diff options
Diffstat (limited to 'lib/mesa/src/gallium/drivers/svga/svga_state_tss.c')
-rw-r--r-- | lib/mesa/src/gallium/drivers/svga/svga_state_tss.c | 291 |
1 files changed, 185 insertions, 106 deletions
diff --git a/lib/mesa/src/gallium/drivers/svga/svga_state_tss.c b/lib/mesa/src/gallium/drivers/svga/svga_state_tss.c index 41334bd7c..4debbf166 100644 --- a/lib/mesa/src/gallium/drivers/svga/svga_state_tss.c +++ b/lib/mesa/src/gallium/drivers/svga/svga_state_tss.c @@ -31,24 +31,28 @@ #include "svga_sampler_view.h" #include "svga_winsys.h" #include "svga_context.h" +#include "svga_shader.h" #include "svga_state.h" #include "svga_cmd.h" +/** + * Called when tearing down a context to free resources and samplers. + */ void svga_cleanup_tss_binding(struct svga_context *svga) { + const unsigned shader = PIPE_SHADER_FRAGMENT; unsigned i; - unsigned count = MAX2( svga->curr.num_sampler_views, - svga->state.hw_draw.num_views ); - for (i = 0; i < count; i++) { + for (i = 0; i < Elements(svga->state.hw_draw.views); i++) { struct svga_hw_view_state *view = &svga->state.hw_draw.views[i]; - - svga_sampler_view_reference(&view->v, NULL); - pipe_sampler_view_release(&svga->pipe, &svga->curr.sampler_views[i]); - pipe_resource_reference( &view->texture, NULL ); - - view->dirty = 1; + if (view) { + svga_sampler_view_reference(&view->v, NULL); + pipe_sampler_view_release(&svga->pipe, + &svga->curr.sampler_views[shader][i]); + pipe_resource_reference(&view->texture, NULL); + view->dirty = TRUE; + } } } @@ -63,73 +67,113 @@ struct bind_queue { }; +/** + * Update the texture binding for one texture unit. + */ +static void +emit_tex_binding_unit(struct svga_context *svga, + unsigned unit, + const struct svga_sampler_state *s, + const struct pipe_sampler_view *sv, + struct svga_hw_view_state *view, + boolean reemit, + struct bind_queue *queue) +{ + struct pipe_resource *texture = NULL; + unsigned last_level, min_lod, max_lod; + + /* get min max lod */ + if (sv && s) { + if (s->mipfilter == SVGA3D_TEX_FILTER_NONE) { + /* just use the base level image */ + min_lod = max_lod = sv->u.tex.first_level; + } + else { + last_level = MIN2(sv->u.tex.last_level, sv->texture->last_level); + min_lod = s->view_min_lod + sv->u.tex.first_level; + min_lod = MIN2(min_lod, last_level); + max_lod = MIN2(s->view_max_lod + sv->u.tex.first_level, last_level); + } + texture = sv->texture; + } + else { + min_lod = 0; + max_lod = 0; + } + + if (view->texture != texture || + view->min_lod != min_lod || + view->max_lod != max_lod) { + + svga_sampler_view_reference(&view->v, NULL); + pipe_resource_reference( &view->texture, texture ); + + view->dirty = TRUE; + view->min_lod = min_lod; + view->max_lod = max_lod; + + if (texture) { + view->v = svga_get_tex_sampler_view(&svga->pipe, + texture, + min_lod, + max_lod); + } + } + + /* + * We need to reemit non-null texture bindings, even when they are not + * dirty, to ensure that the resources are paged in. + */ + if (view->dirty || (reemit && view->v)) { + queue->bind[queue->bind_count].unit = unit; + queue->bind[queue->bind_count].view = view; + queue->bind_count++; + } + + if (!view->dirty && view->v) { + svga_validate_sampler_view(svga, view->v); + } +} + + static enum pipe_error update_tss_binding(struct svga_context *svga, unsigned dirty ) { - boolean reemit = svga->rebind.texture_samplers; + const unsigned shader = PIPE_SHADER_FRAGMENT; + boolean reemit = svga->rebind.flags.texture_samplers; unsigned i; - unsigned count = MAX2( svga->curr.num_sampler_views, + unsigned count = MAX2( svga->curr.num_sampler_views[shader], svga->state.hw_draw.num_views ); - unsigned min_lod; - unsigned max_lod; struct bind_queue queue; + if (svga_have_vgpu10(svga)) + return PIPE_OK; + queue.bind_count = 0; for (i = 0; i < count; i++) { - const struct svga_sampler_state *s = svga->curr.sampler[i]; - struct svga_hw_view_state *view = &svga->state.hw_draw.views[i]; - struct pipe_resource *texture = NULL; - struct pipe_sampler_view *sv = svga->curr.sampler_views[i]; - - /* get min max lod */ - if (sv && s) { - min_lod = MAX2(0, (s->view_min_lod + sv->u.tex.first_level)); - max_lod = MIN2(s->view_max_lod + sv->u.tex.first_level, - sv->texture->last_level); - texture = sv->texture; - } else { - min_lod = 0; - max_lod = 0; - } - - if (view->texture != texture || - view->min_lod != min_lod || - view->max_lod != max_lod) { - - svga_sampler_view_reference(&view->v, NULL); - pipe_resource_reference( &view->texture, texture ); - - view->dirty = TRUE; - view->min_lod = min_lod; - view->max_lod = max_lod; - - if (texture) - view->v = svga_get_tex_sampler_view(&svga->pipe, - texture, - min_lod, - max_lod); - } - - /* - * We need to reemit non-null texture bindings, even when they are not - * dirty, to ensure that the resources are paged in. - */ - - if (view->dirty || - (reemit && view->v)) { - queue.bind[queue.bind_count].unit = i; - queue.bind[queue.bind_count].view = view; - queue.bind_count++; - } - if (!view->dirty && view->v) { - svga_validate_sampler_view(svga, view->v); - } + emit_tex_binding_unit(svga, i, + svga->curr.sampler[shader][i], + svga->curr.sampler_views[shader][i], + &svga->state.hw_draw.views[i], + reemit, + &queue); } - svga->state.hw_draw.num_views = svga->curr.num_sampler_views; + svga->state.hw_draw.num_views = svga->curr.num_sampler_views[shader]; + + /* Polygon stipple */ + if (svga->curr.rast->templ.poly_stipple_enable) { + const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit; + emit_tex_binding_unit(svga, unit, + svga->polygon_stipple.sampler, + &svga->polygon_stipple.sampler_view->base, + &svga->state.hw_draw.views[unit], + reemit, + &queue); + } if (queue.bind_count) { SVGA3dTextureState *ts; @@ -163,7 +207,7 @@ update_tss_binding(struct svga_context *svga, SVGA_FIFOCommitAll( svga->swc ); } - svga->rebind.texture_samplers = FALSE; + svga->rebind.flags.texture_samplers = FALSE; return PIPE_OK; @@ -187,7 +231,8 @@ svga_reemit_tss_bindings(struct svga_context *svga) enum pipe_error ret; struct bind_queue queue; - assert(svga->rebind.texture_samplers); + assert(!svga_have_vgpu10(svga)); + assert(svga->rebind.flags.texture_samplers); queue.bind_count = 0; @@ -201,6 +246,18 @@ svga_reemit_tss_bindings(struct svga_context *svga) } } + /* Polygon stipple */ + if (svga->curr.rast->templ.poly_stipple_enable) { + const unsigned unit = svga->state.hw_draw.fs->pstipple_sampler_unit; + struct svga_hw_view_state *view = &svga->state.hw_draw.views[unit]; + + if (view->v) { + queue.bind[queue.bind_count].unit = unit; + queue.bind[queue.bind_count].view = view; + queue.bind_count++; + } + } + if (queue.bind_count) { SVGA3dTextureState *ts; @@ -229,7 +286,7 @@ svga_reemit_tss_bindings(struct svga_context *svga) SVGA_FIFOCommitAll(svga->swc); } - svga->rebind.texture_samplers = FALSE; + svga->rebind.flags.texture_samplers = FALSE; return PIPE_OK; } @@ -238,6 +295,7 @@ svga_reemit_tss_bindings(struct svga_context *svga) struct svga_tracked_state svga_hw_tss_binding = { "texture binding emit", SVGA_NEW_TEXTURE_BINDING | + SVGA_NEW_STIPPLE | SVGA_NEW_SAMPLER, update_tss_binding }; @@ -252,78 +310,98 @@ struct ts_queue { }; -#define EMIT_TS(svga, unit, val, token, fail) \ +static inline void +svga_queue_tss( struct ts_queue *q, + unsigned unit, + unsigned tss, + unsigned value ) +{ + assert(q->ts_count < ARRAY_SIZE(q->ts)); + q->ts[q->ts_count].stage = unit; + q->ts[q->ts_count].name = tss; + q->ts[q->ts_count].value = value; + q->ts_count++; +} + + +#define EMIT_TS(svga, unit, val, token) \ do { \ assert(unit < Elements(svga->state.hw_draw.ts)); \ assert(SVGA3D_TS_##token < Elements(svga->state.hw_draw.ts[unit])); \ if (svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] != val) { \ - svga_queue_tss( &queue, unit, SVGA3D_TS_##token, val ); \ + svga_queue_tss( queue, unit, SVGA3D_TS_##token, val ); \ svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \ } \ } while (0) -#define EMIT_TS_FLOAT(svga, unit, fvalue, token, fail) \ +#define EMIT_TS_FLOAT(svga, unit, fvalue, token) \ do { \ unsigned val = fui(fvalue); \ assert(unit < Elements(svga->state.hw_draw.ts)); \ assert(SVGA3D_TS_##token < Elements(svga->state.hw_draw.ts[unit])); \ if (svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] != val) { \ - svga_queue_tss( &queue, unit, SVGA3D_TS_##token, val ); \ + svga_queue_tss( queue, unit, SVGA3D_TS_##token, val ); \ svga->state.hw_draw.ts[unit][SVGA3D_TS_##token] = val; \ } \ } while (0) -static inline void -svga_queue_tss( struct ts_queue *q, - unsigned unit, - unsigned tss, - unsigned value ) +/** + * Emit texture sampler state (tss) for one texture unit. + */ +static void +emit_tss_unit(struct svga_context *svga, unsigned unit, + const struct svga_sampler_state *state, + struct ts_queue *queue) { - assert(q->ts_count < sizeof(q->ts)/sizeof(q->ts[0])); - q->ts[q->ts_count].stage = unit; - q->ts[q->ts_count].name = tss; - q->ts[q->ts_count].value = value; - q->ts_count++; + EMIT_TS(svga, unit, state->mipfilter, MIPFILTER); + EMIT_TS(svga, unit, state->min_lod, TEXTURE_MIPMAP_LEVEL); + EMIT_TS(svga, unit, state->magfilter, MAGFILTER); + EMIT_TS(svga, unit, state->minfilter, MINFILTER); + EMIT_TS(svga, unit, state->aniso_level, TEXTURE_ANISOTROPIC_LEVEL); + EMIT_TS_FLOAT(svga, unit, state->lod_bias, TEXTURE_LOD_BIAS); + EMIT_TS(svga, unit, state->addressu, ADDRESSU); + EMIT_TS(svga, unit, state->addressw, ADDRESSW); + EMIT_TS(svga, unit, state->bordercolor, BORDERCOLOR); + // TEXCOORDINDEX -- hopefully not needed + + if (svga->curr.tex_flags.flag_1d & (1 << unit)) + EMIT_TS(svga, unit, SVGA3D_TEX_ADDRESS_WRAP, ADDRESSV); + else + EMIT_TS(svga, unit, state->addressv, ADDRESSV); + + if (svga->curr.tex_flags.flag_srgb & (1 << unit)) + EMIT_TS_FLOAT(svga, unit, 2.2f, GAMMA); + else + EMIT_TS_FLOAT(svga, unit, 1.0f, GAMMA); } - static enum pipe_error update_tss(struct svga_context *svga, unsigned dirty ) { + const unsigned shader = PIPE_SHADER_FRAGMENT; unsigned i; struct ts_queue queue; - queue.ts_count = 0; - for (i = 0; i < svga->curr.num_samplers; i++) { - if (svga->curr.sampler[i]) { - const struct svga_sampler_state *curr = svga->curr.sampler[i]; - - EMIT_TS(svga, i, curr->mipfilter, MIPFILTER, fail); - EMIT_TS(svga, i, curr->min_lod, TEXTURE_MIPMAP_LEVEL, fail); - EMIT_TS(svga, i, curr->magfilter, MAGFILTER, fail); - EMIT_TS(svga, i, curr->minfilter, MINFILTER, fail); - EMIT_TS(svga, i, curr->aniso_level, TEXTURE_ANISOTROPIC_LEVEL, fail); - EMIT_TS_FLOAT(svga, i, curr->lod_bias, TEXTURE_LOD_BIAS, fail); - EMIT_TS(svga, i, curr->addressu, ADDRESSU, fail); - EMIT_TS(svga, i, curr->addressw, ADDRESSW, fail); - EMIT_TS(svga, i, curr->bordercolor, BORDERCOLOR, fail); - // TEXCOORDINDEX -- hopefully not needed - - if (svga->curr.tex_flags.flag_1d & (1 << i)) { - EMIT_TS(svga, i, SVGA3D_TEX_ADDRESS_WRAP, ADDRESSV, fail); - } - else - EMIT_TS(svga, i, curr->addressv, ADDRESSV, fail); - - if (svga->curr.tex_flags.flag_srgb & (1 << i)) - EMIT_TS_FLOAT(svga, i, 2.2f, GAMMA, fail); - else - EMIT_TS_FLOAT(svga, i, 1.0f, GAMMA, fail); + if (svga_have_vgpu10(svga)) + return PIPE_OK; + queue.ts_count = 0; + for (i = 0; i < svga->curr.num_samplers[shader]; i++) { + if (svga->curr.sampler[shader][i]) { + const struct svga_sampler_state *curr = svga->curr.sampler[shader][i]; + emit_tss_unit(svga, i, curr, &queue); } } + + /* polygon stipple sampler */ + if (svga->curr.rast->templ.poly_stipple_enable) { + emit_tss_unit(svga, + svga->state.hw_draw.fs->pstipple_sampler_unit, + svga->polygon_stipple.sampler, + &queue); + } if (queue.ts_count) { SVGA3dTextureState *ts; @@ -357,6 +435,7 @@ fail: struct svga_tracked_state svga_hw_tss = { "texture state emit", (SVGA_NEW_SAMPLER | + SVGA_NEW_STIPPLE | SVGA_NEW_TEXTURE_FLAGS), update_tss }; |