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/**********************************************************
* Copyright 2008-2009 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.
*
**********************************************************/
#include "util/u_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
#include "svga_sampler_view.h"
#include "svga_winsys.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
void svga_cleanup_tss_binding(struct svga_context *svga)
{
int i;
unsigned count = MAX2( svga->curr.num_sampler_views,
svga->state.hw_draw.num_views );
for (i = 0; i < count; i++) {
struct svga_hw_view_state *view = &svga->state.hw_draw.views[i];
svga_sampler_view_reference(&view->v, NULL);
pipe_sampler_view_reference( &svga->curr.sampler_views[i], NULL );
pipe_resource_reference( &view->texture, NULL );
view->dirty = 1;
}
}
static int
update_tss_binding(struct svga_context *svga,
unsigned dirty )
{
boolean reemit = !!(dirty & SVGA_NEW_COMMAND_BUFFER);
unsigned i;
unsigned count = MAX2( svga->curr.num_sampler_views,
svga->state.hw_draw.num_views );
unsigned min_lod;
unsigned max_lod;
struct {
struct {
unsigned unit;
struct svga_hw_view_state *view;
} bind[PIPE_MAX_SAMPLERS];
unsigned bind_count;
} queue;
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;
/* get min max lod */
if (svga->curr.sampler_views[i]) {
min_lod = MAX2(s->view_min_lod, 0);
max_lod = MIN2(s->view_max_lod, svga->curr.sampler_views[i]->texture->last_level);
texture = svga->curr.sampler_views[i]->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);
}
}
svga->state.hw_draw.num_views = svga->curr.num_sampler_views;
if (queue.bind_count) {
SVGA3dTextureState *ts;
if (SVGA3D_BeginSetTextureState( svga->swc,
&ts,
queue.bind_count ) != PIPE_OK)
goto fail;
for (i = 0; i < queue.bind_count; i++) {
struct svga_winsys_surface *handle;
ts[i].stage = queue.bind[i].unit;
ts[i].name = SVGA3D_TS_BIND_TEXTURE;
if (queue.bind[i].view->v) {
handle = queue.bind[i].view->v->handle;
}
else {
handle = NULL;
}
svga->swc->surface_relocation(svga->swc,
&ts[i].value,
handle,
SVGA_RELOC_READ);
queue.bind[i].view->dirty = FALSE;
}
SVGA_FIFOCommitAll( svga->swc );
}
return 0;
fail:
return PIPE_ERROR_OUT_OF_MEMORY;
}
struct svga_tracked_state svga_hw_tss_binding = {
"texture binding emit",
SVGA_NEW_TEXTURE_BINDING |
SVGA_NEW_SAMPLER |
SVGA_NEW_COMMAND_BUFFER,
update_tss_binding
};
/***********************************************************************
*/
struct ts_queue {
unsigned ts_count;
SVGA3dTextureState ts[PIPE_MAX_SAMPLERS*SVGA3D_TS_MAX];
};
#define EMIT_TS(svga, unit, val, token, fail) \
do { \
if (svga->state.hw_draw.ts[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) \
do { \
unsigned val = fui(fvalue); \
if (svga->state.hw_draw.ts[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 )
{
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++;
}
static int
update_tss(struct svga_context *svga,
unsigned dirty )
{
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)) {
debug_printf("wrap 1d tex %d\n", 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 (queue.ts_count) {
SVGA3dTextureState *ts;
if (SVGA3D_BeginSetTextureState( svga->swc,
&ts,
queue.ts_count ) != PIPE_OK)
goto fail;
memcpy( ts,
queue.ts,
queue.ts_count * sizeof queue.ts[0]);
SVGA_FIFOCommitAll( svga->swc );
}
return 0;
fail:
/* XXX: need to poison cached hardware state on failure to ensure
* dirty state gets re-emitted. Fix this by re-instating partial
* FIFOCommit command and only updating cached hw state once the
* initial allocation has succeeded.
*/
memset(svga->state.hw_draw.ts, 0xcd, sizeof(svga->state.hw_draw.ts));
return PIPE_ERROR_OUT_OF_MEMORY;
}
struct svga_tracked_state svga_hw_tss = {
"texture state emit",
(SVGA_NEW_SAMPLER |
SVGA_NEW_TEXTURE_FLAGS),
update_tss
};
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