static void svga_end_query(struct pipe_context *pipe, struct pipe_query *q) { struct svga_context *svga = svga_context( pipe ); struct svga_query *sq = svga_query( q ); enum pipe_error ret; SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__); assert(svga->sq == sq); svga_hwtnl_flush_retry(svga); /* Set to PENDING before sending EndQuery. */ sq->queryResult->state = SVGA3D_QUERYSTATE_PENDING; ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf); assert(ret == PIPE_OK); } /* TODO: Delay flushing. We don't really need to flush here, just ensure * that there is one flush before svga_get_query_result attempts to get the * result */ svga_context_flush(svga, NULL); svga->sq = NULL; }
/** * Clear the given surface to the specified value. * No masking, no scissor (clear entire buffer). */ void svga_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct svga_context *svga = svga_context( pipe ); enum pipe_error ret; if (buffers & PIPE_CLEAR_COLOR) SVGA_DBG(DEBUG_DMA, "clear sid %p\n", svga_surface(svga->curr.framebuffer.cbufs[0])->handle); /* flush any queued prims (don't want them to appear after the clear!) */ svga_hwtnl_flush_retry(svga); ret = try_clear( svga, buffers, color, depth, stencil ); if (ret == PIPE_ERROR_OUT_OF_MEMORY) { /* Flush command buffer and retry: */ svga_context_flush( svga, NULL ); ret = try_clear( svga, buffers, color, depth, stencil ); } /* * Mark target surfaces as dirty * TODO Mark only cleared surfaces. */ svga_mark_surfaces_dirty(svga); assert (ret == PIPE_OK); }
static void svga_delete_vs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; struct svga_shader_result *result, *tmp; enum pipe_error ret; svga_hwtnl_flush_retry( svga ); draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); for (result = vs->base.results; result; result = tmp ) { tmp = result->next; ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_VS ); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_VS ); assert(ret == PIPE_OK); } svga_destroy_shader_result( result ); } FREE((void *)vs->base.tokens); FREE(vs); }
/** * Flush the primitive queue if this buffer is referred. * * Otherwise DMA commands on the referred buffer will be emitted too late. */ void svga_hwtnl_flush_buffer( struct svga_context *svga, struct pipe_resource *buffer ) { if (svga_hwtnl_is_buffer_referred(svga->hwtnl, buffer)) { svga_hwtnl_flush_retry(svga); } }
static void svga_delete_vertex_elements_state(struct pipe_context *pipe, void *state) { struct svga_context *svga = svga_context(pipe); struct svga_velems_state *velems = (struct svga_velems_state *) state; if (svga_have_vgpu10(svga)) { enum pipe_error ret; svga_hwtnl_flush_retry(svga); ret = SVGA3D_vgpu10_DestroyElementLayout(svga->swc, velems->id); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyElementLayout(svga->swc, velems->id); assert(ret == PIPE_OK); } if (velems->id == svga->state.hw_draw.layout_id) svga->state.hw_draw.layout_id = SVGA3D_INVALID_ID; util_bitmask_clear(svga->input_element_object_id_bm, velems->id); velems->id = SVGA3D_INVALID_ID; } FREE(velems); }
static void svga_delete_gs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader; struct svga_geometry_shader *next_gs; struct svga_shader_variant *variant, *tmp; enum pipe_error ret; svga_hwtnl_flush_retry(svga); /* Start deletion from the original geometry shader state */ if (gs->base.parent != NULL) gs = (struct svga_geometry_shader *)gs->base.parent; /* Free the list of geometry shaders */ while (gs) { next_gs = (struct svga_geometry_shader *)gs->base.next; if (gs->base.stream_output != NULL) svga_delete_stream_output(svga, gs->base.stream_output); draw_delete_geometry_shader(svga->swtnl.draw, gs->draw_shader); for (variant = gs->base.variants; variant; variant = tmp) { tmp = variant->next; /* Check if deleting currently bound shader */ if (variant == svga->state.hw_draw.gs) { ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_GS, NULL); assert(ret == PIPE_OK); } svga->state.hw_draw.gs = NULL; } ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_GS, variant); assert(ret == PIPE_OK); } } FREE((void *)gs->base.tokens); FREE(gs); gs = next_gs; } }
static void svga_delete_vs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; struct svga_shader_variant *variant, *tmp; enum pipe_error ret; svga_hwtnl_flush_retry(svga); assert(vs->base.parent == NULL); /* Check if there is a generated geometry shader to go with this * vertex shader. If there is, then delete the geometry shader as well. */ if (vs->gs != NULL) { svga->pipe.delete_gs_state(&svga->pipe, vs->gs); } if (vs->base.stream_output != NULL) svga_delete_stream_output(svga, vs->base.stream_output); draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader); for (variant = vs->base.variants; variant; variant = tmp) { tmp = variant->next; /* Check if deleting currently bound shader */ if (variant == svga->state.hw_draw.vs) { ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = svga_set_shader(svga, SVGA3D_SHADERTYPE_VS, NULL); assert(ret == PIPE_OK); } svga->state.hw_draw.vs = NULL; } ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = svga_destroy_shader_variant(svga, SVGA3D_SHADERTYPE_VS, variant); assert(ret == PIPE_OK); } } FREE((void *)vs->base.tokens); FREE(vs); }
static void svga_begin_query(struct pipe_context *pipe, struct pipe_query *q) { struct svga_screen *svgascreen = svga_screen(pipe->screen); struct svga_winsys_screen *sws = svgascreen->sws; struct svga_context *svga = svga_context( pipe ); struct svga_query *sq = svga_query( q ); enum pipe_error ret; SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__); assert(!svga->sq); /* Need to flush out buffered drawing commands so that they don't * get counted in the query results. */ svga_hwtnl_flush_retry(svga); if(sq->queryResult->state == SVGA3D_QUERYSTATE_PENDING) { /* The application doesn't care for the pending query result. We cannot * let go the existing buffer and just get a new one because its storage * may be reused for other purposes and clobbered by the host when it * determines the query result. So the only option here is to wait for * the existing query's result -- not a big deal, given that no sane * application would do this. */ uint64_t result; svga_get_query_result(pipe, q, TRUE, &result); assert(sq->queryResult->state != SVGA3D_QUERYSTATE_PENDING); } sq->queryResult->state = SVGA3D_QUERYSTATE_NEW; sws->fence_reference(sws, &sq->fence, NULL); ret = SVGA3D_BeginQuery(svga->swc, sq->type); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_BeginQuery(svga->swc, sq->type); assert(ret == PIPE_OK); } svga->sq = sq; }
/* Emit all operations pending on host surfaces. */ void svga_surfaces_flush(struct svga_context *svga) { unsigned i; /* Emit buffered drawing commands. */ svga_hwtnl_flush_retry( svga ); /* Emit back-copy from render target view to texture. */ for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) { if (svga->curr.framebuffer.cbufs[i]) svga_propagate_surface(svga, svga->curr.framebuffer.cbufs[i]); } if (svga->curr.framebuffer.zsbuf) svga_propagate_surface(svga, svga->curr.framebuffer.zsbuf); }
/* Emit all operations pending on host surfaces. */ void svga_surfaces_flush(struct svga_context *svga) { struct svga_screen *svgascreen = svga_screen(svga->pipe.screen); unsigned i; /* Emit buffered drawing commands. */ svga_hwtnl_flush_retry( svga ); /* Emit back-copy from render target view to texture. */ for (i = 0; i < svgascreen->max_color_buffers; i++) { if (svga->curr.framebuffer.cbufs[i]) svga_propagate_surface(svga, svga->curr.framebuffer.cbufs[i]); } if (svga->curr.framebuffer.zsbuf) svga_propagate_surface(svga, svga->curr.framebuffer.zsbuf); }
static void svga_delete_fs_state(struct pipe_context *pipe, void *shader) { struct svga_context *svga = svga_context(pipe); struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader; struct svga_shader_result *result, *tmp; enum pipe_error ret; svga_hwtnl_flush_retry( svga ); draw_delete_fragment_shader(svga->swtnl.draw, fs->draw_shader); for (result = fs->base.results; result; result = tmp ) { tmp = result->next; ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_PS ); if(ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_DestroyShader(svga->swc, result->id, SVGA3D_SHADERTYPE_PS ); assert(ret == PIPE_OK); } util_bitmask_clear( svga->fs_bm, result->id ); svga_destroy_shader_result( result ); /* * Remove stale references to this result to ensure a new result on the * same address will be detected as a change. */ if(result == svga->state.hw_draw.fs) svga->state.hw_draw.fs = NULL; } FREE((void *)fs->base.tokens); FREE(fs); }
static void svga_set_framebuffer_state(struct pipe_context *pipe, const struct pipe_framebuffer_state *fb) { struct svga_context *svga = svga_context(pipe); struct pipe_framebuffer_state *dst = &svga->curr.framebuffer; boolean propagate = FALSE; unsigned i; dst->width = fb->width; dst->height = fb->height; dst->nr_cbufs = fb->nr_cbufs; /* check if we need to propagate any of the target surfaces */ for (i = 0; i < dst->nr_cbufs; i++) { struct pipe_surface *s = i < fb->nr_cbufs ? fb->cbufs[i] : NULL; if (dst->cbufs[i] && dst->cbufs[i] != s) { if (svga_surface_needs_propagation(dst->cbufs[i])) { propagate = TRUE; break; } } } if (propagate) { /* make sure that drawing calls comes before propagation calls */ svga_hwtnl_flush_retry( svga ); for (i = 0; i < dst->nr_cbufs; i++) { struct pipe_surface *s = i < fb->nr_cbufs ? fb->cbufs[i] : NULL; if (dst->cbufs[i] && dst->cbufs[i] != s) svga_propagate_surface(svga, dst->cbufs[i]); } } /* XXX: Actually the virtual hardware may support rendertargets with * different size, depending on the host API and driver, but since we cannot * know that make no such assumption here. */ for(i = 0; i < fb->nr_cbufs; ++i) { if (fb->zsbuf && fb->cbufs[i]) { assert(fb->zsbuf->width == fb->cbufs[i]->width); assert(fb->zsbuf->height == fb->cbufs[i]->height); } } util_copy_framebuffer_state(dst, fb); /* Set the rendered-to flags */ for (i = 0; i < dst->nr_cbufs; i++) { struct pipe_surface *s = dst->cbufs[i]; if (s) { struct svga_texture *t = svga_texture(s->texture); svga_set_texture_rendered_to(t, s->u.tex.first_layer, s->u.tex.level); } } if (svga->curr.framebuffer.zsbuf) { switch (svga->curr.framebuffer.zsbuf->format) { case PIPE_FORMAT_Z16_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D16; break; case PIPE_FORMAT_Z24_UNORM_S8_UINT: case PIPE_FORMAT_Z24X8_UNORM: case PIPE_FORMAT_S8_UINT_Z24_UNORM: case PIPE_FORMAT_X8Z24_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D24S8; break; case PIPE_FORMAT_Z32_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D32; break; case PIPE_FORMAT_Z32_FLOAT: svga->curr.depthscale = 1.0f / ((float)(1<<23)); break; default: svga->curr.depthscale = 0.0f; break; } /* Set rendered-to flag */ { struct pipe_surface *s = dst->zsbuf; struct svga_texture *t = svga_texture(s->texture); svga_set_texture_rendered_to(t, s->u.tex.first_layer, s->u.tex.level); } } else { svga->curr.depthscale = 0.0f; } svga->dirty |= SVGA_NEW_FRAME_BUFFER; }
/** * Define a vgpu10 sampler state. */ static void define_sampler_state_object(struct svga_context *svga, struct svga_sampler_state *ss, const struct pipe_sampler_state *ps) { uint8_t max_aniso = (uint8_t) 255; /* XXX fix me */ boolean anisotropic; uint8 compare_func; SVGA3dFilter filter; SVGA3dRGBAFloat bcolor; unsigned try; float min_lod, max_lod; assert(svga_have_vgpu10(svga)); anisotropic = ss->aniso_level > 1.0f; filter = translate_filter_mode(ps->min_mip_filter, ps->min_img_filter, ps->mag_img_filter, anisotropic, ss->compare_mode); compare_func = translate_comparison_func(ss->compare_func); COPY_4V(bcolor.value, ps->border_color.f); assert(ps->min_lod <= ps->max_lod); if (ps->min_mip_filter == PIPE_TEX_MIPFILTER_NONE) { /* just use the base level image */ min_lod = max_lod = 0.0f; } else { min_lod = ps->min_lod; max_lod = ps->max_lod; } /* If shadow comparisons are enabled, create two sampler states: one * with the given shadow compare mode, another with shadow comparison off. * We need the later because in some cases, we have to do the shadow * compare in the shader. So, we don't want to do it twice. */ STATIC_ASSERT(PIPE_TEX_COMPARE_NONE == 0); STATIC_ASSERT(PIPE_TEX_COMPARE_R_TO_TEXTURE == 1); ss->id[1] = SVGA3D_INVALID_ID; unsigned i; for (i = 0; i <= ss->compare_mode; i++) { ss->id[i] = util_bitmask_add(svga->sampler_object_id_bm); /* Loop in case command buffer is full and we need to flush and retry */ for (try = 0; try < 2; try++) { enum pipe_error ret = SVGA3D_vgpu10_DefineSamplerState(svga->swc, ss->id[i], filter, ss->addressu, ss->addressv, ss->addressw, ss->lod_bias, /* float */ max_aniso, compare_func, bcolor, min_lod, /* float */ max_lod); /* float */ if (ret == PIPE_OK) break; svga_context_flush(svga, NULL); } /* turn off the shadow compare option for second iteration */ filter &= ~SVGA3D_FILTER_COMPARE; } } static void * svga_create_sampler_state(struct pipe_context *pipe, const struct pipe_sampler_state *sampler) { struct svga_context *svga = svga_context(pipe); struct svga_sampler_state *cso = CALLOC_STRUCT( svga_sampler_state ); if (!cso) return NULL; cso->mipfilter = translate_mip_filter(sampler->min_mip_filter); cso->magfilter = translate_img_filter( sampler->mag_img_filter ); cso->minfilter = translate_img_filter( sampler->min_img_filter ); cso->aniso_level = MAX2( sampler->max_anisotropy, 1 ); if (sampler->max_anisotropy) cso->magfilter = cso->minfilter = SVGA3D_TEX_FILTER_ANISOTROPIC; cso->lod_bias = sampler->lod_bias; cso->addressu = translate_wrap_mode(sampler->wrap_s); cso->addressv = translate_wrap_mode(sampler->wrap_t); cso->addressw = translate_wrap_mode(sampler->wrap_r); cso->normalized_coords = sampler->normalized_coords; cso->compare_mode = sampler->compare_mode; cso->compare_func = sampler->compare_func; { uint32 r = float_to_ubyte(sampler->border_color.f[0]); uint32 g = float_to_ubyte(sampler->border_color.f[1]); uint32 b = float_to_ubyte(sampler->border_color.f[2]); uint32 a = float_to_ubyte(sampler->border_color.f[3]); cso->bordercolor = (a << 24) | (r << 16) | (g << 8) | b; } /* No SVGA3D support for: * - min/max LOD clamping */ cso->min_lod = 0; cso->view_min_lod = MAX2((int) (sampler->min_lod + 0.5), 0); cso->view_max_lod = MAX2((int) (sampler->max_lod + 0.5), 0); /* Use min_mipmap */ if (svga->debug.use_min_mipmap) { if (cso->view_min_lod == cso->view_max_lod) { cso->min_lod = cso->view_min_lod; cso->view_min_lod = 0; cso->view_max_lod = 1000; /* Just a high number */ cso->mipfilter = SVGA3D_TEX_FILTER_NONE; } } if (svga_have_vgpu10(svga)) { define_sampler_state_object(svga, cso, sampler); } SVGA_DBG(DEBUG_SAMPLERS, "New sampler: min %u, view(min %u, max %u) lod, mipfilter %s\n", cso->min_lod, cso->view_min_lod, cso->view_max_lod, cso->mipfilter == SVGA3D_TEX_FILTER_NONE ? "SVGA3D_TEX_FILTER_NONE" : "SOMETHING"); svga->hud.num_sampler_objects++; SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, SVGA_STATS_COUNT_SAMPLER); return cso; } static void svga_bind_sampler_states(struct pipe_context *pipe, enum pipe_shader_type shader, unsigned start, unsigned num, void **samplers) { struct svga_context *svga = svga_context(pipe); unsigned i; boolean any_change = FALSE; assert(shader < PIPE_SHADER_TYPES); assert(start + num <= PIPE_MAX_SAMPLERS); /* Pre-VGPU10 only supports FS textures */ if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT) return; for (i = 0; i < num; i++) { if (svga->curr.sampler[shader][start + i] != samplers[i]) any_change = TRUE; svga->curr.sampler[shader][start + i] = samplers[i]; } if (!any_change) { return; } /* find highest non-null sampler[] entry */ { unsigned j = MAX2(svga->curr.num_samplers[shader], start + num); while (j > 0 && svga->curr.sampler[shader][j - 1] == NULL) j--; svga->curr.num_samplers[shader] = j; } svga->dirty |= SVGA_NEW_SAMPLER; } static void svga_delete_sampler_state(struct pipe_context *pipe, void *sampler) { struct svga_sampler_state *ss = (struct svga_sampler_state *) sampler; struct svga_context *svga = svga_context(pipe); if (svga_have_vgpu10(svga)) { unsigned i; for (i = 0; i < 2; i++) { enum pipe_error ret; if (ss->id[i] != SVGA3D_INVALID_ID) { svga_hwtnl_flush_retry(svga); ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroySamplerState(svga->swc, ss->id[i]); } util_bitmask_clear(svga->sampler_object_id_bm, ss->id[i]); } } } FREE(sampler); svga->hud.num_sampler_objects--; } static struct pipe_sampler_view * svga_create_sampler_view(struct pipe_context *pipe, struct pipe_resource *texture, const struct pipe_sampler_view *templ) { struct svga_context *svga = svga_context(pipe); struct svga_pipe_sampler_view *sv = CALLOC_STRUCT(svga_pipe_sampler_view); if (!sv) { return NULL; } sv->base = *templ; sv->base.reference.count = 1; sv->base.texture = NULL; pipe_resource_reference(&sv->base.texture, texture); sv->base.context = pipe; sv->id = SVGA3D_INVALID_ID; svga->hud.num_samplerview_objects++; SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, SVGA_STATS_COUNT_SAMPLERVIEW); return &sv->base; } static void svga_sampler_view_destroy(struct pipe_context *pipe, struct pipe_sampler_view *view) { struct svga_context *svga = svga_context(pipe); struct svga_pipe_sampler_view *sv = svga_pipe_sampler_view(view); if (svga_have_vgpu10(svga) && sv->id != SVGA3D_INVALID_ID) { if (view->context != pipe) { /* The SVGA3D device will generate an error (and on Linux, cause * us to abort) if we try to destroy a shader resource view from * a context other than the one it was created with. Skip the * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler * view for now. This should only sometimes happen when a shared * texture is deleted. */ _debug_printf("context mismatch in %s\n", __func__); } else { enum pipe_error ret; svga_hwtnl_flush_retry(svga); /* XXX is this needed? */ ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyShaderResourceView(svga->swc, sv->id); } util_bitmask_clear(svga->sampler_view_id_bm, sv->id); } } pipe_resource_reference(&sv->base.texture, NULL); FREE(sv); svga->hud.num_samplerview_objects--; } static void svga_set_sampler_views(struct pipe_context *pipe, enum pipe_shader_type shader, unsigned start, unsigned num, struct pipe_sampler_view **views) { struct svga_context *svga = svga_context(pipe); unsigned flag_1d = 0; unsigned flag_srgb = 0; uint i; boolean any_change = FALSE; assert(shader < PIPE_SHADER_TYPES); assert(start + num <= ARRAY_SIZE(svga->curr.sampler_views[shader])); /* Pre-VGPU10 only supports FS textures */ if (!svga_have_vgpu10(svga) && shader != PIPE_SHADER_FRAGMENT) return; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_SETSAMPLERVIEWS); /* This bit of code works around a quirk in the CSO module. * If start=num=0 it means all sampler views should be released. * Note that the CSO module treats sampler views for fragment shaders * differently than other shader types. */ if (start == 0 && num == 0 && svga->curr.num_sampler_views[shader] > 0) { for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) { pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][i]); } any_change = TRUE; } for (i = 0; i < num; i++) { enum pipe_texture_target target; if (svga->curr.sampler_views[shader][start + i] != views[i]) { /* Note: we're using pipe_sampler_view_release() here to work around * a possible crash when the old view belongs to another context that * was already destroyed. */ pipe_sampler_view_release(pipe, &svga->curr.sampler_views[shader][start + i]); pipe_sampler_view_reference(&svga->curr.sampler_views[shader][start + i], views[i]); any_change = TRUE; } if (!views[i]) continue; if (util_format_is_srgb(views[i]->format)) flag_srgb |= 1 << (start + i); target = views[i]->target; if (target == PIPE_TEXTURE_1D) { flag_1d |= 1 << (start + i); } else if (target == PIPE_TEXTURE_RECT) { /* If the size of the bound texture changes, we need to emit new * const buffer values. */ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS; } else if (target == PIPE_BUFFER) { /* If the size of the bound buffer changes, we need to emit new * const buffer values. */ svga->dirty |= SVGA_NEW_TEXTURE_CONSTS; } } if (!any_change) { goto done; } /* find highest non-null sampler_views[] entry */ { unsigned j = MAX2(svga->curr.num_sampler_views[shader], start + num); while (j > 0 && svga->curr.sampler_views[shader][j - 1] == NULL) j--; svga->curr.num_sampler_views[shader] = j; } svga->dirty |= SVGA_NEW_TEXTURE_BINDING; if (flag_srgb != svga->curr.tex_flags.flag_srgb || flag_1d != svga->curr.tex_flags.flag_1d) { svga->dirty |= SVGA_NEW_TEXTURE_FLAGS; svga->curr.tex_flags.flag_1d = flag_1d; svga->curr.tex_flags.flag_srgb = flag_srgb; } /* Check if any of the sampler view resources collide with the framebuffer * color buffers or depth stencil resource. If so, set the NEW_FRAME_BUFFER * dirty bit so that emit_framebuffer can be invoked to create backed view * for the conflicted surface view. */ if (svga_check_sampler_framebuffer_resource_collision(svga, shader)) { svga->dirty |= SVGA_NEW_FRAME_BUFFER; } done: SVGA_STATS_TIME_POP(svga_sws(svga)); } /** * Clean up sampler, sampler view state at context destruction time */ void svga_cleanup_sampler_state(struct svga_context *svga) { enum pipe_shader_type shader; for (shader = 0; shader <= PIPE_SHADER_GEOMETRY; shader++) { unsigned i; for (i = 0; i < svga->state.hw_draw.num_sampler_views[shader]; i++) { pipe_sampler_view_release(&svga->pipe, &svga->state.hw_draw.sampler_views[shader][i]); } } /* free polygon stipple state */ if (svga->polygon_stipple.sampler) { svga->pipe.delete_sampler_state(&svga->pipe, svga->polygon_stipple.sampler); } if (svga->polygon_stipple.sampler_view) { svga->pipe.sampler_view_destroy(&svga->pipe, &svga->polygon_stipple.sampler_view->base); } pipe_resource_reference(&svga->polygon_stipple.texture, NULL); } void svga_init_sampler_functions( struct svga_context *svga ) { svga->pipe.create_sampler_state = svga_create_sampler_state; svga->pipe.bind_sampler_states = svga_bind_sampler_states; svga->pipe.delete_sampler_state = svga_delete_sampler_state; svga->pipe.set_sampler_views = svga_set_sampler_views; svga->pipe.create_sampler_view = svga_create_sampler_view; svga->pipe.sampler_view_destroy = svga_sampler_view_destroy; }
static void svga_set_framebuffer_state(struct pipe_context *pipe, const struct pipe_framebuffer_state *fb) { struct svga_context *svga = svga_context(pipe); struct pipe_framebuffer_state *dst = &svga->curr.framebuffer; boolean propagate = FALSE; int i; dst->width = fb->width; dst->height = fb->height; dst->nr_cbufs = fb->nr_cbufs; /* check if we need to propaget any of the target surfaces */ for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) { if (dst->cbufs[i] && dst->cbufs[i] != fb->cbufs[i]) if (svga_surface_needs_propagation(dst->cbufs[i])) propagate = TRUE; } if (propagate) { /* make sure that drawing calls comes before propagation calls */ svga_hwtnl_flush_retry( svga ); for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) if (dst->cbufs[i] && dst->cbufs[i] != fb->cbufs[i]) svga_propagate_surface(pipe, dst->cbufs[i]); } /* XXX: Actually the virtual hardware may support rendertargets with * different size, depending on the host API and driver, but since we cannot * know that make no such assumption here. */ for(i = 0; i < fb->nr_cbufs; ++i) { if (fb->zsbuf && fb->cbufs[i]) { assert(fb->zsbuf->width == fb->cbufs[i]->width); assert(fb->zsbuf->height == fb->cbufs[i]->height); } } for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) pipe_surface_reference(&dst->cbufs[i], fb->cbufs[i]); pipe_surface_reference(&dst->zsbuf, fb->zsbuf); if (svga->curr.framebuffer.zsbuf) { switch (svga->curr.framebuffer.zsbuf->format) { case PIPE_FORMAT_Z16_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D16; break; case PIPE_FORMAT_S8Z24_UNORM: case PIPE_FORMAT_X8Z24_UNORM: case PIPE_FORMAT_Z24S8_UNORM: case PIPE_FORMAT_Z24X8_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D24S8; break; case PIPE_FORMAT_Z32_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D32; break; case PIPE_FORMAT_Z32_FLOAT: svga->curr.depthscale = 1.0f / ((float)(1<<23)); break; default: svga->curr.depthscale = 0.0f; break; } } else { svga->curr.depthscale = 0.0f; } svga->dirty |= SVGA_NEW_FRAME_BUFFER; }
static void svga_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info) { struct svga_context *svga = svga_context( pipe ); unsigned reduced_prim = u_reduced_prim( info->mode ); unsigned count = info->count; enum pipe_error ret = 0; boolean needed_swtnl; SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_DRAWVBO); svga->hud.num_draw_calls++; /* for SVGA_QUERY_NUM_DRAW_CALLS */ if (u_reduced_prim(info->mode) == PIPE_PRIM_TRIANGLES && svga->curr.rast->templ.cull_face == PIPE_FACE_FRONT_AND_BACK) goto done; /* * Mark currently bound target surfaces as dirty * doesn't really matter if it is done before drawing. * * TODO If we ever normaly return something other then * true we should not mark it as dirty then. */ svga_mark_surfaces_dirty(svga_context(pipe)); if (svga->curr.reduced_prim != reduced_prim) { svga->curr.reduced_prim = reduced_prim; svga->dirty |= SVGA_NEW_REDUCED_PRIMITIVE; } if (need_fallback_prim_restart(svga, info)) { enum pipe_error r; r = util_draw_vbo_without_prim_restart(pipe, &svga->curr.ib, info); assert(r == PIPE_OK); (void) r; goto done; } if (!u_trim_pipe_prim( info->mode, &count )) goto done; needed_swtnl = svga->state.sw.need_swtnl; svga_update_state_retry( svga, SVGA_STATE_NEED_SWTNL ); if (svga->state.sw.need_swtnl) { svga->hud.num_fallbacks++; /* for SVGA_QUERY_NUM_FALLBACKS */ if (!needed_swtnl) { /* * We're switching from HW to SW TNL. SW TNL will require mapping all * currently bound vertex buffers, some of which may already be * referenced in the current command buffer as result of previous HW * TNL. So flush now, to prevent the context to flush while a referred * vertex buffer is mapped. */ svga_context_flush(svga, NULL); } /* Avoid leaking the previous hwtnl bias to swtnl */ svga_hwtnl_set_index_bias( svga->hwtnl, 0 ); ret = svga_swtnl_draw_vbo( svga, info ); } else { if (info->indexed && svga->curr.ib.buffer) { unsigned offset; assert(svga->curr.ib.offset % svga->curr.ib.index_size == 0); offset = svga->curr.ib.offset / svga->curr.ib.index_size; ret = retry_draw_range_elements( svga, svga->curr.ib.buffer, svga->curr.ib.index_size, info->index_bias, info->min_index, info->max_index, info->mode, info->start + offset, count, info->start_instance, info->instance_count, TRUE ); } else { ret = retry_draw_arrays(svga, info->mode, info->start, count, info->start_instance, info->instance_count, TRUE); } } /* XXX: Silence warnings, do something sensible here? */ (void)ret; if (SVGA_DEBUG & DEBUG_FLUSH) { svga_hwtnl_flush_retry( svga ); svga_context_flush(svga, NULL); } done: SVGA_STATS_TIME_POP(svga_sws(svga)); ; }
static void svga_set_framebuffer_state(struct pipe_context *pipe, const struct pipe_framebuffer_state *fb) { struct svga_context *svga = svga_context(pipe); struct pipe_framebuffer_state *dst = &svga->curr.framebuffer; boolean propagate = FALSE; unsigned i; /* make sure any pending drawing calls are flushed before changing * the framebuffer state */ svga_hwtnl_flush_retry(svga); dst->width = fb->width; dst->height = fb->height; dst->nr_cbufs = fb->nr_cbufs; /* check if we need to propagate any of the target surfaces */ for (i = 0; i < dst->nr_cbufs; i++) { struct pipe_surface *s = i < fb->nr_cbufs ? fb->cbufs[i] : NULL; if (dst->cbufs[i] && dst->cbufs[i] != s) { if (svga_surface_needs_propagation(dst->cbufs[i])) { propagate = TRUE; break; } } } if (propagate) { for (i = 0; i < dst->nr_cbufs; i++) { struct pipe_surface *s = i < fb->nr_cbufs ? fb->cbufs[i] : NULL; if (dst->cbufs[i] && dst->cbufs[i] != s) svga_propagate_surface(svga, dst->cbufs[i]); } } /* Check that all surfaces are the same size. * Actually, the virtual hardware may support rendertargets with * different size, depending on the host API and driver, */ { int width = 0, height = 0; if (fb->zsbuf) { width = fb->zsbuf->width; height = fb->zsbuf->height; } for (i = 0; i < fb->nr_cbufs; ++i) { if (fb->cbufs[i]) { if (width && height) { if (fb->cbufs[i]->width != width || fb->cbufs[i]->height != height) { debug_warning("Mixed-size color and depth/stencil surfaces " "may not work properly"); } } else { width = fb->cbufs[i]->width; height = fb->cbufs[i]->height; } } } } util_copy_framebuffer_state(dst, fb); /* Set the rendered-to flags */ for (i = 0; i < dst->nr_cbufs; i++) { struct pipe_surface *s = dst->cbufs[i]; if (s) { struct svga_texture *t = svga_texture(s->texture); svga_set_texture_rendered_to(t, s->u.tex.first_layer, s->u.tex.level); } } if (svga->curr.framebuffer.zsbuf) { switch (svga->curr.framebuffer.zsbuf->format) { case PIPE_FORMAT_Z16_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D16; break; case PIPE_FORMAT_Z24_UNORM_S8_UINT: case PIPE_FORMAT_Z24X8_UNORM: case PIPE_FORMAT_S8_UINT_Z24_UNORM: case PIPE_FORMAT_X8Z24_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D24S8; break; case PIPE_FORMAT_Z32_UNORM: svga->curr.depthscale = 1.0f / DEPTH_BIAS_SCALE_FACTOR_D32; break; case PIPE_FORMAT_Z32_FLOAT: svga->curr.depthscale = 1.0f / ((float)(1<<23)); break; default: svga->curr.depthscale = 0.0f; break; } /* Set rendered-to flag */ { struct pipe_surface *s = dst->zsbuf; struct svga_texture *t = svga_texture(s->texture); svga_set_texture_rendered_to(t, s->u.tex.first_layer, s->u.tex.level); } } else { svga->curr.depthscale = 0.0f; } svga->dirty |= SVGA_NEW_FRAME_BUFFER; }
static void svga_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info) { struct svga_context *svga = svga_context( pipe ); unsigned reduced_prim = u_reduced_prim( info->mode ); unsigned count = info->count; enum pipe_error ret = 0; boolean needed_swtnl; if (!u_trim_pipe_prim( info->mode, &count )) return; /* * Mark currently bound target surfaces as dirty * doesn't really matter if it is done before drawing. * * TODO If we ever normaly return something other then * true we should not mark it as dirty then. */ svga_mark_surfaces_dirty(svga_context(pipe)); if (svga->curr.reduced_prim != reduced_prim) { svga->curr.reduced_prim = reduced_prim; svga->dirty |= SVGA_NEW_REDUCED_PRIMITIVE; } needed_swtnl = svga->state.sw.need_swtnl; svga_update_state_retry( svga, SVGA_STATE_NEED_SWTNL ); #ifdef DEBUG if (svga->curr.vs->base.id == svga->debug.disable_shader || svga->curr.fs->base.id == svga->debug.disable_shader) return; #endif if (svga->state.sw.need_swtnl) { if (!needed_swtnl) { /* * We're switching from HW to SW TNL. SW TNL will require mapping all * currently bound vertex buffers, some of which may already be * referenced in the current command buffer as result of previous HW * TNL. So flush now, to prevent the context to flush while a referred * vertex buffer is mapped. */ svga_context_flush(svga, NULL); } /* Avoid leaking the previous hwtnl bias to swtnl */ svga_hwtnl_set_index_bias( svga->hwtnl, 0 ); ret = svga_swtnl_draw_vbo( svga, info ); } else { if (info->indexed && svga->curr.ib.buffer) { unsigned offset; assert(svga->curr.ib.offset % svga->curr.ib.index_size == 0); offset = svga->curr.ib.offset / svga->curr.ib.index_size; ret = retry_draw_range_elements( svga, svga->curr.ib.buffer, svga->curr.ib.index_size, info->index_bias, info->min_index, info->max_index, info->mode, info->start + offset, info->count, info->instance_count, TRUE ); } else { ret = retry_draw_arrays( svga, info->mode, info->start, info->count, info->instance_count, TRUE ); } } /* XXX: Silence warnings, do something sensible here? */ (void)ret; svga_release_user_upl_buffers( svga ); if (SVGA_DEBUG & DEBUG_FLUSH) { svga_hwtnl_flush_retry( svga ); svga_context_flush(svga, NULL); } }
static enum pipe_error emit_rss_vgpu10(struct svga_context *svga, unsigned dirty) { enum pipe_error ret = PIPE_OK; svga_hwtnl_flush_retry(svga); if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { const struct svga_blend_state *curr; float blend_factor[4]; if (svga_has_any_integer_cbufs(svga)) { /* Blending is not supported in integer-valued render targets. */ curr = svga->noop_blend; blend_factor[0] = blend_factor[1] = blend_factor[2] = blend_factor[3] = 0; } else { curr = svga->curr.blend; if (curr->blend_color_alpha) { blend_factor[0] = blend_factor[1] = blend_factor[2] = blend_factor[3] = svga->curr.blend_color.color[3]; } else { blend_factor[0] = svga->curr.blend_color.color[0]; blend_factor[1] = svga->curr.blend_color.color[1]; blend_factor[2] = svga->curr.blend_color.color[2]; blend_factor[3] = svga->curr.blend_color.color[3]; } } /* Set/bind the blend state object */ if (svga->state.hw_draw.blend_id != curr->id || svga->state.hw_draw.blend_factor[0] != blend_factor[0] || svga->state.hw_draw.blend_factor[1] != blend_factor[1] || svga->state.hw_draw.blend_factor[2] != blend_factor[2] || svga->state.hw_draw.blend_factor[3] != blend_factor[3] || svga->state.hw_draw.blend_sample_mask != svga->curr.sample_mask) { ret = SVGA3D_vgpu10_SetBlendState(svga->swc, curr->id, blend_factor, svga->curr.sample_mask); if (ret != PIPE_OK) return ret; svga->state.hw_draw.blend_id = curr->id; svga->state.hw_draw.blend_factor[0] = blend_factor[0]; svga->state.hw_draw.blend_factor[1] = blend_factor[1]; svga->state.hw_draw.blend_factor[2] = blend_factor[2]; svga->state.hw_draw.blend_factor[3] = blend_factor[3]; svga->state.hw_draw.blend_sample_mask = svga->curr.sample_mask; } } if (dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_STENCIL_REF)) { const struct svga_depth_stencil_state *curr = svga->curr.depth; unsigned curr_ref = svga->curr.stencil_ref.ref_value[0]; if (curr->id != svga->state.hw_draw.depth_stencil_id || curr_ref != svga->state.hw_draw.stencil_ref) { /* Set/bind the depth/stencil state object */ ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, curr->id, curr_ref); if (ret != PIPE_OK) return ret; svga->state.hw_draw.depth_stencil_id = curr->id; svga->state.hw_draw.stencil_ref = curr_ref; } } if (dirty & (SVGA_NEW_REDUCED_PRIMITIVE | SVGA_NEW_RAST)) { const struct svga_rasterizer_state *rast; if (svga->curr.reduced_prim == PIPE_PRIM_POINTS && svga->curr.gs && svga->curr.gs->wide_point) { /* If we are drawing a point sprite, we will need to * bind a non-culling rasterizer state object */ rast = get_no_cull_rasterizer_state(svga); } else { rast = svga->curr.rast; } if (svga->state.hw_draw.rasterizer_id != rast->id) { /* Set/bind the rasterizer state object */ ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, rast->id); if (ret != PIPE_OK) return ret; svga->state.hw_draw.rasterizer_id = rast->id; } } return PIPE_OK; }
static boolean svga_draw_range_elements( struct pipe_context *pipe, struct pipe_buffer *index_buffer, unsigned index_size, unsigned min_index, unsigned max_index, unsigned prim, unsigned start, unsigned count) { struct svga_context *svga = svga_context( pipe ); unsigned reduced_prim = u_reduced_prim(prim); enum pipe_error ret = 0; if (!u_trim_pipe_prim( prim, &count )) return TRUE; /* * Mark currently bound target surfaces as dirty * doesn't really matter if it is done before drawing. * * TODO If we ever normaly return something other then * true we should not mark it as dirty then. */ svga_mark_surfaces_dirty(svga_context(pipe)); if (svga->curr.reduced_prim != reduced_prim) { svga->curr.reduced_prim = reduced_prim; svga->dirty |= SVGA_NEW_REDUCED_PRIMITIVE; } svga_update_state_retry( svga, SVGA_STATE_NEED_SWTNL ); #ifdef DEBUG if (svga->curr.vs->base.id == svga->debug.disable_shader || svga->curr.fs->base.id == svga->debug.disable_shader) return 0; #endif if (svga->state.sw.need_swtnl) { ret = svga_swtnl_draw_range_elements( svga, index_buffer, index_size, min_index, max_index, prim, start, count ); } else { if (index_buffer) { ret = retry_draw_range_elements( svga, index_buffer, index_size, min_index, max_index, prim, start, count, TRUE ); } else { ret = retry_draw_arrays( svga, prim, start, count, TRUE ); } } if (SVGA_DEBUG & DEBUG_FLUSH) { static unsigned id; debug_printf("%s %d\n", __FUNCTION__, id++); svga_hwtnl_flush_retry( svga ); svga_context_flush(svga, NULL); } return ret == PIPE_OK; }