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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 "draw/draw_context.h"
     28 #include "util/u_bitmask.h"
     29 #include "util/u_inlines.h"
     30 #include "util/u_math.h"
     31 #include "util/u_memory.h"
     32 
     33 #include "svga_cmd.h"
     34 #include "svga_context.h"
     35 #include "svga_hw_reg.h"
     36 #include "svga_screen.h"
     37 
     38 
     39 /* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
     40  */
     41 static SVGA3dFace
     42 svga_translate_cullmode(unsigned mode, unsigned front_ccw)
     43 {
     44    const int hw_front_ccw = 0;  /* hardware is always CW */
     45    switch (mode) {
     46    case PIPE_FACE_NONE:
     47       return SVGA3D_FACE_NONE;
     48    case PIPE_FACE_FRONT:
     49       return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
     50    case PIPE_FACE_BACK:
     51       return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
     52    case PIPE_FACE_FRONT_AND_BACK:
     53       return SVGA3D_FACE_FRONT_BACK;
     54    default:
     55       assert(0);
     56       return SVGA3D_FACE_NONE;
     57    }
     58 }
     59 
     60 static SVGA3dShadeMode
     61 svga_translate_flatshade(unsigned mode)
     62 {
     63    return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
     64 }
     65 
     66 
     67 static unsigned
     68 translate_fill_mode(unsigned fill)
     69 {
     70    switch (fill) {
     71    case PIPE_POLYGON_MODE_POINT:
     72       return SVGA3D_FILLMODE_POINT;
     73    case PIPE_POLYGON_MODE_LINE:
     74       return SVGA3D_FILLMODE_LINE;
     75    case PIPE_POLYGON_MODE_FILL:
     76       return SVGA3D_FILLMODE_FILL;
     77    default:
     78       assert(!"Bad fill mode");
     79       return SVGA3D_FILLMODE_FILL;
     80    }
     81 }
     82 
     83 
     84 static unsigned
     85 translate_cull_mode(unsigned cull)
     86 {
     87    switch (cull) {
     88    case PIPE_FACE_NONE:
     89       return SVGA3D_CULL_NONE;
     90    case PIPE_FACE_FRONT:
     91       return SVGA3D_CULL_FRONT;
     92    case PIPE_FACE_BACK:
     93       return SVGA3D_CULL_BACK;
     94    case PIPE_FACE_FRONT_AND_BACK:
     95       /* NOTE: we simply no-op polygon drawing in svga_draw_vbo() */
     96       return SVGA3D_CULL_NONE;
     97    default:
     98       assert(!"Bad cull mode");
     99       return SVGA3D_CULL_NONE;
    100    }
    101 }
    102 
    103 
    104 static void
    105 define_rasterizer_object(struct svga_context *svga,
    106                          struct svga_rasterizer_state *rast)
    107 {
    108    struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
    109    unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
    110    const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
    111    const int depth_bias = rast->templ.offset_units;
    112    const float slope_scaled_depth_bias = rast->templ.offset_scale;
    113    /* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */
    114    const float depth_bias_clamp = 0.0;
    115    const float line_width = rast->templ.line_width > 0.0f ?
    116       rast->templ.line_width : 1.0f;
    117    const uint8 line_factor = rast->templ.line_stipple_enable ?
    118       rast->templ.line_stipple_factor : 0;
    119    const uint16 line_pattern = rast->templ.line_stipple_enable ?
    120       rast->templ.line_stipple_pattern : 0;
    121    unsigned try;
    122 
    123    rast->id = util_bitmask_add(svga->rast_object_id_bm);
    124 
    125    if (rast->templ.fill_front != rast->templ.fill_back) {
    126       /* The VGPU10 device can't handle different front/back fill modes.
    127        * We'll handle that with a swtnl/draw fallback.  But we need to
    128        * make sure we always fill triangles in that case.
    129        */
    130       fill_mode = SVGA3D_FILLMODE_FILL;
    131    }
    132 
    133    for (try = 0; try < 2; try++) {
    134       const uint8 pv_last = !rast->templ.flatshade_first &&
    135          svgascreen->haveProvokingVertex;
    136       enum pipe_error ret =
    137          SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
    138                                              rast->id,
    139                                              fill_mode,
    140                                              cull_mode,
    141                                              rast->templ.front_ccw,
    142                                              depth_bias,
    143                                              depth_bias_clamp,
    144                                              slope_scaled_depth_bias,
    145                                              rast->templ.depth_clip,
    146                                              rast->templ.scissor,
    147                                              rast->templ.multisample,
    148                                              rast->templ.line_smooth,
    149                                              line_width,
    150                                              rast->templ.line_stipple_enable,
    151                                              line_factor,
    152                                              line_pattern,
    153                                              pv_last);
    154       if (ret == PIPE_OK)
    155          return;
    156       svga_context_flush(svga, NULL);
    157    }
    158 }
    159 
    160 
    161 static void *
    162 svga_create_rasterizer_state(struct pipe_context *pipe,
    163                              const struct pipe_rasterizer_state *templ)
    164 {
    165    struct svga_context *svga = svga_context(pipe);
    166    struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
    167    struct svga_screen *screen = svga_screen(pipe->screen);
    168 
    169    if (!rast)
    170       return NULL;
    171 
    172    /* need this for draw module. */
    173    rast->templ = *templ;
    174 
    175    /* light_twoside          - XXX: need fragment shader variant */
    176    /* poly_smooth            - XXX: no fallback available */
    177    /* poly_stipple_enable    - draw module */
    178    /* sprite_coord_enable    - ? */
    179    /* point_quad_rasterization - ? */
    180    /* point_size_per_vertex  - ? */
    181    /* sprite_coord_mode      - ??? */
    182    /* flatshade_first        - handled by index translation */
    183    /* half_pixel_center      - XXX - viewport code */
    184    /* line_width             - draw module */
    185    /* fill_cw, fill_ccw      - draw module or index translation */
    186 
    187    rast->shademode = svga_translate_flatshade(templ->flatshade);
    188    rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
    189    rast->scissortestenable = templ->scissor;
    190    rast->multisampleantialias = templ->multisample;
    191    rast->antialiasedlineenable = templ->line_smooth;
    192    rast->lastpixel = templ->line_last_pixel;
    193    rast->pointsprite = templ->sprite_coord_enable != 0x0;
    194 
    195    if (templ->point_smooth) {
    196       /* For smooth points we need to generate fragments for at least
    197        * a 2x2 region.  Otherwise the quad we draw may be too small and
    198        * we may generate no fragments at all.
    199        */
    200       rast->pointsize = MAX2(2.0f, templ->point_size);
    201    }
    202    else {
    203       rast->pointsize = templ->point_size;
    204    }
    205 
    206    rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
    207 
    208    /* Use swtnl + decomposition implement these:
    209     */
    210 
    211    if (templ->line_width <= screen->maxLineWidth) {
    212       /* pass line width to device */
    213       rast->linewidth = MAX2(1.0F, templ->line_width);
    214    }
    215    else if (svga->debug.no_line_width) {
    216       /* nothing */
    217    }
    218    else {
    219       /* use 'draw' pipeline for wide line */
    220       rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
    221       rast->need_pipeline_lines_str = "line width";
    222    }
    223 
    224    if (templ->line_stipple_enable) {
    225       if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
    226          SVGA3dLinePattern lp;
    227          lp.repeat = templ->line_stipple_factor + 1;
    228          lp.pattern = templ->line_stipple_pattern;
    229          rast->linepattern = lp.uintValue;
    230       }
    231       else {
    232          /* use 'draw' module to decompose into short line segments */
    233          rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
    234          rast->need_pipeline_lines_str = "line stipple";
    235       }
    236    }
    237 
    238    if (!svga_have_vgpu10(svga) && templ->point_smooth) {
    239       rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
    240       rast->need_pipeline_points_str = "smooth points";
    241    }
    242 
    243    if (templ->line_smooth && !screen->haveLineSmooth) {
    244       /*
    245        * XXX: Enabling the pipeline slows down performance immensely, so ignore
    246        * line smooth state, where there is very little visual improvement.
    247        * Smooth lines will still be drawn for wide lines.
    248        */
    249 #if 0
    250       rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
    251       rast->need_pipeline_lines_str = "smooth lines";
    252 #endif
    253    }
    254 
    255    {
    256       int fill_front = templ->fill_front;
    257       int fill_back = templ->fill_back;
    258       int fill = PIPE_POLYGON_MODE_FILL;
    259       boolean offset_front = util_get_offset(templ, fill_front);
    260       boolean offset_back = util_get_offset(templ, fill_back);
    261       boolean offset = FALSE;
    262 
    263       switch (templ->cull_face) {
    264       case PIPE_FACE_FRONT_AND_BACK:
    265          offset = FALSE;
    266          fill = PIPE_POLYGON_MODE_FILL;
    267          break;
    268 
    269       case PIPE_FACE_FRONT:
    270          offset = offset_front;
    271          fill = fill_front;
    272          break;
    273 
    274       case PIPE_FACE_BACK:
    275          offset = offset_back;
    276          fill = fill_back;
    277          break;
    278 
    279       case PIPE_FACE_NONE:
    280          if (fill_front != fill_back || offset_front != offset_back)
    281          {
    282             /* Always need the draw module to work out different
    283              * front/back fill modes:
    284              */
    285             rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
    286             rast->need_pipeline_tris_str = "different front/back fillmodes";
    287          }
    288          else {
    289             offset = offset_front;
    290             fill = fill_front;
    291          }
    292          break;
    293 
    294       default:
    295          assert(0);
    296          break;
    297       }
    298 
    299       /* Unfilled primitive modes aren't implemented on all virtual
    300        * hardware.  We can do some unfilled processing with index
    301        * translation, but otherwise need the draw module:
    302        */
    303       if (fill != PIPE_POLYGON_MODE_FILL &&
    304           (templ->flatshade ||
    305            templ->light_twoside ||
    306            offset ||
    307            templ->cull_face != PIPE_FACE_NONE))
    308       {
    309          fill = PIPE_POLYGON_MODE_FILL;
    310          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
    311          rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
    312       }
    313 
    314       /* If we are decomposing to lines, and lines need the pipeline,
    315        * then we also need the pipeline for tris.
    316        */
    317       if (fill == PIPE_POLYGON_MODE_LINE &&
    318           (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
    319       {
    320          fill = PIPE_POLYGON_MODE_FILL;
    321          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
    322          rast->need_pipeline_tris_str = "decomposing lines";
    323       }
    324 
    325       /* Similarly for points:
    326        */
    327       if (fill == PIPE_POLYGON_MODE_POINT &&
    328           (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
    329       {
    330          fill = PIPE_POLYGON_MODE_FILL;
    331          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
    332          rast->need_pipeline_tris_str = "decomposing points";
    333       }
    334 
    335       if (offset) {
    336          rast->slopescaledepthbias = templ->offset_scale;
    337          rast->depthbias = templ->offset_units;
    338       }
    339 
    340       rast->hw_fillmode = fill;
    341    }
    342 
    343    if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
    344       /* Turn off stuff which will get done in the draw module:
    345        */
    346       rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
    347       rast->slopescaledepthbias = 0;
    348       rast->depthbias = 0;
    349    }
    350 
    351    if (0 && rast->need_pipeline) {
    352       debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
    353       debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
    354       debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
    355       debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
    356    }
    357 
    358    if (svga_have_vgpu10(svga)) {
    359       define_rasterizer_object(svga, rast);
    360    }
    361 
    362    if (templ->poly_smooth) {
    363       pipe_debug_message(&svga->debug.callback, CONFORMANCE,
    364                          "GL_POLYGON_SMOOTH not supported");
    365    }
    366 
    367    svga->hud.num_rasterizer_objects++;
    368    SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
    369                         SVGA_STATS_COUNT_RASTERIZERSTATE);
    370 
    371    return rast;
    372 }
    373 
    374 
    375 static void
    376 svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
    377 {
    378    struct svga_context *svga = svga_context(pipe);
    379    struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
    380 
    381    if (!raster ||
    382        !svga->curr.rast ||
    383        raster->templ.poly_stipple_enable !=
    384        svga->curr.rast->templ.poly_stipple_enable) {
    385       svga->dirty |= SVGA_NEW_STIPPLE;
    386    }
    387 
    388    svga->curr.rast = raster;
    389 
    390    svga->dirty |= SVGA_NEW_RAST;
    391 }
    392 
    393 
    394 static void
    395 svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
    396 {
    397    struct svga_context *svga = svga_context(pipe);
    398    struct svga_rasterizer_state *raster =
    399       (struct svga_rasterizer_state *) state;
    400 
    401    if (svga_have_vgpu10(svga)) {
    402       enum pipe_error ret =
    403          SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
    404       if (ret != PIPE_OK) {
    405          svga_context_flush(svga, NULL);
    406          ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
    407       }
    408 
    409       if (raster->id == svga->state.hw_draw.rasterizer_id)
    410          svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
    411 
    412       util_bitmask_clear(svga->rast_object_id_bm, raster->id);
    413    }
    414 
    415    FREE(state);
    416    svga->hud.num_rasterizer_objects--;
    417 }
    418 
    419 
    420 void
    421 svga_init_rasterizer_functions(struct svga_context *svga)
    422 {
    423    svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
    424    svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
    425    svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
    426 }
    427