/********************************************************** * 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 "pipe/p_defines.h" #include "draw/draw_context.h" #include "util/u_bitmask.h" #include "util/u_inlines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "svga_cmd.h" #include "svga_context.h" #include "svga_hw_reg.h" #include "svga_screen.h" /* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW. */ static SVGA3dFace svga_translate_cullmode(unsigned mode, unsigned front_ccw) { const int hw_front_ccw = 0; /* hardware is always CW */ switch (mode) { case PIPE_FACE_NONE: return SVGA3D_FACE_NONE; case PIPE_FACE_FRONT: return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK; case PIPE_FACE_BACK: return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT; case PIPE_FACE_FRONT_AND_BACK: return SVGA3D_FACE_FRONT_BACK; default: assert(0); return SVGA3D_FACE_NONE; } } static SVGA3dShadeMode svga_translate_flatshade(unsigned mode) { return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH; } static unsigned translate_fill_mode(unsigned fill) { switch (fill) { case PIPE_POLYGON_MODE_POINT: return SVGA3D_FILLMODE_POINT; case PIPE_POLYGON_MODE_LINE: return SVGA3D_FILLMODE_LINE; case PIPE_POLYGON_MODE_FILL: return SVGA3D_FILLMODE_FILL; default: assert(!"Bad fill mode"); return SVGA3D_FILLMODE_FILL; } } static unsigned translate_cull_mode(unsigned cull) { switch (cull) { case PIPE_FACE_NONE: return SVGA3D_CULL_NONE; case PIPE_FACE_FRONT: return SVGA3D_CULL_FRONT; case PIPE_FACE_BACK: return SVGA3D_CULL_BACK; case PIPE_FACE_FRONT_AND_BACK: /* NOTE: we simply no-op polygon drawing in svga_draw_vbo() */ return SVGA3D_CULL_NONE; default: assert(!"Bad cull mode"); return SVGA3D_CULL_NONE; } } static void define_rasterizer_object(struct svga_context *svga, struct svga_rasterizer_state *rast) { struct svga_screen *svgascreen = svga_screen(svga->pipe.screen); unsigned fill_mode = translate_fill_mode(rast->templ.fill_front); const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face); const int depth_bias = rast->templ.offset_units; const float slope_scaled_depth_bias = rast->templ.offset_scale; /* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */ const float depth_bias_clamp = 0.0; const float line_width = rast->templ.line_width > 0.0f ? rast->templ.line_width : 1.0f; const uint8 line_factor = rast->templ.line_stipple_enable ? rast->templ.line_stipple_factor : 0; const uint16 line_pattern = rast->templ.line_stipple_enable ? rast->templ.line_stipple_pattern : 0; unsigned try; rast->id = util_bitmask_add(svga->rast_object_id_bm); if (rast->templ.fill_front != rast->templ.fill_back) { /* The VGPU10 device can't handle different front/back fill modes. * We'll handle that with a swtnl/draw fallback. But we need to * make sure we always fill triangles in that case. */ fill_mode = SVGA3D_FILLMODE_FILL; } for (try = 0; try < 2; try++) { const uint8 pv_last = !rast->templ.flatshade_first && svgascreen->haveProvokingVertex; enum pipe_error ret = SVGA3D_vgpu10_DefineRasterizerState(svga->swc, rast->id, fill_mode, cull_mode, rast->templ.front_ccw, depth_bias, depth_bias_clamp, slope_scaled_depth_bias, rast->templ.depth_clip_near, rast->templ.scissor, rast->templ.multisample, rast->templ.line_smooth, line_width, rast->templ.line_stipple_enable, line_factor, line_pattern, pv_last); if (ret == PIPE_OK) return; svga_context_flush(svga, NULL); } } static void * svga_create_rasterizer_state(struct pipe_context *pipe, const struct pipe_rasterizer_state *templ) { struct svga_context *svga = svga_context(pipe); struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state); struct svga_screen *screen = svga_screen(pipe->screen); if (!rast) return NULL; /* need this for draw module. */ rast->templ = *templ; rast->shademode = svga_translate_flatshade(templ->flatshade); rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw); rast->scissortestenable = templ->scissor; rast->multisampleantialias = templ->multisample; rast->antialiasedlineenable = templ->line_smooth; rast->lastpixel = templ->line_last_pixel; rast->pointsprite = templ->point_quad_rasterization; if (rast->templ.multisample) { /* The OpenGL 3.0 spec says points are always drawn as circles when * MSAA is enabled. Note that our implementation isn't 100% correct, * though. Our smooth point implementation involves drawing a square, * computing fragment distance from point center, then attenuating * the fragment alpha value. We should not attenuate alpha if msaa * is enabled. We should kill fragments entirely outside the circle * and let the GPU compute per-fragment coverage. * But as-is, our implementation gives acceptable results and passes * Piglit's MSAA point smooth test. */ rast->templ.point_smooth = TRUE; } if (templ->point_smooth) { /* For smooth points we need to generate fragments for at least * a 2x2 region. Otherwise the quad we draw may be too small and * we may generate no fragments at all. */ rast->pointsize = MAX2(2.0f, templ->point_size); } else { rast->pointsize = templ->point_size; } rast->hw_fillmode = PIPE_POLYGON_MODE_FILL; /* Use swtnl + decomposition implement these: */ if (templ->line_width <= screen->maxLineWidth) { /* pass line width to device */ rast->linewidth = MAX2(1.0F, templ->line_width); } else if (svga->debug.no_line_width) { /* nothing */ } else { /* use 'draw' pipeline for wide line */ rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES; rast->need_pipeline_lines_str = "line width"; } if (templ->line_stipple_enable) { if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) { SVGA3dLinePattern lp; lp.repeat = templ->line_stipple_factor + 1; lp.pattern = templ->line_stipple_pattern; rast->linepattern = lp.uintValue; } else { /* use 'draw' module to decompose into short line segments */ rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES; rast->need_pipeline_lines_str = "line stipple"; } } if (!svga_have_vgpu10(svga) && templ->point_smooth) { rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS; rast->need_pipeline_points_str = "smooth points"; } if (templ->line_smooth && !screen->haveLineSmooth) { /* * XXX: Enabling the pipeline slows down performance immensely, so ignore * line smooth state, where there is very little visual improvement. * Smooth lines will still be drawn for wide lines. */ #if 0 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES; rast->need_pipeline_lines_str = "smooth lines"; #endif } { int fill_front = templ->fill_front; int fill_back = templ->fill_back; int fill = PIPE_POLYGON_MODE_FILL; boolean offset_front = util_get_offset(templ, fill_front); boolean offset_back = util_get_offset(templ, fill_back); boolean offset = FALSE; switch (templ->cull_face) { case PIPE_FACE_FRONT_AND_BACK: offset = FALSE; fill = PIPE_POLYGON_MODE_FILL; break; case PIPE_FACE_FRONT: offset = offset_back; fill = fill_back; break; case PIPE_FACE_BACK: offset = offset_front; fill = fill_front; break; case PIPE_FACE_NONE: if (fill_front != fill_back || offset_front != offset_back) { /* Always need the draw module to work out different * front/back fill modes: */ rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; rast->need_pipeline_tris_str = "different front/back fillmodes"; fill = PIPE_POLYGON_MODE_FILL; } else { offset = offset_front; fill = fill_front; } break; default: assert(0); break; } /* Unfilled primitive modes aren't implemented on all virtual * hardware. We can do some unfilled processing with index * translation, but otherwise need the draw module: */ if (fill != PIPE_POLYGON_MODE_FILL && (templ->flatshade || templ->light_twoside || offset)) { fill = PIPE_POLYGON_MODE_FILL; rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation"; } /* If we are decomposing to lines, and lines need the pipeline, * then we also need the pipeline for tris. */ if (fill == PIPE_POLYGON_MODE_LINE && (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) { fill = PIPE_POLYGON_MODE_FILL; rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; rast->need_pipeline_tris_str = "decomposing lines"; } /* Similarly for points: */ if (fill == PIPE_POLYGON_MODE_POINT && (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) { fill = PIPE_POLYGON_MODE_FILL; rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; rast->need_pipeline_tris_str = "decomposing points"; } if (offset) { rast->slopescaledepthbias = templ->offset_scale; rast->depthbias = templ->offset_units; } rast->hw_fillmode = fill; } if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) { /* Turn off stuff which will get done in the draw module: */ rast->hw_fillmode = PIPE_POLYGON_MODE_FILL; rast->slopescaledepthbias = 0; rast->depthbias = 0; } if (0 && rast->need_pipeline) { debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline); debug_printf(" pnts: %s \n", rast->need_pipeline_points_str); debug_printf(" lins: %s \n", rast->need_pipeline_lines_str); debug_printf(" tris: %s \n", rast->need_pipeline_tris_str); } if (svga_have_vgpu10(svga)) { define_rasterizer_object(svga, rast); } if (templ->poly_smooth) { pipe_debug_message(&svga->debug.callback, CONFORMANCE, "GL_POLYGON_SMOOTH not supported"); } svga->hud.num_rasterizer_objects++; SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, SVGA_STATS_COUNT_RASTERIZERSTATE); return rast; } static void svga_bind_rasterizer_state(struct pipe_context *pipe, void *state) { struct svga_context *svga = svga_context(pipe); struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state; if (!raster || !svga->curr.rast) { svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA; } else { if (raster->templ.poly_stipple_enable != svga->curr.rast->templ.poly_stipple_enable) { svga->dirty |= SVGA_NEW_STIPPLE; } if (raster->templ.rasterizer_discard != svga->curr.rast->templ.rasterizer_discard) { svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA; } } svga->curr.rast = raster; svga->dirty |= SVGA_NEW_RAST; } static void svga_delete_rasterizer_state(struct pipe_context *pipe, void *state) { struct svga_context *svga = svga_context(pipe); struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *) state; if (svga_have_vgpu10(svga)) { enum pipe_error ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id); } if (raster->id == svga->state.hw_draw.rasterizer_id) svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID; util_bitmask_clear(svga->rast_object_id_bm, raster->id); } FREE(state); svga->hud.num_rasterizer_objects--; } void svga_init_rasterizer_functions(struct svga_context *svga) { svga->pipe.create_rasterizer_state = svga_create_rasterizer_state; svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state; svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state; }