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svga: add new svga_state_sampler.c file
Signed-off-by: Brian Paul <brianp@vmware.com>
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1 changed files with 339 additions and 0 deletions
339
src/gallium/drivers/svga/svga_state_sampler.c
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src/gallium/drivers/svga/svga_state_sampler.c
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/*
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* Copyright 2013 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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* VGPU10 sampler and sampler view functions.
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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/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 "svga_cmd.h"
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#include "svga_context.h"
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#include "svga_format.h"
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#include "svga_resource_buffer.h"
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#include "svga_resource_texture.h"
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#include "svga_shader.h"
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#include "svga_state.h"
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#include "svga_sampler_view.h"
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/** Get resource handle for a texture or buffer */
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static INLINE struct svga_winsys_surface *
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svga_resource_handle(struct pipe_resource *res)
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{
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if (res->target == PIPE_BUFFER) {
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return svga_buffer(res)->handle;
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}
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else {
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return svga_texture(res)->handle;
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}
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}
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/**
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* This helper function returns TRUE if the specified resource collides with
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* any of the resources bound to any of the currently bound sampler views.
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*/
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boolean
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svga_check_sampler_view_resource_collision(struct svga_context *svga,
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struct svga_winsys_surface *res)
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{
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struct pipe_screen *screen = svga->pipe.screen;
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unsigned shader, i;
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if (svga_screen(screen)->debug.no_surface_view) {
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return FALSE;
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}
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for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
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for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
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struct svga_pipe_sampler_view *sv =
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svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
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if (sv && res == svga_resource_handle(sv->base.texture)) {
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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/**
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* Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
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* if needed.
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*/
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static enum pipe_error
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svga_validate_pipe_sampler_view(struct svga_context *svga,
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struct svga_pipe_sampler_view *sv)
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{
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enum pipe_error ret = PIPE_OK;
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if (sv->id == SVGA3D_INVALID_ID) {
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struct svga_screen *ss = svga_screen(svga->pipe.screen);
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struct pipe_resource *texture = sv->base.texture;
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struct svga_winsys_surface *surface = svga_resource_handle(texture);
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SVGA3dSurfaceFormat format;
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SVGA3dResourceType resourceDim;
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SVGA3dShaderResourceViewDesc viewDesc;
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format = svga_translate_format(ss, sv->base.format,
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PIPE_BIND_SAMPLER_VIEW);
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assert(format != SVGA3D_FORMAT_INVALID);
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if (texture->target == PIPE_BUFFER) {
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viewDesc.buffer.firstElement = sv->base.u.buf.first_element;
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viewDesc.buffer.numElements = (sv->base.u.buf.last_element -
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sv->base.u.buf.first_element + 1);
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}
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else {
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viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
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viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
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viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
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sv->base.u.tex.first_level + 1);
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}
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/* arraySize in viewDesc specifies the number of array slices in a
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* texture array. For 3D texture, last_layer in
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* pipe_sampler_view specifies the last slice of the texture
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* which is different from the last slice in a texture array,
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* hence we need to set arraySize to 1 explicitly.
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*/
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viewDesc.tex.arraySize =
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(texture->target == PIPE_TEXTURE_3D ||
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texture->target == PIPE_BUFFER) ? 1 :
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(sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
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switch (texture->target) {
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case PIPE_BUFFER:
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resourceDim = SVGA3D_RESOURCE_BUFFER;
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break;
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case PIPE_TEXTURE_1D:
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case PIPE_TEXTURE_1D_ARRAY:
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resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
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break;
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case PIPE_TEXTURE_RECT:
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case PIPE_TEXTURE_2D:
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case PIPE_TEXTURE_2D_ARRAY:
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resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
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break;
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case PIPE_TEXTURE_3D:
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resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
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break;
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case PIPE_TEXTURE_CUBE:
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case PIPE_TEXTURE_CUBE_ARRAY:
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resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
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break;
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default:
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assert(!"Unexpected texture type");
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resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
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}
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sv->id = util_bitmask_add(svga->sampler_view_id_bm);
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ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
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sv->id,
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surface,
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format,
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resourceDim,
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&viewDesc);
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if (ret != PIPE_OK) {
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util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
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sv->id = SVGA3D_INVALID_ID;
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}
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}
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return ret;
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}
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static enum pipe_error
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update_sampler_resources(struct svga_context *svga, unsigned dirty)
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{
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enum pipe_error ret = PIPE_OK;
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unsigned shader;
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if (!svga_have_vgpu10(svga))
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return PIPE_OK;
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for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
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SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
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struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
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unsigned count;
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unsigned nviews;
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unsigned i;
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count = svga->curr.num_sampler_views[shader];
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for (i = 0; i < count; i++) {
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struct svga_pipe_sampler_view *sv =
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svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
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struct svga_winsys_surface *surface;
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if (sv) {
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surface = svga_resource_handle(sv->base.texture);
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ret = svga_validate_pipe_sampler_view(svga, sv);
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if (ret != PIPE_OK)
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return ret;
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assert(sv->id != SVGA3D_INVALID_ID);
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ids[i] = sv->id;
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}
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else {
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surface = NULL;
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ids[i] = SVGA3D_INVALID_ID;
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}
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surfaces[i] = surface;
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}
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for (; i < Elements(ids); i++) {
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ids[i] = SVGA3D_INVALID_ID;
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surfaces[i] = NULL;
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}
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if (shader == PIPE_SHADER_FRAGMENT) {
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/* Handle polygon stipple sampler view */
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if (svga->curr.rast->templ.poly_stipple_enable) {
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const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
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struct svga_pipe_sampler_view *sv =
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svga->polygon_stipple.sampler_view;
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assert(sv);
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if (!sv) {
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return PIPE_OK; /* probably out of memory */
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}
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ret = svga_validate_pipe_sampler_view(svga, sv);
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if (ret != PIPE_OK)
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return ret;
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ids[unit] = sv->id;
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surfaces[unit] = svga_resource_handle(sv->base.texture);
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count = MAX2(count, unit+1);
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}
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}
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/* Number of ShaderResources that need to be modified. This includes
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* the one that need to be unbound.
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*/
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nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
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if (nviews > 0) {
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ret = SVGA3D_vgpu10_SetShaderResources(svga->swc,
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svga_shader_type(shader),
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0, /* startView */
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nviews,
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ids,
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surfaces);
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if (ret != PIPE_OK)
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return ret;
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}
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/* Number of sampler views enabled in the device */
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svga->state.hw_draw.num_sampler_views[shader] = count;
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}
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return ret;
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}
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struct svga_tracked_state svga_hw_sampler_bindings = {
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"shader resources emit",
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SVGA_NEW_STIPPLE |
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SVGA_NEW_TEXTURE_BINDING,
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update_sampler_resources
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};
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static enum pipe_error
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update_samplers(struct svga_context *svga, unsigned dirty )
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{
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enum pipe_error ret = PIPE_OK;
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unsigned shader;
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if (!svga_have_vgpu10(svga))
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return PIPE_OK;
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for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
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const unsigned count = svga->curr.num_samplers[shader];
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SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
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unsigned i;
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for (i = 0; i < count; i++) {
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if (svga->curr.sampler[shader][i]) {
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ids[i] = svga->curr.sampler[shader][i]->id;
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assert(ids[i] != SVGA3D_INVALID_ID);
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}
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else {
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ids[i] = SVGA3D_INVALID_ID;
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}
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}
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if (count > 0) {
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ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
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count,
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0, /* start */
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svga_shader_type(shader), /* type */
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ids);
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if (ret != PIPE_OK)
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return ret;
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}
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}
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/* Handle polygon stipple sampler texture */
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if (svga->curr.rast->templ.poly_stipple_enable) {
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const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit;
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struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
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assert(sampler);
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if (!sampler) {
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return PIPE_OK; /* probably out of memory */
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}
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ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
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1, /* count */
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unit, /* start */
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SVGA3D_SHADERTYPE_PS,
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&sampler->id);
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}
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return ret;
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}
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struct svga_tracked_state svga_hw_sampler = {
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"texture sampler emit",
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(SVGA_NEW_SAMPLER |
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SVGA_NEW_STIPPLE |
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SVGA_NEW_TEXTURE_FLAGS),
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update_samplers
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};
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