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/format/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 #include "svga3d_surfacedefs.h"
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(const struct svga_context * svga,const struct svga_winsys_surface * res,enum pipe_shader_type shader)67 svga_check_sampler_view_resource_collision(const struct svga_context *svga,
68                                            const 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;
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           svga_texture_device_format_has_alpha(texture)) {
145          viewFormat = PIPE_FORMAT_B8G8R8A8_UNORM;
146       }
147       else if (viewFormat == PIPE_FORMAT_B8G8R8A8_UNORM &&
148                !svga_texture_device_format_has_alpha(texture)) {
149          viewFormat = PIPE_FORMAT_B8G8R8X8_UNORM;
150       }
151 
152       if (texture->target == PIPE_BUFFER) {
153          unsigned pf_flags;
154          svga_translate_texture_buffer_view_format(viewFormat,
155                                                    &format,
156                                                    &pf_flags);
157          surface = svga_buffer_handle(svga, texture, PIPE_BIND_SAMPLER_VIEW);
158       }
159       else {
160          format = svga_translate_format(ss, viewFormat,
161                                         PIPE_BIND_SAMPLER_VIEW);
162 
163          /* Convert the format to a sampler-friendly format, if needed */
164          format = svga_sampler_format(format);
165 
166          surface = svga_texture(texture)->handle;
167       }
168 
169       assert(format != SVGA3D_FORMAT_INVALID);
170 
171       if (texture->target == PIPE_BUFFER) {
172          unsigned elem_size = util_format_get_blocksize(sv->base.format);
173 
174          viewDesc.buffer.firstElement = sv->base.u.buf.offset / elem_size;
175          viewDesc.buffer.numElements = sv->base.u.buf.size / elem_size;
176       }
177       else {
178          viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
179          viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
180          viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
181                                    sv->base.u.tex.first_level + 1);
182       }
183 
184       /* arraySize in viewDesc specifies the number of array slices in a
185        * texture array. For 3D texture, last_layer in
186        * pipe_sampler_view specifies the last slice of the texture
187        * which is different from the last slice in a texture array,
188        * hence we need to set arraySize to 1 explicitly.
189        */
190       viewDesc.tex.arraySize =
191          (texture->target == PIPE_TEXTURE_3D ||
192           texture->target == PIPE_BUFFER) ? 1 :
193             (sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
194 
195       switch (texture->target) {
196       case PIPE_BUFFER:
197          resourceDim = SVGA3D_RESOURCE_BUFFER;
198          break;
199       case PIPE_TEXTURE_1D:
200       case PIPE_TEXTURE_1D_ARRAY:
201          resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
202          break;
203       case PIPE_TEXTURE_RECT:
204       case PIPE_TEXTURE_2D:
205       case PIPE_TEXTURE_2D_ARRAY:
206          resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
207          break;
208       case PIPE_TEXTURE_3D:
209          resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
210          break;
211       case PIPE_TEXTURE_CUBE:
212       case PIPE_TEXTURE_CUBE_ARRAY:
213          resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
214          break;
215 
216       default:
217          assert(!"Unexpected texture type");
218          resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
219       }
220 
221       sv->id = util_bitmask_add(svga->sampler_view_id_bm);
222 
223       ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
224                                                    sv->id,
225                                                    surface,
226                                                    format,
227                                                    resourceDim,
228                                                    &viewDesc);
229       if (ret != PIPE_OK) {
230          util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
231          sv->id = SVGA3D_INVALID_ID;
232       }
233    }
234 
235    return ret;
236 }
237 
238 
239 static enum pipe_error
update_sampler_resources(struct svga_context * svga,uint64_t dirty)240 update_sampler_resources(struct svga_context *svga, uint64_t dirty)
241 {
242    enum pipe_error ret = PIPE_OK;
243    enum pipe_shader_type shader;
244 
245    assert(svga_have_vgpu10(svga));
246 
247    for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
248       SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
249       struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
250       struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
251       unsigned count;
252       unsigned nviews;
253       unsigned i;
254 
255       count = svga->curr.num_sampler_views[shader];
256       for (i = 0; i < count; i++) {
257          struct svga_pipe_sampler_view *sv =
258             svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
259 
260          if (sv) {
261             surfaces[i] = svga_resource_handle(sv->base.texture);
262 
263             ret = svga_validate_pipe_sampler_view(svga, sv);
264             if (ret != PIPE_OK)
265                return ret;
266 
267             assert(sv->id != SVGA3D_INVALID_ID);
268             ids[i] = sv->id;
269             sampler_views[i] = &sv->base;
270          }
271          else {
272             surfaces[i] = NULL;
273             ids[i] = SVGA3D_INVALID_ID;
274             sampler_views[i] = NULL;
275          }
276       }
277 
278       for (; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
279          ids[i] = SVGA3D_INVALID_ID;
280          surfaces[i] = NULL;
281          sampler_views[i] = NULL;
282       }
283 
284       /* Number of ShaderResources that need to be modified. This includes
285        * the one that need to be unbound.
286        */
287       nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
288       if (nviews > 0) {
289          if (count != svga->state.hw_draw.num_sampler_views[shader] ||
290              memcmp(sampler_views, svga->state.hw_draw.sampler_views[shader],
291                     count * sizeof(sampler_views[0])) != 0) {
292             SVGA3dShaderResourceViewId *pIds = ids;
293             struct svga_winsys_surface **pSurf = surfaces;
294             unsigned numSR = 0;
295 
296             /* Loop through the sampler view list to only emit
297              * the sampler views that are not already in the
298              * corresponding entries in the device's
299              * shader resource list.
300              */
301             for (i = 0; i < nviews; i++) {
302                 boolean emit;
303 
304                 emit = sampler_views[i] ==
305                        svga->state.hw_draw.sampler_views[shader][i];
306 
307                 if (!emit && i == nviews-1) {
308                    /* Include the last sampler view in the next emit
309                     * if it is different.
310                     */
311                    emit = TRUE;
312                    numSR++;
313                    i++;
314                 }
315 
316                 if (emit) {
317                    /* numSR can only be 0 if the first entry of the list
318                     * is the same as the one in the device list.
319                     * In this case, * there is nothing to send yet.
320                     */
321                    if (numSR) {
322                       ret = SVGA3D_vgpu10_SetShaderResources(
323                                svga->swc,
324                                svga_shader_type(shader),
325                                i - numSR, /* startView */
326                                numSR,
327                                pIds,
328                                pSurf);
329 
330                       if (ret != PIPE_OK)
331                          return ret;
332                    }
333                    pIds += (numSR + 1);
334                    pSurf += (numSR + 1);
335                    numSR = 0;
336                 }
337                 else
338                    numSR++;
339             }
340 
341             /* Save referenced sampler views in the hw draw state.  */
342             svga->state.hw_draw.num_sampler_views[shader] = count;
343             for (i = 0; i < nviews; i++) {
344                pipe_sampler_view_reference(
345                   &svga->state.hw_draw.sampler_views[shader][i],
346                   sampler_views[i]);
347             }
348          }
349       }
350    }
351 
352    /* Handle polygon stipple sampler view */
353    if (svga->curr.rast->templ.poly_stipple_enable) {
354       const unsigned unit =
355          svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_unit;
356       struct svga_pipe_sampler_view *sv = svga->polygon_stipple.sampler_view;
357       struct svga_winsys_surface *surface;
358 
359       assert(sv);
360       if (!sv) {
361          return PIPE_OK;  /* probably out of memory */
362       }
363 
364       ret = svga_validate_pipe_sampler_view(svga, sv);
365       if (ret != PIPE_OK)
366          return ret;
367 
368       surface = svga_resource_handle(sv->base.texture);
369       ret = SVGA3D_vgpu10_SetShaderResources(
370                svga->swc,
371                svga_shader_type(PIPE_SHADER_FRAGMENT),
372                unit, /* startView */
373                1,
374                &sv->id,
375                &surface);
376    }
377    return ret;
378 }
379 
380 
381 struct svga_tracked_state svga_hw_sampler_bindings = {
382    "shader resources emit",
383    SVGA_NEW_STIPPLE |
384    SVGA_NEW_TEXTURE_BINDING,
385    update_sampler_resources
386 };
387 
388 
389 
390 static enum pipe_error
update_samplers(struct svga_context * svga,uint64_t dirty)391 update_samplers(struct svga_context *svga, uint64_t dirty )
392 {
393    enum pipe_error ret = PIPE_OK;
394    enum pipe_shader_type shader;
395 
396    assert(svga_have_vgpu10(svga));
397 
398    for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
399       const unsigned count = svga->curr.num_samplers[shader];
400       SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
401       unsigned i;
402       unsigned nsamplers;
403 
404       for (i = 0; i < count; i++) {
405          bool fs_shadow = false;
406 
407          /* _NEW_FS */
408          if (shader == PIPE_SHADER_FRAGMENT) {
409             struct svga_fs_variant *fs =
410                svga_fs_variant(svga->state.hw_draw.fs);
411             /* If the fragment shader is doing the shadow comparison
412              * for this texture unit, don't enable shadow compare in
413              * the texture sampler state.
414              */
415             if (fs && (fs->fs_shadow_compare_units & (1 << i))) {
416                fs_shadow = true;
417             }
418          }
419 
420          if (svga->curr.sampler[shader][i]) {
421             ids[i] = svga->curr.sampler[shader][i]->id[fs_shadow];
422             assert(ids[i] != SVGA3D_INVALID_ID);
423          }
424          else {
425             ids[i] = SVGA3D_INVALID_ID;
426          }
427       }
428 
429       for (; i < svga->state.hw_draw.num_samplers[shader]; i++) {
430          ids[i] = SVGA3D_INVALID_ID;
431       }
432 
433       nsamplers = MAX2(svga->state.hw_draw.num_samplers[shader], count);
434       if (nsamplers > 0) {
435          if (count != svga->state.hw_draw.num_samplers[shader] ||
436              memcmp(ids, svga->state.hw_draw.samplers[shader],
437                     count * sizeof(ids[0])) != 0) {
438             /* HW state is really changing */
439             ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
440                                             nsamplers,
441                                             0,                       /* start */
442                                             svga_shader_type(shader), /* type */
443                                             ids);
444             if (ret != PIPE_OK)
445                return ret;
446             memcpy(svga->state.hw_draw.samplers[shader], ids,
447                    nsamplers * sizeof(ids[0]));
448             svga->state.hw_draw.num_samplers[shader] = count;
449          }
450       }
451    }
452 
453    /* Handle polygon stipple sampler texture */
454    if (svga->curr.rast->templ.poly_stipple_enable) {
455       const unsigned unit =
456          svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_unit;
457       struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
458 
459       assert(sampler);
460       if (!sampler) {
461          return PIPE_OK; /* probably out of memory */
462       }
463 
464       if (svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit]
465           != sampler->id[0]) {
466          ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
467                                          1, /* count */
468                                          unit, /* start */
469                                          SVGA3D_SHADERTYPE_PS,
470                                          &sampler->id[0]);
471          if (ret != PIPE_OK)
472             return ret;
473 
474          /* save the polygon stipple sampler in the hw draw state */
475          svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit] =
476             sampler->id[0];
477       }
478    }
479 
480    return ret;
481 }
482 
483 
484 struct svga_tracked_state svga_hw_sampler = {
485    "texture sampler emit",
486    (SVGA_NEW_FS |
487     SVGA_NEW_SAMPLER |
488     SVGA_NEW_STIPPLE),
489    update_samplers
490 };
491