1 /********************************************************** 2 * Copyright 2008-2009 VMware, Inc. All rights reserved. 3 * 4 * Permission is hereby granted, free of charge, to any person 5 * obtaining a copy of this software and associated documentation 6 * files (the "Software"), to deal in the Software without 7 * restriction, including without limitation the rights to use, copy, 8 * modify, merge, publish, distribute, sublicense, and/or sell copies 9 * of the Software, and to permit persons to whom the Software is 10 * furnished to do so, subject to the following conditions: 11 * 12 * The above copyright notice and this permission notice shall be 13 * included in all copies or substantial portions of the Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND 18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS 19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN 20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 22 * SOFTWARE. 23 * 24 **********************************************************/ 25 26 #include "pipe/p_defines.h" 27 #include "util/u_bitmask.h" 28 #include "util/u_format.h" 29 #include "util/u_inlines.h" 30 #include "util/u_memory.h" 31 #include "util/u_math.h" 32 #include "util/u_memory.h" 33 34 #include "svga_context.h" 35 #include "svga_screen.h" 36 #include "svga_state.h" 37 #include "svga_cmd.h" 38 #include "svga_format.h" 39 #include "svga_shader.h" 40 41 42 struct rs_queue { 43 unsigned rs_count; 44 SVGA3dRenderState rs[SVGA3D_RS_MAX]; 45 }; 46 47 48 #define EMIT_RS(svga, value, token) \ 49 do { \ 50 STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \ 51 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \ 52 svga_queue_rs(&queue, SVGA3D_RS_##token, value); \ 53 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \ 54 } \ 55 } while (0) 56 57 #define EMIT_RS_FLOAT(svga, fvalue, token) \ 58 do { \ 59 unsigned value = fui(fvalue); \ 60 STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \ 61 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \ 62 svga_queue_rs(&queue, SVGA3D_RS_##token, value); \ 63 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \ 64 } \ 65 } while (0) 66 67 68 static inline void 69 svga_queue_rs(struct rs_queue *q, unsigned rss, unsigned value) 70 { 71 assert(q->rs_count < ARRAY_SIZE(q->rs)); 72 q->rs[q->rs_count].state = rss; 73 q->rs[q->rs_count].uintValue = value; 74 q->rs_count++; 75 } 76 77 78 /* Compare old and new render states and emit differences between them 79 * to hardware. Simplest implementation would be to emit the whole of 80 * the "to" state. 81 */ 82 static enum pipe_error 83 emit_rss_vgpu9(struct svga_context *svga, unsigned dirty) 84 { 85 struct svga_screen *screen = svga_screen(svga->pipe.screen); 86 struct rs_queue queue; 87 float point_size_min; 88 89 queue.rs_count = 0; 90 91 if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { 92 const struct svga_blend_state *curr = svga->curr.blend; 93 94 EMIT_RS(svga, curr->rt[0].writemask, COLORWRITEENABLE); 95 EMIT_RS(svga, curr->rt[0].blend_enable, BLENDENABLE); 96 97 if (curr->rt[0].blend_enable) { 98 EMIT_RS(svga, curr->rt[0].srcblend, SRCBLEND); 99 EMIT_RS(svga, curr->rt[0].dstblend, DSTBLEND); 100 EMIT_RS(svga, curr->rt[0].blendeq, BLENDEQUATION); 101 102 EMIT_RS(svga, curr->rt[0].separate_alpha_blend_enable, 103 SEPARATEALPHABLENDENABLE); 104 105 if (curr->rt[0].separate_alpha_blend_enable) { 106 EMIT_RS(svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA); 107 EMIT_RS(svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA); 108 EMIT_RS(svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA); 109 } 110 } 111 } 112 113 if (dirty & SVGA_NEW_BLEND_COLOR) { 114 uint32 color; 115 uint32 r = float_to_ubyte(svga->curr.blend_color.color[0]); 116 uint32 g = float_to_ubyte(svga->curr.blend_color.color[1]); 117 uint32 b = float_to_ubyte(svga->curr.blend_color.color[2]); 118 uint32 a = float_to_ubyte(svga->curr.blend_color.color[3]); 119 120 color = (a << 24) | (r << 16) | (g << 8) | b; 121 122 EMIT_RS(svga, color, BLENDCOLOR); 123 } 124 125 if (dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_RAST)) { 126 const struct svga_depth_stencil_state *curr = svga->curr.depth; 127 const struct svga_rasterizer_state *rast = svga->curr.rast; 128 129 if (!curr->stencil[0].enabled) { 130 /* Stencil disabled 131 */ 132 EMIT_RS(svga, FALSE, STENCILENABLE); 133 EMIT_RS(svga, FALSE, STENCILENABLE2SIDED); 134 } 135 else if (curr->stencil[0].enabled && !curr->stencil[1].enabled) { 136 /* Regular stencil 137 */ 138 EMIT_RS(svga, TRUE, STENCILENABLE); 139 EMIT_RS(svga, FALSE, STENCILENABLE2SIDED); 140 141 EMIT_RS(svga, curr->stencil[0].func, STENCILFUNC); 142 EMIT_RS(svga, curr->stencil[0].fail, STENCILFAIL); 143 EMIT_RS(svga, curr->stencil[0].zfail, STENCILZFAIL); 144 EMIT_RS(svga, curr->stencil[0].pass, STENCILPASS); 145 146 EMIT_RS(svga, curr->stencil_mask, STENCILMASK); 147 EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK); 148 } 149 else { 150 int cw, ccw; 151 152 /* Hardware frontwinding is always CW, so if ours is also CW, 153 * then our definition of front face agrees with hardware. 154 * Otherwise need to flip. 155 */ 156 if (rast->templ.front_ccw) { 157 ccw = 0; 158 cw = 1; 159 } 160 else { 161 ccw = 1; 162 cw = 0; 163 } 164 165 /* Twoside stencil 166 */ 167 EMIT_RS(svga, TRUE, STENCILENABLE); 168 EMIT_RS(svga, TRUE, STENCILENABLE2SIDED); 169 170 EMIT_RS(svga, curr->stencil[cw].func, STENCILFUNC); 171 EMIT_RS(svga, curr->stencil[cw].fail, STENCILFAIL); 172 EMIT_RS(svga, curr->stencil[cw].zfail, STENCILZFAIL); 173 EMIT_RS(svga, curr->stencil[cw].pass, STENCILPASS); 174 175 EMIT_RS(svga, curr->stencil[ccw].func, CCWSTENCILFUNC); 176 EMIT_RS(svga, curr->stencil[ccw].fail, CCWSTENCILFAIL); 177 EMIT_RS(svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL); 178 EMIT_RS(svga, curr->stencil[ccw].pass, CCWSTENCILPASS); 179 180 EMIT_RS(svga, curr->stencil_mask, STENCILMASK); 181 EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK); 182 } 183 184 EMIT_RS(svga, curr->zenable, ZENABLE); 185 if (curr->zenable) { 186 EMIT_RS(svga, curr->zfunc, ZFUNC); 187 EMIT_RS(svga, curr->zwriteenable, ZWRITEENABLE); 188 } 189 190 EMIT_RS(svga, curr->alphatestenable, ALPHATESTENABLE); 191 if (curr->alphatestenable) { 192 EMIT_RS(svga, curr->alphafunc, ALPHAFUNC); 193 EMIT_RS_FLOAT(svga, curr->alpharef, ALPHAREF); 194 } 195 } 196 197 if (dirty & SVGA_NEW_STENCIL_REF) { 198 EMIT_RS(svga, svga->curr.stencil_ref.ref_value[0], STENCILREF); 199 } 200 201 if (dirty & (SVGA_NEW_RAST | SVGA_NEW_NEED_PIPELINE)) { 202 const struct svga_rasterizer_state *curr = svga->curr.rast; 203 unsigned cullmode = curr->cullmode; 204 205 /* Shademode: still need to rearrange index list to move 206 * flat-shading PV first vertex. 207 */ 208 EMIT_RS(svga, curr->shademode, SHADEMODE); 209 210 /* Don't do culling while the software pipeline is active. It 211 * does it for us, and additionally introduces potentially 212 * back-facing triangles. 213 */ 214 if (svga->state.sw.need_pipeline) 215 cullmode = SVGA3D_FACE_NONE; 216 217 point_size_min = util_get_min_point_size(&curr->templ); 218 219 EMIT_RS(svga, cullmode, CULLMODE); 220 EMIT_RS(svga, curr->scissortestenable, SCISSORTESTENABLE); 221 EMIT_RS(svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS); 222 EMIT_RS(svga, curr->lastpixel, LASTPIXEL); 223 EMIT_RS_FLOAT(svga, curr->pointsize, POINTSIZE); 224 EMIT_RS_FLOAT(svga, point_size_min, POINTSIZEMIN); 225 EMIT_RS_FLOAT(svga, screen->maxPointSize, POINTSIZEMAX); 226 EMIT_RS(svga, curr->pointsprite, POINTSPRITEENABLE); 227 228 /* Emit line state, when the device understands it */ 229 if (screen->haveLineStipple) 230 EMIT_RS(svga, curr->linepattern, LINEPATTERN); 231 if (screen->haveLineSmooth) 232 EMIT_RS(svga, curr->antialiasedlineenable, ANTIALIASEDLINEENABLE); 233 if (screen->maxLineWidth > 1.0F) 234 EMIT_RS_FLOAT(svga, curr->linewidth, LINEWIDTH); 235 } 236 237 if (dirty & (SVGA_NEW_RAST | 238 SVGA_NEW_FRAME_BUFFER | 239 SVGA_NEW_NEED_PIPELINE)) { 240 const struct svga_rasterizer_state *curr = svga->curr.rast; 241 float slope = 0.0; 242 float bias = 0.0; 243 244 /* Need to modify depth bias according to bound depthbuffer 245 * format. Don't do hardware depthbias while the software 246 * pipeline is active. 247 */ 248 if (!svga->state.sw.need_pipeline && 249 svga->curr.framebuffer.zsbuf) 250 { 251 slope = curr->slopescaledepthbias; 252 bias = svga->curr.depthscale * curr->depthbias; 253 } 254 255 EMIT_RS_FLOAT(svga, slope, SLOPESCALEDEPTHBIAS); 256 EMIT_RS_FLOAT(svga, bias, DEPTHBIAS); 257 } 258 259 if (dirty & SVGA_NEW_FRAME_BUFFER) { 260 /* XXX: we only look at the first color buffer's sRGB state */ 261 float gamma = 1.0f; 262 if (svga->curr.framebuffer.cbufs[0] && 263 util_format_is_srgb(svga->curr.framebuffer.cbufs[0]->format)) { 264 gamma = 2.2f; 265 } 266 EMIT_RS_FLOAT(svga, gamma, OUTPUTGAMMA); 267 } 268 269 if (dirty & SVGA_NEW_RAST) { 270 /* bitmask of the enabled clip planes */ 271 unsigned enabled = svga->curr.rast->templ.clip_plane_enable; 272 EMIT_RS(svga, enabled, CLIPPLANEENABLE); 273 } 274 275 if (queue.rs_count) { 276 SVGA3dRenderState *rs; 277 278 if (SVGA3D_BeginSetRenderState(svga->swc, &rs, queue.rs_count) 279 != PIPE_OK) { 280 /* XXX: need to poison cached hardware state on failure to ensure 281 * dirty state gets re-emitted. Fix this by re-instating partial 282 * FIFOCommit command and only updating cached hw state once the 283 * initial allocation has succeeded. 284 */ 285 memset(svga->state.hw_draw.rs, 0xcd, sizeof(svga->state.hw_draw.rs)); 286 287 return PIPE_ERROR_OUT_OF_MEMORY; 288 } 289 290 memcpy(rs, queue.rs, queue.rs_count * sizeof queue.rs[0]); 291 292 SVGA_FIFOCommitAll(svga->swc); 293 } 294 295 return PIPE_OK; 296 } 297 298 299 /** Returns a non-culling rasterizer state object to be used with 300 * point sprite. 301 */ 302 static struct svga_rasterizer_state * 303 get_no_cull_rasterizer_state(struct svga_context *svga) 304 { 305 const struct svga_rasterizer_state *r = svga->curr.rast; 306 unsigned int aa_point = r->templ.point_smooth; 307 308 if (!svga->rasterizer_no_cull[aa_point]) { 309 struct pipe_rasterizer_state rast; 310 311 memset(&rast, 0, sizeof(rast)); 312 rast.flatshade = 1; 313 rast.front_ccw = 1; 314 rast.point_smooth = r->templ.point_smooth; 315 316 /* All rasterizer states have the same half_pixel_center, 317 * bottom_edge_rule and clip_halfz values since they are 318 * constant for a context. If we ever implement 319 * GL_ARB_clip_control, the clip_halfz field would have to be observed. 320 */ 321 rast.half_pixel_center = r->templ.half_pixel_center; 322 rast.bottom_edge_rule = r->templ.bottom_edge_rule; 323 rast.clip_halfz = r->templ.clip_halfz; 324 325 svga->rasterizer_no_cull[aa_point] = 326 svga->pipe.create_rasterizer_state(&svga->pipe, &rast); 327 } 328 return svga->rasterizer_no_cull[aa_point]; 329 } 330 331 332 /** Returns a depth stencil state object with depth and stencil test disabled. 333 */ 334 static struct svga_depth_stencil_state * 335 get_no_depth_stencil_test_state(struct svga_context *svga) 336 { 337 if (!svga->depthstencil_disable) { 338 struct pipe_depth_stencil_alpha_state ds = {{0}}; 339 svga->depthstencil_disable = 340 svga->pipe.create_depth_stencil_alpha_state(&svga->pipe, &ds); 341 } 342 return svga->depthstencil_disable; 343 } 344 345 346 static enum pipe_error 347 emit_rss_vgpu10(struct svga_context *svga, unsigned dirty) 348 { 349 enum pipe_error ret = PIPE_OK; 350 351 svga_hwtnl_flush_retry(svga); 352 353 if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { 354 const struct svga_blend_state *curr; 355 float blend_factor[4]; 356 357 if (svga_has_any_integer_cbufs(svga)) { 358 /* Blending is not supported in integer-valued render targets. */ 359 curr = svga->noop_blend; 360 blend_factor[0] = 361 blend_factor[1] = 362 blend_factor[2] = 363 blend_factor[3] = 0; 364 } 365 else { 366 curr = svga->curr.blend; 367 368 if (curr->blend_color_alpha) { 369 blend_factor[0] = 370 blend_factor[1] = 371 blend_factor[2] = 372 blend_factor[3] = svga->curr.blend_color.color[3]; 373 } 374 else { 375 blend_factor[0] = svga->curr.blend_color.color[0]; 376 blend_factor[1] = svga->curr.blend_color.color[1]; 377 blend_factor[2] = svga->curr.blend_color.color[2]; 378 blend_factor[3] = svga->curr.blend_color.color[3]; 379 } 380 } 381 382 /* Set/bind the blend state object */ 383 if (svga->state.hw_draw.blend_id != curr->id || 384 svga->state.hw_draw.blend_factor[0] != blend_factor[0] || 385 svga->state.hw_draw.blend_factor[1] != blend_factor[1] || 386 svga->state.hw_draw.blend_factor[2] != blend_factor[2] || 387 svga->state.hw_draw.blend_factor[3] != blend_factor[3] || 388 svga->state.hw_draw.blend_sample_mask != svga->curr.sample_mask) { 389 ret = SVGA3D_vgpu10_SetBlendState(svga->swc, curr->id, 390 blend_factor, 391 svga->curr.sample_mask); 392 if (ret != PIPE_OK) 393 return ret; 394 395 svga->state.hw_draw.blend_id = curr->id; 396 svga->state.hw_draw.blend_factor[0] = blend_factor[0]; 397 svga->state.hw_draw.blend_factor[1] = blend_factor[1]; 398 svga->state.hw_draw.blend_factor[2] = blend_factor[2]; 399 svga->state.hw_draw.blend_factor[3] = blend_factor[3]; 400 svga->state.hw_draw.blend_sample_mask = svga->curr.sample_mask; 401 } 402 } 403 404 if (svga->disable_rasterizer) { 405 if (!svga->state.hw_draw.rasterizer_discard) { 406 struct svga_depth_stencil_state *ds; 407 408 /* If rasterization is to be disabled, disable depth and stencil 409 * testing as well. 410 */ 411 ds = get_no_depth_stencil_test_state(svga); 412 if (ds->id != svga->state.hw_draw.depth_stencil_id) { 413 ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, ds->id, 0); 414 if (ret != PIPE_OK) 415 return ret; 416 417 svga->state.hw_draw.depth_stencil_id = ds->id; 418 svga->state.hw_draw.stencil_ref = 0; 419 } 420 svga->state.hw_draw.rasterizer_discard = TRUE; 421 } 422 } else { 423 if ((dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_STENCIL_REF)) || 424 svga->state.hw_draw.rasterizer_discard) { 425 const struct svga_depth_stencil_state *curr = svga->curr.depth; 426 unsigned curr_ref = svga->curr.stencil_ref.ref_value[0]; 427 428 if (curr->id != svga->state.hw_draw.depth_stencil_id || 429 curr_ref != svga->state.hw_draw.stencil_ref) { 430 /* Set/bind the depth/stencil state object */ 431 ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, curr->id, 432 curr_ref); 433 if (ret != PIPE_OK) 434 return ret; 435 436 svga->state.hw_draw.depth_stencil_id = curr->id; 437 svga->state.hw_draw.stencil_ref = curr_ref; 438 } 439 } 440 441 if (dirty & (SVGA_NEW_REDUCED_PRIMITIVE | SVGA_NEW_RAST)) { 442 const struct svga_rasterizer_state *rast; 443 444 if (svga->curr.reduced_prim == PIPE_PRIM_POINTS && 445 svga->curr.gs && svga->curr.gs->wide_point) { 446 447 /* If we are drawing a point sprite, we will need to 448 * bind a non-culling rasterizer state object 449 */ 450 rast = get_no_cull_rasterizer_state(svga); 451 } 452 else { 453 rast = svga->curr.rast; 454 } 455 456 if (svga->state.hw_draw.rasterizer_id != rast->id) { 457 /* Set/bind the rasterizer state object */ 458 ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, rast->id); 459 if (ret != PIPE_OK) 460 return ret; 461 svga->state.hw_draw.rasterizer_id = rast->id; 462 } 463 } 464 svga->state.hw_draw.rasterizer_discard = FALSE; 465 } 466 return PIPE_OK; 467 } 468 469 470 static enum pipe_error 471 emit_rss(struct svga_context *svga, unsigned dirty) 472 { 473 if (svga_have_vgpu10(svga)) { 474 return emit_rss_vgpu10(svga, dirty); 475 } 476 else { 477 return emit_rss_vgpu9(svga, dirty); 478 } 479 } 480 481 482 struct svga_tracked_state svga_hw_rss = 483 { 484 "hw rss state", 485 486 (SVGA_NEW_BLEND | 487 SVGA_NEW_BLEND_COLOR | 488 SVGA_NEW_DEPTH_STENCIL_ALPHA | 489 SVGA_NEW_STENCIL_REF | 490 SVGA_NEW_RAST | 491 SVGA_NEW_FRAME_BUFFER | 492 SVGA_NEW_NEED_PIPELINE | 493 SVGA_NEW_FS | 494 SVGA_NEW_REDUCED_PRIMITIVE), 495 496 emit_rss 497 }; 498