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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.c291
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
};