mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-25 19:30:11 +01:00
This patch adds GL43 tracked states stack and supports GL43 resource validation at draw time. This patch is squash of in house patches to support GL43 on VMware driver. Reviewed-by: Charmaine Lee <charmainel@vmware.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14270>
714 lines
23 KiB
C
714 lines
23 KiB
C
/*
|
|
* Copyright 2013 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.
|
|
*/
|
|
|
|
|
|
/**
|
|
* VGPU10 sampler and sampler view functions.
|
|
*/
|
|
|
|
|
|
#include "pipe/p_defines.h"
|
|
#include "util/u_bitmask.h"
|
|
#include "util/format/u_format.h"
|
|
#include "util/u_inlines.h"
|
|
#include "util/u_math.h"
|
|
#include "util/u_memory.h"
|
|
|
|
#include "svga_cmd.h"
|
|
#include "svga_context.h"
|
|
#include "svga_format.h"
|
|
#include "svga_resource_buffer.h"
|
|
#include "svga_resource_texture.h"
|
|
#include "svga_sampler_view.h"
|
|
#include "svga_shader.h"
|
|
#include "svga_state.h"
|
|
#include "svga_surface.h"
|
|
#include "svga3d_surfacedefs.h"
|
|
|
|
/** Get resource handle for a texture or buffer */
|
|
static inline struct svga_winsys_surface *
|
|
svga_resource_handle(struct pipe_resource *res)
|
|
{
|
|
if (res->target == PIPE_BUFFER) {
|
|
return svga_buffer(res)->handle;
|
|
}
|
|
else {
|
|
return svga_texture(res)->handle;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* This helper function returns TRUE if the specified resource collides with
|
|
* any of the resources bound to any of the currently bound sampler views.
|
|
*/
|
|
boolean
|
|
svga_check_sampler_view_resource_collision(const struct svga_context *svga,
|
|
const struct svga_winsys_surface *res,
|
|
enum pipe_shader_type shader)
|
|
{
|
|
struct pipe_screen *screen = svga->pipe.screen;
|
|
unsigned i;
|
|
|
|
if (svga_screen(screen)->debug.no_surface_view) {
|
|
return FALSE;
|
|
}
|
|
|
|
for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
|
|
struct svga_pipe_sampler_view *sv =
|
|
svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
|
|
|
|
if (sv && res == svga_resource_handle(sv->base.texture)) {
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Check if there are any resources that are both bound to a render target
|
|
* and bound as a shader resource for the given type of shader.
|
|
*/
|
|
boolean
|
|
svga_check_sampler_framebuffer_resource_collision(struct svga_context *svga,
|
|
enum pipe_shader_type shader)
|
|
{
|
|
struct svga_surface *surf;
|
|
unsigned i;
|
|
|
|
for (i = 0; i < svga->curr.framebuffer.nr_cbufs; i++) {
|
|
surf = svga_surface(svga->curr.framebuffer.cbufs[i]);
|
|
if (surf &&
|
|
svga_check_sampler_view_resource_collision(svga, surf->handle,
|
|
shader)) {
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
surf = svga_surface(svga->curr.framebuffer.zsbuf);
|
|
if (surf &&
|
|
svga_check_sampler_view_resource_collision(svga, surf->handle, shader)) {
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Create a DX ShaderResourceSamplerView for the given pipe_sampler_view,
|
|
* if needed.
|
|
*/
|
|
enum pipe_error
|
|
svga_validate_pipe_sampler_view(struct svga_context *svga,
|
|
struct svga_pipe_sampler_view *sv)
|
|
{
|
|
enum pipe_error ret = PIPE_OK;
|
|
|
|
if (sv->id == SVGA3D_INVALID_ID) {
|
|
struct svga_screen *ss = svga_screen(svga->pipe.screen);
|
|
struct pipe_resource *texture = sv->base.texture;
|
|
struct svga_winsys_surface *surface;
|
|
SVGA3dSurfaceFormat format;
|
|
SVGA3dResourceType resourceDim;
|
|
SVGA3dShaderResourceViewDesc viewDesc;
|
|
enum pipe_format viewFormat = sv->base.format;
|
|
enum pipe_texture_target target = sv->base.target;
|
|
|
|
/* vgpu10 cannot create a BGRX view for a BGRA resource, so force it to
|
|
* create a BGRA view (and vice versa).
|
|
*/
|
|
if (viewFormat == PIPE_FORMAT_B8G8R8X8_UNORM &&
|
|
svga_texture_device_format_has_alpha(texture)) {
|
|
viewFormat = PIPE_FORMAT_B8G8R8A8_UNORM;
|
|
}
|
|
else if (viewFormat == PIPE_FORMAT_B8G8R8A8_UNORM &&
|
|
!svga_texture_device_format_has_alpha(texture)) {
|
|
viewFormat = PIPE_FORMAT_B8G8R8X8_UNORM;
|
|
}
|
|
|
|
if (target == PIPE_BUFFER) {
|
|
unsigned pf_flags;
|
|
assert(texture->target == PIPE_BUFFER);
|
|
svga_translate_texture_buffer_view_format(viewFormat,
|
|
&format,
|
|
&pf_flags);
|
|
surface = svga_buffer_handle(svga, texture, PIPE_BIND_SAMPLER_VIEW);
|
|
}
|
|
else {
|
|
format = svga_translate_format(ss, viewFormat,
|
|
PIPE_BIND_SAMPLER_VIEW);
|
|
|
|
/* Convert the format to a sampler-friendly format, if needed */
|
|
format = svga_sampler_format(format);
|
|
|
|
surface = svga_texture(texture)->handle;
|
|
}
|
|
|
|
assert(format != SVGA3D_FORMAT_INVALID);
|
|
|
|
if (target == PIPE_BUFFER) {
|
|
unsigned elem_size = util_format_get_blocksize(sv->base.format);
|
|
|
|
viewDesc.buffer.firstElement = sv->base.u.buf.offset / elem_size;
|
|
viewDesc.buffer.numElements = sv->base.u.buf.size / elem_size;
|
|
}
|
|
else {
|
|
viewDesc.tex.mostDetailedMip = sv->base.u.tex.first_level;
|
|
viewDesc.tex.firstArraySlice = sv->base.u.tex.first_layer;
|
|
viewDesc.tex.mipLevels = (sv->base.u.tex.last_level -
|
|
sv->base.u.tex.first_level + 1);
|
|
}
|
|
|
|
/* arraySize in viewDesc specifies the number of array slices in a
|
|
* texture array. For 3D texture, last_layer in
|
|
* pipe_sampler_view specifies the last slice of the texture
|
|
* which is different from the last slice in a texture array,
|
|
* hence we need to set arraySize to 1 explicitly.
|
|
*/
|
|
viewDesc.tex.arraySize =
|
|
(target == PIPE_TEXTURE_3D || target == PIPE_BUFFER) ? 1 :
|
|
(sv->base.u.tex.last_layer - sv->base.u.tex.first_layer + 1);
|
|
|
|
switch (target) {
|
|
case PIPE_BUFFER:
|
|
resourceDim = SVGA3D_RESOURCE_BUFFER;
|
|
break;
|
|
case PIPE_TEXTURE_1D:
|
|
case PIPE_TEXTURE_1D_ARRAY:
|
|
resourceDim = SVGA3D_RESOURCE_TEXTURE1D;
|
|
break;
|
|
case PIPE_TEXTURE_RECT:
|
|
case PIPE_TEXTURE_2D:
|
|
case PIPE_TEXTURE_2D_ARRAY:
|
|
resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
|
|
break;
|
|
case PIPE_TEXTURE_3D:
|
|
resourceDim = SVGA3D_RESOURCE_TEXTURE3D;
|
|
break;
|
|
case PIPE_TEXTURE_CUBE:
|
|
case PIPE_TEXTURE_CUBE_ARRAY:
|
|
resourceDim = SVGA3D_RESOURCE_TEXTURECUBE;
|
|
break;
|
|
|
|
default:
|
|
assert(!"Unexpected texture type");
|
|
resourceDim = SVGA3D_RESOURCE_TEXTURE2D;
|
|
}
|
|
|
|
sv->id = util_bitmask_add(svga->sampler_view_id_bm);
|
|
|
|
ret = SVGA3D_vgpu10_DefineShaderResourceView(svga->swc,
|
|
sv->id,
|
|
surface,
|
|
format,
|
|
resourceDim,
|
|
&viewDesc);
|
|
if (ret != PIPE_OK) {
|
|
util_bitmask_clear(svga->sampler_view_id_bm, sv->id);
|
|
sv->id = SVGA3D_INVALID_ID;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
static enum pipe_error
|
|
update_sampler_resources(struct svga_context *svga, uint64_t dirty)
|
|
{
|
|
enum pipe_error ret = PIPE_OK;
|
|
enum pipe_shader_type shader;
|
|
|
|
assert(svga_have_vgpu10(svga));
|
|
|
|
for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
|
|
SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
|
|
struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
|
|
struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
|
|
unsigned count;
|
|
unsigned nviews;
|
|
unsigned i;
|
|
|
|
count = svga->curr.num_sampler_views[shader];
|
|
for (i = 0; i < count; i++) {
|
|
struct svga_pipe_sampler_view *sv =
|
|
svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
|
|
|
|
if (sv) {
|
|
surfaces[i] = svga_resource_handle(sv->base.texture);
|
|
|
|
ret = svga_validate_pipe_sampler_view(svga, sv);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
assert(sv->id != SVGA3D_INVALID_ID);
|
|
ids[i] = sv->id;
|
|
sampler_views[i] = &sv->base;
|
|
}
|
|
else {
|
|
surfaces[i] = NULL;
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
sampler_views[i] = NULL;
|
|
}
|
|
}
|
|
|
|
for (; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
surfaces[i] = NULL;
|
|
sampler_views[i] = NULL;
|
|
}
|
|
|
|
/* Number of ShaderResources that need to be modified. This includes
|
|
* the one that need to be unbound.
|
|
*/
|
|
nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
|
|
if (nviews > 0) {
|
|
if (count != svga->state.hw_draw.num_sampler_views[shader] ||
|
|
memcmp(sampler_views, svga->state.hw_draw.sampler_views[shader],
|
|
count * sizeof(sampler_views[0])) != 0) {
|
|
SVGA3dShaderResourceViewId *pIds = ids;
|
|
struct svga_winsys_surface **pSurf = surfaces;
|
|
unsigned numSR = 0;
|
|
|
|
/* Loop through the sampler view list to only emit
|
|
* the sampler views that are not already in the
|
|
* corresponding entries in the device's
|
|
* shader resource list.
|
|
*/
|
|
for (i = 0; i < nviews; i++) {
|
|
boolean emit;
|
|
|
|
emit = sampler_views[i] ==
|
|
svga->state.hw_draw.sampler_views[shader][i];
|
|
|
|
if (!emit && i == nviews-1) {
|
|
/* Include the last sampler view in the next emit
|
|
* if it is different.
|
|
*/
|
|
emit = TRUE;
|
|
numSR++;
|
|
i++;
|
|
}
|
|
|
|
if (emit) {
|
|
/* numSR can only be 0 if the first entry of the list
|
|
* is the same as the one in the device list.
|
|
* In this case, * there is nothing to send yet.
|
|
*/
|
|
if (numSR) {
|
|
ret = SVGA3D_vgpu10_SetShaderResources(
|
|
svga->swc,
|
|
svga_shader_type(shader),
|
|
i - numSR, /* startView */
|
|
numSR,
|
|
pIds,
|
|
pSurf);
|
|
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
pIds += (numSR + 1);
|
|
pSurf += (numSR + 1);
|
|
numSR = 0;
|
|
}
|
|
else
|
|
numSR++;
|
|
}
|
|
|
|
/* Save referenced sampler views in the hw draw state. */
|
|
svga->state.hw_draw.num_sampler_views[shader] = count;
|
|
for (i = 0; i < nviews; i++) {
|
|
pipe_sampler_view_reference(
|
|
&svga->state.hw_draw.sampler_views[shader][i],
|
|
sampler_views[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Handle polygon stipple sampler view */
|
|
if (svga->curr.rast->templ.poly_stipple_enable) {
|
|
const unsigned unit =
|
|
svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_unit;
|
|
struct svga_pipe_sampler_view *sv = svga->polygon_stipple.sampler_view;
|
|
struct svga_winsys_surface *surface;
|
|
|
|
assert(sv);
|
|
if (!sv) {
|
|
return PIPE_OK; /* probably out of memory */
|
|
}
|
|
|
|
ret = svga_validate_pipe_sampler_view(svga, sv);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
surface = svga_resource_handle(sv->base.texture);
|
|
ret = SVGA3D_vgpu10_SetShaderResources(
|
|
svga->swc,
|
|
svga_shader_type(PIPE_SHADER_FRAGMENT),
|
|
unit, /* startView */
|
|
1,
|
|
&sv->id,
|
|
&surface);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
struct svga_tracked_state svga_hw_sampler_bindings = {
|
|
"shader resources emit",
|
|
SVGA_NEW_STIPPLE |
|
|
SVGA_NEW_TEXTURE_BINDING,
|
|
update_sampler_resources
|
|
};
|
|
|
|
|
|
|
|
static enum pipe_error
|
|
update_samplers(struct svga_context *svga, uint64_t dirty )
|
|
{
|
|
enum pipe_error ret = PIPE_OK;
|
|
enum pipe_shader_type shader;
|
|
|
|
assert(svga_have_vgpu10(svga));
|
|
|
|
for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_TESS_EVAL; shader++) {
|
|
const unsigned count = svga->curr.num_samplers[shader];
|
|
SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS*2];
|
|
unsigned i;
|
|
unsigned nsamplers = 0;
|
|
boolean sampler_state_mapping =
|
|
svga_use_sampler_state_mapping(svga, count);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
bool fs_shadow = false;
|
|
const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
|
|
|
|
/* _NEW_FS */
|
|
if (shader == PIPE_SHADER_FRAGMENT) {
|
|
struct svga_fs_variant *fs =
|
|
svga_fs_variant(svga->state.hw_draw.fs);
|
|
|
|
if (fs && (fs->fs_shadow_compare_units & (1 << i))) {
|
|
|
|
/* Use the alternate sampler state with the compare
|
|
* bit disabled when comparison is done in the shader and
|
|
* sampler state mapping is not enabled.
|
|
*/
|
|
fs_shadow = true;
|
|
}
|
|
}
|
|
|
|
if (!sampler_state_mapping) {
|
|
if (sampler) {
|
|
SVGA3dSamplerId id = sampler->id[fs_shadow];
|
|
assert(id != SVGA3D_INVALID_ID);
|
|
ids[i] = id;
|
|
}
|
|
else {
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
}
|
|
nsamplers++;
|
|
}
|
|
else {
|
|
if (sampler) {
|
|
SVGA3dSamplerId id = sampler->id[0];
|
|
assert(id != SVGA3D_INVALID_ID);
|
|
|
|
/* Check if the sampler id is already on the ids list */
|
|
unsigned k;
|
|
for (k = 0; k < nsamplers; k++) {
|
|
if (ids[k] == id)
|
|
break;
|
|
}
|
|
|
|
/* add the id to the list if it is not already on the list */
|
|
if (k == nsamplers) {
|
|
ids[nsamplers++] = id;
|
|
|
|
if (sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
|
|
/*
|
|
* add the alternate sampler state as well as the shader
|
|
* might use this alternate sampler state which has comparison
|
|
* disabled when the comparison is done in the shader.
|
|
*/
|
|
ids[nsamplers++] = sampler->id[1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = nsamplers; i < svga->state.hw_draw.num_samplers[shader]; i++) {
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
}
|
|
|
|
unsigned nsamplerIds =
|
|
MAX2(nsamplers, svga->state.hw_draw.num_samplers[shader]);
|
|
|
|
if (nsamplerIds > 0) {
|
|
|
|
if (nsamplers > SVGA3D_DX_MAX_SAMPLERS) {
|
|
debug_warn_once("Too many sampler states");
|
|
nsamplers = SVGA3D_DX_MAX_SAMPLERS;
|
|
}
|
|
|
|
if (nsamplers != svga->state.hw_draw.num_samplers[shader] ||
|
|
memcmp(ids, svga->state.hw_draw.samplers[shader],
|
|
nsamplerIds * sizeof(ids[0])) != 0) {
|
|
|
|
/* HW state is really changing */
|
|
ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
|
|
nsamplerIds,
|
|
0, /* start */
|
|
svga_shader_type(shader), /* type */
|
|
ids);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
memcpy(svga->state.hw_draw.samplers[shader], ids,
|
|
nsamplerIds * sizeof(ids[0]));
|
|
svga->state.hw_draw.num_samplers[shader] = nsamplers;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Handle polygon stipple sampler texture */
|
|
if (svga->curr.rast->templ.poly_stipple_enable) {
|
|
const unsigned unit =
|
|
svga_fs_variant(svga->state.hw_draw.fs)->pstipple_sampler_state_index;
|
|
struct svga_sampler_state *sampler = svga->polygon_stipple.sampler;
|
|
|
|
assert(sampler);
|
|
if (!sampler) {
|
|
return PIPE_OK; /* probably out of memory */
|
|
}
|
|
|
|
if (svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit]
|
|
!= sampler->id[0]) {
|
|
ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
|
|
1, /* count */
|
|
unit, /* start */
|
|
SVGA3D_SHADERTYPE_PS,
|
|
&sampler->id[0]);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
/* save the polygon stipple sampler in the hw draw state */
|
|
svga->state.hw_draw.samplers[PIPE_SHADER_FRAGMENT][unit] =
|
|
sampler->id[0];
|
|
}
|
|
svga->state.hw_draw.num_samplers[PIPE_SHADER_FRAGMENT]++;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
struct svga_tracked_state svga_hw_sampler = {
|
|
"texture sampler emit",
|
|
(SVGA_NEW_FS |
|
|
SVGA_NEW_SAMPLER |
|
|
SVGA_NEW_STIPPLE),
|
|
update_samplers
|
|
};
|
|
|
|
|
|
static enum pipe_error
|
|
update_cs_sampler_resources(struct svga_context *svga, uint64_t dirty)
|
|
{
|
|
enum pipe_error ret = PIPE_OK;
|
|
enum pipe_shader_type shader = PIPE_SHADER_COMPUTE;
|
|
|
|
assert(svga_have_sm5(svga));
|
|
|
|
SVGA3dShaderResourceViewId ids[PIPE_MAX_SAMPLERS];
|
|
struct svga_winsys_surface *surfaces[PIPE_MAX_SAMPLERS];
|
|
struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
|
|
unsigned count;
|
|
unsigned nviews;
|
|
unsigned i;
|
|
|
|
count = svga->curr.num_sampler_views[shader];
|
|
for (i = 0; i < count; i++) {
|
|
struct svga_pipe_sampler_view *sv =
|
|
svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
|
|
|
|
if (sv) {
|
|
surfaces[i] = svga_resource_handle(sv->base.texture);
|
|
|
|
ret = svga_validate_pipe_sampler_view(svga, sv);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
assert(sv->id != SVGA3D_INVALID_ID);
|
|
ids[i] = sv->id;
|
|
sampler_views[i] = &sv->base;
|
|
}
|
|
else {
|
|
surfaces[i] = NULL;
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
sampler_views[i] = NULL;
|
|
}
|
|
}
|
|
|
|
for (; i < svga->state.hw_draw.num_sampler_views[shader]; i++) {
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
surfaces[i] = NULL;
|
|
sampler_views[i] = NULL;
|
|
}
|
|
|
|
/* Number of ShaderResources that need to be modified. This includes
|
|
* the one that need to be unbound.
|
|
*/
|
|
nviews = MAX2(svga->state.hw_draw.num_sampler_views[shader], count);
|
|
if (nviews > 0) {
|
|
if (count != svga->state.hw_draw.num_sampler_views[shader] ||
|
|
memcmp(sampler_views, svga->state.hw_draw.sampler_views[shader],
|
|
count * sizeof(sampler_views[0])) != 0) {
|
|
SVGA3dShaderResourceViewId *pIds = ids;
|
|
struct svga_winsys_surface **pSurf = surfaces;
|
|
unsigned numSR = 0;
|
|
|
|
/* Loop through the sampler view list to only emit the sampler views
|
|
* that are not already in the corresponding entries in the device's
|
|
* shader resource list.
|
|
*/
|
|
for (i = 0; i < nviews; i++) {
|
|
boolean emit;
|
|
|
|
emit = sampler_views[i] ==
|
|
svga->state.hw_draw.sampler_views[shader][i];
|
|
|
|
if (!emit && i == nviews - 1) {
|
|
/* Include the last sampler view in the next emit
|
|
* if it is different.
|
|
*/
|
|
emit = TRUE;
|
|
numSR++;
|
|
i++;
|
|
}
|
|
|
|
if (emit) {
|
|
/* numSR can only be 0 if the first entry of the list
|
|
* is the same as the one in the device list.
|
|
* In this case, * there is nothing to send yet.
|
|
*/
|
|
if (numSR) {
|
|
ret = SVGA3D_vgpu10_SetShaderResources(svga->swc,
|
|
svga_shader_type(shader),
|
|
i - numSR, /* startView */
|
|
numSR,
|
|
pIds,
|
|
pSurf);
|
|
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
}
|
|
pIds += (numSR + 1);
|
|
pSurf += (numSR + 1);
|
|
numSR = 0;
|
|
}
|
|
else
|
|
numSR++;
|
|
}
|
|
|
|
/* Save referenced sampler views in the hw draw state. */
|
|
svga->state.hw_draw.num_sampler_views[shader] = count;
|
|
for (i = 0; i < nviews; i++) {
|
|
pipe_sampler_view_reference(
|
|
&svga->state.hw_draw.sampler_views[shader][i],
|
|
sampler_views[i]);
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
struct svga_tracked_state svga_hw_cs_sampler_bindings = {
|
|
"cs shader resources emit",
|
|
SVGA_NEW_TEXTURE_BINDING,
|
|
update_cs_sampler_resources
|
|
};
|
|
|
|
static enum pipe_error
|
|
update_cs_samplers(struct svga_context *svga, uint64_t dirty )
|
|
{
|
|
enum pipe_error ret = PIPE_OK;
|
|
enum pipe_shader_type shader = PIPE_SHADER_COMPUTE;
|
|
|
|
assert(svga_have_sm5(svga));
|
|
|
|
const unsigned count = svga->curr.num_samplers[shader];
|
|
SVGA3dSamplerId ids[PIPE_MAX_SAMPLERS];
|
|
unsigned i;
|
|
unsigned nsamplers;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
if (svga->curr.sampler[shader][i]) {
|
|
ids[i] = svga->curr.sampler[shader][i]->id[0];
|
|
assert(ids[i] != SVGA3D_INVALID_ID);
|
|
}
|
|
else {
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
}
|
|
}
|
|
|
|
for (; i < svga->state.hw_draw.num_samplers[shader]; i++) {
|
|
ids[i] = SVGA3D_INVALID_ID;
|
|
}
|
|
|
|
nsamplers = MAX2(svga->state.hw_draw.num_samplers[shader], count);
|
|
if (nsamplers > 0) {
|
|
if (count != svga->state.hw_draw.num_samplers[shader] ||
|
|
memcmp(ids, svga->state.hw_draw.samplers[shader],
|
|
count * sizeof(ids[0])) != 0) {
|
|
/* HW state is really changing */
|
|
ret = SVGA3D_vgpu10_SetSamplers(svga->swc,
|
|
nsamplers,
|
|
0, /* start */
|
|
svga_shader_type(shader), /* type */
|
|
ids);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
memcpy(svga->state.hw_draw.samplers[shader], ids,
|
|
nsamplers * sizeof(ids[0]));
|
|
svga->state.hw_draw.num_samplers[shader] = count;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
struct svga_tracked_state svga_hw_cs_sampler = {
|
|
"texture cs sampler emit",
|
|
(SVGA_NEW_CS |
|
|
SVGA_NEW_SAMPLER),
|
|
update_cs_samplers
|
|
};
|