressu,
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ss->addressv,
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ss->addressw,
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ss->lod_bias, /* float */
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max_aniso,
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compare_func,
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bcolor,
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min_lod, /* float */
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max_lod)); /* float */
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/* turn off the shadow compare option for second iteration */
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filter &= ~SVGA3D_FILTER_COMPARE;
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}
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}
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static void *
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svga_create_sampler_state(struct pipe_context *pipe,
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const struct pipe_sampler_state *sampler)
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{
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struct svga_context *svga = svga_context(pipe);
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struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state );
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236
if (!cso)
237
return NULL;
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cso->mipfilter = translate_mip_filter(sampler->min_mip_filter);
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cso->magfilter = translate_img_filter( sampler->mag_img_filter );
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cso->minfilter = translate_img_filter( sampler->min_img_filter );
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cso->aniso_level = MAX2( sampler->max_anisotropy, 1 );
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if (sampler->max_anisotropy)
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cso->magfilter = cso->minfilter = SVGA3D_TEX_FILTER_ANISOTROPIC;
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cso->lod_bias = sampler->lod_bias;
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cso->addressu = translate_wrap_mode(sampler->wrap_s);
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cso->addressv = translate_wrap_mode(sampler->wrap_t);
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cso->addressw = translate_wrap_mode(sampler->wrap_r);
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cso->normalized_coords = sampler->normalized_coords;
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cso->compare_mode = sampler->compare_mode;
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cso->compare_func = sampler->compare_func;
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253
{
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uint32 r = float_to_ubyte(sampler->border_color.f[0]);
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uint32 g = float_to_ubyte(sampler->border_color.f[1]);
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uint32 b = float_to_ubyte(sampler->border_color.f[2]);
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uint32 a = float_to_ubyte(sampler->border_color.f[3]);
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cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b;
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}
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/* No SVGA3D support for:
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* - min/max LOD clamping
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*/
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cso->min_lod = 0;
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cso->view_min_lod = MAX2((int) (sampler->min_lod + 0.5), 0);
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cso->view_max_lod = MAX2((int) (sampler->max_lod + 0.5), 0);
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269
/* Use min_mipmap */
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if (svga->debug.use_min_mipmap) {
271
if (cso->view_min_lod == cso->view_max_lod) {
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cso->min_lod = cso->view_min_lod;
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cso->view_min_lod = 0;
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cso->view_max_lod = 1000; /* Just a high number */
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cso->mipfilter = SVGA3D_TEX_FILTER_NONE;
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}
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}
278
279
if (svga_have_vgpu10(svga)) {
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define_sampler_state_object(svga, cso, sampler);
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}
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283
SVGA_DBG(DEBUG_SAMPLERS,
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"New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n",
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cso->min_lod, cso->view_min_lod, cso->view_max_lod,
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cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING");
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svga->hud.num_sampler_objects++;
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SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
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SVGA_STATS_COUNT_SAMPLER);
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return cso;
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}
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static void
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
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 *
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
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
413
svga_set_sampler_views(struct pipe_context *pipe,
414
enum pipe_shader_type shader,
415
unsigned start,
416
unsigned num,
417
unsigned unbind_num_trailing_slots,
418
struct pipe_sampler_view **views)
419
{
420
struct svga_context *svga = svga_context(pipe);
421
unsigned flag_1d = 0;
422
unsigned flag_srgb = 0;
423
uint i;
424
boolean any_change = FALSE;
425
426
assert(shader < PIPE_SHADER_TYPES);
427
assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader]));
428
429
/* Pre-VGPU10 only supports FS textures */
430
if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT)
431
return;
432
433
SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS);
434
435
/* This bit of code works around a quirk in the CSO module.
436
* If start=num=0 it means all sampler views should be released.
437
* Note that the CSO module treats sampler views for fragment shaders
438
* differently than other shader types.
439
*/
440
if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) {
441
for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
442
pipe_sampler_view_reference(&svga->curr.sampler_views[shader][i],
443
NULL);
444
}
445
any_change = TRUE;
446
}
447
448
for (i = 0; i < num; i++) {
449
enum pipe_texture_target target;
450
451
if (svga->curr.sampler_views[shader][start + i] != views[i]) {
452
pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
453
views[i]);
454
any_change = TRUE;
455
}
456
457
if (!views[i])
458
continue;
459
460
if (util_format_is_srgb(views[i]->format))
461
flag_srgb |= 1 << (start + i);
462
463
target = views[i]->target;
464
if (target == PIPE_TEXTURE_1D) {
465
flag_1d |= 1 << (start + i);
466
} else if (target == PIPE_TEXTURE_RECT) {
467
/* If the size of the bound texture changes, we need to emit new
468
* const buffer values.
469
*/
470
svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
471
} else if (target == PIPE_BUFFER) {
472
/* If the size of the bound buffer changes, we need to emit new
473
* const buffer values.
474
*/
475
svga->dirty |= SVGA_NEW_TEXTURE_CONSTS;
476
}
477
}
478
479
for (; i < num + unbind_num_trailing_slots; i++) {
480
if (svga->curr.sampler_views[shader][start + i]) {
481
pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i],
482
NULL);
483
any_change = TRUE;
484
}
485
}
486
487
if (!any_change) {
488
goto done;
489
}
490
491
/* find highest non-null sampler_views[] entry */
492
{
493
unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num);
494
while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL)
495
j--;
496
svga->curr.num_sampler_views[shader] = j;
497
}
498
499
svga->dirty |= SVGA_NEW_TEXTURE_BINDING;
500
501
if (flag_srgb != svga->curr.tex_flags.flag_srgb ||
502
flag_1d != svga->curr.tex_flags.flag_1d) {
503
svga->dirty |= SVGA_NEW_TEXTURE_FLAGS;
504
svga->curr.tex_flags.flag_1d = flag_1d;
505
svga->curr.tex_flags.flag_srgb = flag_srgb;
506
}
507
508
/* Check if any of the sampler view resources collide with the framebuffer
509
* color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER
510
* dirty bit so that emit_framebuffer can be invoked to create backed view
511
* for the conflicted surface view.
512
*/
513
if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) {
514
svga->dirty |= SVGA_NEW_FRAME_BUFFER;
515
}
516
517
done:
518
SVGA_STATS_TIME_POP(svga_sws(svga));
519
}
520
521
/**
522
* Clean up sampler, sampler view state at context destruction time
523
*/
524
void
525
svga_cleanup_sampler_state(struct svga_context *svga)
526
{
527
enum pipe_shader_type shader;
528
529
for (shader = 0; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
530
unsigned i;
531
532
for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
533
pipe_sampler_view_reference(&svga->state.hw_draw.sampler_views[shader][i],
534
NULL);
535
}
536
}
537
538
/* free polygon stipple state */
539
if (svga->polygon_stipple.sampler) {
540
svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler);
541
}
542
543
if (svga->polygon_stipple.sampler_view) {
544
svga->pipe.sampler_view_destroy(&svga->pipe,
545
&svga->polygon_stipple.sampler_view->base);
546
}
547
pipe_resource_reference(&svga->polygon_stipple.texture, NULL);
548
}
549
550
void
551
svga_init_sampler_functions( struct svga_context *svga )
552
{
553
svga->pipe.create_sampler_state = svga_create_sampler_state;
554
svga->pipe.bind_sampler_states = svga_bind_sampler_states;
555
svga->pipe.delete_sampler_state = svga_delete_sampler_state;
556
svga->pipe.set_sampler_views = svga_set_sampler_views;
557
svga->pipe.create_sampler_view = svga_create_sampler_view;
558
svga->pipe.sampler_view_destroy = svga_sampler_view_destroy;
559
}
560
561