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      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_inlines.h"
     29 #include "util/u_math.h"
     30 #include "util/u_memory.h"
     31 
     32 #include "svga_context.h"
     33 #include "svga_hw_reg.h"
     34 #include "svga_cmd.h"
     35 
     36 
     37 static inline unsigned
     38 svga_translate_compare_func(unsigned func)
     39 {
     40    switch (func) {
     41    case PIPE_FUNC_NEVER:     return SVGA3D_CMP_NEVER;
     42    case PIPE_FUNC_LESS:      return SVGA3D_CMP_LESS;
     43    case PIPE_FUNC_LEQUAL:    return SVGA3D_CMP_LESSEQUAL;
     44    case PIPE_FUNC_GREATER:   return SVGA3D_CMP_GREATER;
     45    case PIPE_FUNC_GEQUAL:    return SVGA3D_CMP_GREATEREQUAL;
     46    case PIPE_FUNC_NOTEQUAL:  return SVGA3D_CMP_NOTEQUAL;
     47    case PIPE_FUNC_EQUAL:     return SVGA3D_CMP_EQUAL;
     48    case PIPE_FUNC_ALWAYS:    return SVGA3D_CMP_ALWAYS;
     49    default:
     50       assert(0);
     51       return SVGA3D_CMP_ALWAYS;
     52    }
     53 }
     54 
     55 static inline unsigned
     56 svga_translate_stencil_op(unsigned op)
     57 {
     58    switch (op) {
     59    case PIPE_STENCIL_OP_KEEP:      return SVGA3D_STENCILOP_KEEP;
     60    case PIPE_STENCIL_OP_ZERO:      return SVGA3D_STENCILOP_ZERO;
     61    case PIPE_STENCIL_OP_REPLACE:   return SVGA3D_STENCILOP_REPLACE;
     62    case PIPE_STENCIL_OP_INCR:      return SVGA3D_STENCILOP_INCRSAT;
     63    case PIPE_STENCIL_OP_DECR:      return SVGA3D_STENCILOP_DECRSAT;
     64    case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCR;
     65    case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECR;
     66    case PIPE_STENCIL_OP_INVERT:    return SVGA3D_STENCILOP_INVERT;
     67    default:
     68       assert(0);
     69       return SVGA3D_STENCILOP_KEEP;
     70    }
     71 }
     72 
     73 
     74 /**
     75  * Define a vgpu10 depth/stencil state object for the given
     76  * svga depth/stencil state.
     77  */
     78 static void
     79 define_depth_stencil_state_object(struct svga_context *svga,
     80                                   struct svga_depth_stencil_state *ds)
     81 {
     82    unsigned try;
     83 
     84    assert(svga_have_vgpu10(svga));
     85 
     86    ds->id = util_bitmask_add(svga->ds_object_id_bm);
     87 
     88    /* spot check that these comparision tokens are the same */
     89    STATIC_ASSERT(SVGA3D_COMPARISON_NEVER == SVGA3D_CMP_NEVER);
     90    STATIC_ASSERT(SVGA3D_COMPARISON_LESS == SVGA3D_CMP_LESS);
     91    STATIC_ASSERT(SVGA3D_COMPARISON_NOT_EQUAL == SVGA3D_CMP_NOTEQUAL);
     92 
     93    /* Loop in case command buffer is full and we need to flush and retry */
     94    for (try = 0; try < 2; try++) {
     95       enum pipe_error ret;
     96 
     97       /* Note: we use the ds->stencil[0].enabled value for both the front
     98        * and back-face enables.  If single-side stencil is used, we'll have
     99        * set the back state the same as the front state.
    100        */
    101       ret = SVGA3D_vgpu10_DefineDepthStencilState(svga->swc,
    102                                                   ds->id,
    103                                                   /* depth/Z */
    104                                                   ds->zenable,
    105                                                   ds->zwriteenable,
    106                                                   ds->zfunc,
    107                                                   /* Stencil */
    108                                                   ds->stencil[0].enabled, /*f|b*/
    109                                                   ds->stencil[0].enabled, /*f*/
    110                                                   ds->stencil[0].enabled, /*b*/
    111                                                   ds->stencil_mask,
    112                                                   ds->stencil_writemask,
    113                                                   /* front stencil */
    114                                                   ds->stencil[0].fail,
    115                                                   ds->stencil[0].zfail,
    116                                                   ds->stencil[0].pass,
    117                                                   ds->stencil[0].func,
    118                                                   /* back stencil */
    119                                                   ds->stencil[1].fail,
    120                                                   ds->stencil[1].zfail,
    121                                                   ds->stencil[1].pass,
    122                                                   ds->stencil[1].func);
    123       if (ret == PIPE_OK)
    124          return;
    125       svga_context_flush(svga, NULL);
    126    }
    127 }
    128 
    129 
    130 static void *
    131 svga_create_depth_stencil_state(struct pipe_context *pipe,
    132 				const struct pipe_depth_stencil_alpha_state *templ)
    133 {
    134    struct svga_context *svga = svga_context(pipe);
    135    struct svga_depth_stencil_state *ds = CALLOC_STRUCT(svga_depth_stencil_state);
    136 
    137    if (!ds)
    138       return NULL;
    139 
    140    /* Don't try to figure out CW/CCW correspondence with
    141     * stencil[0]/[1] at this point.  Presumably this can change as
    142     * back/front face are modified.
    143     */
    144    ds->stencil[0].enabled = templ->stencil[0].enabled;
    145    if (ds->stencil[0].enabled) {
    146       ds->stencil[0].func  = svga_translate_compare_func(templ->stencil[0].func);
    147       ds->stencil[0].fail  = svga_translate_stencil_op(templ->stencil[0].fail_op);
    148       ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
    149       ds->stencil[0].pass  = svga_translate_stencil_op(templ->stencil[0].zpass_op);
    150 
    151       /* SVGA3D has one ref/mask/writemask triple shared between front &
    152        * back face stencil.  We really need two:
    153        */
    154       ds->stencil_mask      = templ->stencil[0].valuemask & 0xff;
    155       ds->stencil_writemask = templ->stencil[0].writemask & 0xff;
    156    }
    157    else {
    158       ds->stencil[0].func = SVGA3D_CMP_ALWAYS;
    159       ds->stencil[0].fail = SVGA3D_STENCILOP_KEEP;
    160       ds->stencil[0].zfail = SVGA3D_STENCILOP_KEEP;
    161       ds->stencil[0].pass = SVGA3D_STENCILOP_KEEP;
    162    }
    163 
    164    ds->stencil[1].enabled = templ->stencil[1].enabled;
    165    if (templ->stencil[1].enabled) {
    166       assert(templ->stencil[0].enabled);
    167       /* two-sided stencil */
    168       ds->stencil[1].func   = svga_translate_compare_func(templ->stencil[1].func);
    169       ds->stencil[1].fail   = svga_translate_stencil_op(templ->stencil[1].fail_op);
    170       ds->stencil[1].zfail  = svga_translate_stencil_op(templ->stencil[1].zfail_op);
    171       ds->stencil[1].pass   = svga_translate_stencil_op(templ->stencil[1].zpass_op);
    172 
    173       ds->stencil_mask      = templ->stencil[1].valuemask & 0xff;
    174       ds->stencil_writemask = templ->stencil[1].writemask & 0xff;
    175    }
    176    else {
    177       /* back face state is same as front-face state */
    178       ds->stencil[1].func = ds->stencil[0].func;
    179       ds->stencil[1].fail = ds->stencil[0].fail;
    180       ds->stencil[1].zfail = ds->stencil[0].zfail;
    181       ds->stencil[1].pass = ds->stencil[0].pass;
    182    }
    183 
    184 
    185    ds->zenable = templ->depth.enabled;
    186    if (ds->zenable) {
    187       ds->zfunc = svga_translate_compare_func(templ->depth.func);
    188       ds->zwriteenable = templ->depth.writemask;
    189    }
    190    else {
    191       ds->zfunc = SVGA3D_CMP_ALWAYS;
    192    }
    193 
    194    ds->alphatestenable = templ->alpha.enabled;
    195    if (ds->alphatestenable) {
    196       ds->alphafunc = svga_translate_compare_func(templ->alpha.func);
    197       ds->alpharef = templ->alpha.ref_value;
    198    }
    199    else {
    200       ds->alphafunc = SVGA3D_CMP_ALWAYS;
    201    }
    202 
    203    if (svga_have_vgpu10(svga)) {
    204       define_depth_stencil_state_object(svga, ds);
    205    }
    206 
    207    svga->hud.num_depthstencil_objects++;
    208 
    209    SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
    210                         SVGA_STATS_COUNT_DEPTHSTENCILSTATE);
    211 
    212    return ds;
    213 }
    214 
    215 
    216 static void
    217 svga_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
    218 {
    219    struct svga_context *svga = svga_context(pipe);
    220 
    221    if (svga_have_vgpu10(svga)) {
    222       /* flush any previously queued drawing before changing state */
    223       svga_hwtnl_flush_retry(svga);
    224    }
    225 
    226    svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil;
    227    svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
    228 }
    229 
    230 
    231 static void
    232 svga_delete_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
    233 {
    234    struct svga_context *svga = svga_context(pipe);
    235    struct svga_depth_stencil_state *ds =
    236       (struct svga_depth_stencil_state *) depth_stencil;
    237 
    238    if (svga_have_vgpu10(svga)) {
    239       enum pipe_error ret;
    240 
    241       svga_hwtnl_flush_retry(svga);
    242 
    243       assert(ds->id != SVGA3D_INVALID_ID);
    244 
    245       ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
    246       if (ret != PIPE_OK) {
    247          svga_context_flush(svga, NULL);
    248          ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
    249          assert(ret == PIPE_OK);
    250       }
    251 
    252       if (ds->id == svga->state.hw_draw.depth_stencil_id)
    253          svga->state.hw_draw.depth_stencil_id = SVGA3D_INVALID_ID;
    254 
    255       util_bitmask_clear(svga->ds_object_id_bm, ds->id);
    256       ds->id = SVGA3D_INVALID_ID;
    257    }
    258 
    259    FREE(depth_stencil);
    260    svga->hud.num_depthstencil_objects--;
    261 }
    262 
    263 
    264 static void
    265 svga_set_stencil_ref(struct pipe_context *pipe,
    266                      const struct pipe_stencil_ref *stencil_ref)
    267 {
    268    struct svga_context *svga = svga_context(pipe);
    269 
    270    if (svga_have_vgpu10(svga)) {
    271       /* flush any previously queued drawing before changing state */
    272       svga_hwtnl_flush_retry(svga);
    273    }
    274 
    275    svga->curr.stencil_ref = *stencil_ref;
    276 
    277    svga->dirty |= SVGA_NEW_STENCIL_REF;
    278 }
    279 
    280 
    281 static void
    282 svga_set_sample_mask(struct pipe_context *pipe,
    283                      unsigned sample_mask)
    284 {
    285    struct svga_context *svga = svga_context(pipe);
    286 
    287    svga->curr.sample_mask = sample_mask;
    288 
    289    svga->dirty |= SVGA_NEW_BLEND; /* See emit_rss_vgpu10() */
    290 }
    291 
    292 
    293 void
    294 svga_init_depth_stencil_functions(struct svga_context *svga)
    295 {
    296    svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
    297    svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
    298    svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state;
    299 
    300    svga->pipe.set_stencil_ref = svga_set_stencil_ref;
    301    svga->pipe.set_sample_mask = svga_set_sample_mask;
    302 }
    303