mesa/src/gallium/drivers/svga/svga_state_sampler.c
Neha Bhende 1942c06f9c svga: add GL43 resource validation at draw time
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>
2022-01-18 23:50:36 +00:00

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
};