/* * Copyright (C) 2016 Rob Clark * Copyright © 2018 Google, Inc. * * 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 (including the next * paragraph) 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. * * Authors: * Rob Clark */ #ifndef FD6_TEXTURE_H_ #define FD6_TEXTURE_H_ #include "pipe/p_context.h" #include "freedreno_texture.h" #include "freedreno_resource.h" #include "fd6_context.h" #include "fd6_format.h" struct fd6_sampler_stateobj { struct pipe_sampler_state base; uint32_t texsamp0, texsamp1, texsamp2, texsamp3; bool saturate_s, saturate_t, saturate_r; bool needs_border; uint16_t seqno; }; static inline struct fd6_sampler_stateobj * fd6_sampler_stateobj(struct pipe_sampler_state *samp) { return (struct fd6_sampler_stateobj *)samp; } struct fd6_pipe_sampler_view { struct pipe_sampler_view base; uint32_t texconst0, texconst1, texconst2, texconst3, texconst5; uint32_t texconst6, texconst7, texconst8, texconst9, texconst10, texconst11; uint32_t offset, ubwc_offset; uint16_t seqno; bool ubwc_enabled; }; static inline struct fd6_pipe_sampler_view * fd6_pipe_sampler_view(struct pipe_sampler_view *pview) { return (struct fd6_pipe_sampler_view *)pview; } void fd6_texture_init(struct pipe_context *pctx); void fd6_texture_fini(struct pipe_context *pctx); static inline enum a6xx_tex_type fd6_tex_type(unsigned target) { switch (target) { default: assert(0); case PIPE_BUFFER: case PIPE_TEXTURE_1D: case PIPE_TEXTURE_1D_ARRAY: return A6XX_TEX_1D; case PIPE_TEXTURE_RECT: case PIPE_TEXTURE_2D: case PIPE_TEXTURE_2D_ARRAY: return A6XX_TEX_2D; case PIPE_TEXTURE_3D: return A6XX_TEX_3D; case PIPE_TEXTURE_CUBE: case PIPE_TEXTURE_CUBE_ARRAY: return A6XX_TEX_CUBE; } } static inline unsigned fd6_border_color_offset(struct fd_context *ctx, enum pipe_shader_type type, struct fd_texture_stateobj *tex) { /* Currently we put the FS border-color state after VS. Possibly * we could swap the order. * * This will need update for HS/DS/GS */ if (type != PIPE_SHADER_FRAGMENT) return 0; unsigned needs_border = false; for (unsigned i = 0; i < tex->num_samplers; i++) { if (!tex->samplers[i]) continue; struct fd6_sampler_stateobj *sampler = fd6_sampler_stateobj(tex->samplers[i]); needs_border |= sampler->needs_border; } if (!needs_border) return 0; return ctx->tex[PIPE_SHADER_VERTEX].num_samplers; } /* * Texture stateobj: * * The sampler and sampler-view state is mapped to a single hardware * stateobj which can be emit'd as a pointer in a CP_SET_DRAW_STATE * packet, to avoid the overhead of re-generating the entire cmdstream * when application toggles thru multiple different texture states. */ struct fd6_texture_key { struct { /* We need to track the seqno of the rsc as well as of the * sampler view, because resource shadowing/etc can result * that the underlying bo changes (which means the previous * state was no longer valid. */ uint16_t rsc_seqno; uint16_t seqno; } view[16]; struct { uint16_t seqno; } samp[16]; uint8_t bcolor_offset; }; struct fd6_texture_state { struct fd6_texture_key key; struct fd_ringbuffer *stateobj; bool needs_border; }; struct fd6_texture_state * fd6_texture_state(struct fd_context *ctx, enum pipe_shader_type type, struct fd_texture_stateobj *tex); #endif /* FD6_TEXTURE_H_ */