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
svga_translate_cullmode(unsigned mode,unsigned front_ccw)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
svga_translate_flatshade(unsigned mode)61 svga_translate_flatshade(unsigned mode)
62 {
63 return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
64 }
65
66
67 static unsigned
translate_fill_mode(unsigned fill)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
translate_cull_mode(unsigned cull)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 int
svga_define_rasterizer_object(struct svga_context * svga,struct svga_rasterizer_state * rast,unsigned samples)105 svga_define_rasterizer_object(struct svga_context *svga,
106 struct svga_rasterizer_state *rast,
107 unsigned samples)
108 {
109 struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
110 unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
111 const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
112 const int depth_bias = rast->templ.offset_units;
113 const float slope_scaled_depth_bias = rast->templ.offset_scale;
114 /* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */
115 const float depth_bias_clamp = 0.0;
116 const float line_width = rast->templ.line_width > 0.0f ?
117 rast->templ.line_width : 1.0f;
118 const uint8 line_factor = rast->templ.line_stipple_enable ?
119 rast->templ.line_stipple_factor : 0;
120 const uint16 line_pattern = rast->templ.line_stipple_enable ?
121 rast->templ.line_stipple_pattern : 0;
122 const uint8 pv_last = !rast->templ.flatshade_first &&
123 svgascreen->haveProvokingVertex;
124 int rastId;
125 enum pipe_error ret;
126
127 rastId = util_bitmask_add(svga->rast_object_id_bm);
128
129 if (rast->templ.fill_front != rast->templ.fill_back) {
130 /* The VGPU10 device can't handle different front/back fill modes.
131 * We'll handle that with a swtnl/draw fallback. But we need to
132 * make sure we always fill triangles in that case.
133 */
134 fill_mode = SVGA3D_FILLMODE_FILL;
135 }
136
137 if (samples > 1 && svga_have_gl43(svga) &&
138 svgascreen->sws->have_rasterizer_state_v2_cmd) {
139
140 ret = SVGA3D_sm5_DefineRasterizerState_v2(svga->swc,
141 rastId,
142 fill_mode,
143 cull_mode,
144 rast->templ.front_ccw,
145 depth_bias,
146 depth_bias_clamp,
147 slope_scaled_depth_bias,
148 rast->templ.depth_clip_near,
149 rast->templ.scissor,
150 rast->templ.multisample,
151 rast->templ.line_smooth,
152 line_width,
153 rast->templ.line_stipple_enable,
154 line_factor,
155 line_pattern,
156 pv_last,
157 samples);
158 } else {
159 ret = SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
160 rastId,
161 fill_mode,
162 cull_mode,
163 rast->templ.front_ccw,
164 depth_bias,
165 depth_bias_clamp,
166 slope_scaled_depth_bias,
167 rast->templ.depth_clip_near,
168 rast->templ.scissor,
169 rast->templ.multisample,
170 rast->templ.line_smooth,
171 line_width,
172 rast->templ.line_stipple_enable,
173 line_factor,
174 line_pattern,
175 pv_last);
176 }
177
178 if (ret != PIPE_OK) {
179 util_bitmask_clear(svga->rast_object_id_bm, rastId);
180 return SVGA3D_INVALID_ID;
181 }
182
183 return rastId;
184 }
185
186
187 static void *
svga_create_rasterizer_state(struct pipe_context * pipe,const struct pipe_rasterizer_state * templ)188 svga_create_rasterizer_state(struct pipe_context *pipe,
189 const struct pipe_rasterizer_state *templ)
190 {
191 struct svga_context *svga = svga_context(pipe);
192 struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
193 struct svga_screen *screen = svga_screen(pipe->screen);
194
195 if (!rast)
196 return NULL;
197
198 /* need this for draw module. */
199 rast->templ = *templ;
200
201 rast->shademode = svga_translate_flatshade(templ->flatshade);
202 rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
203 rast->scissortestenable = templ->scissor;
204 rast->multisampleantialias = templ->multisample;
205 rast->antialiasedlineenable = templ->line_smooth;
206 rast->lastpixel = templ->line_last_pixel;
207 rast->pointsprite = templ->point_quad_rasterization;
208
209 if (rast->templ.multisample) {
210 /* The OpenGL 3.0 spec says points are always drawn as circles when
211 * MSAA is enabled. Note that our implementation isn't 100% correct,
212 * though. Our smooth point implementation involves drawing a square,
213 * computing fragment distance from point center, then attenuating
214 * the fragment alpha value. We should not attenuate alpha if msaa
215 * is enabled. We should discard fragments entirely outside the circle
216 * and let the GPU compute per-fragment coverage.
217 * But as-is, our implementation gives acceptable results and passes
218 * Piglit's MSAA point smooth test.
219 */
220 rast->templ.point_smooth = TRUE;
221 }
222
223 if (rast->templ.point_smooth &&
224 rast->templ.point_size_per_vertex == 0 &&
225 rast->templ.point_size <= screen->pointSmoothThreshold) {
226 /* If the point size is less than the threshold, deactivate smoothing.
227 * Note that this only effects point rendering when we use the
228 * pipe_rasterizer_state::point_size value, not when the point size
229 * is set in the VS.
230 */
231 rast->templ.point_smooth = FALSE;
232 }
233
234 if (rast->templ.point_smooth) {
235 /* For smooth points we need to generate fragments for at least
236 * a 2x2 region. Otherwise the quad we draw may be too small and
237 * we may generate no fragments at all.
238 */
239 rast->pointsize = MAX2(2.0f, templ->point_size);
240 }
241 else {
242 rast->pointsize = templ->point_size;
243 }
244
245 rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
246
247 /* Use swtnl + decomposition implement these:
248 */
249
250 if (templ->line_width <= screen->maxLineWidth) {
251 /* pass line width to device */
252 rast->linewidth = MAX2(1.0F, templ->line_width);
253 }
254 else if (svga->debug.no_line_width) {
255 /* nothing */
256 }
257 else {
258 /* use 'draw' pipeline for wide line */
259 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
260 rast->need_pipeline_lines_str = "line width";
261 }
262
263 if (templ->line_stipple_enable) {
264 if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
265 SVGA3dLinePattern lp;
266 lp.repeat = templ->line_stipple_factor + 1;
267 lp.pattern = templ->line_stipple_pattern;
268 rast->linepattern = lp.uintValue;
269 }
270 else {
271 /* use 'draw' module to decompose into short line segments */
272 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
273 rast->need_pipeline_lines_str = "line stipple";
274 }
275 }
276
277 if (!svga_have_vgpu10(svga) && rast->templ.point_smooth) {
278 rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
279 rast->need_pipeline_points_str = "smooth points";
280 }
281
282 if (templ->line_smooth && !screen->haveLineSmooth) {
283 /*
284 * XXX: Enabling the pipeline slows down performance immensely, so ignore
285 * line smooth state, where there is very little visual improvement.
286 * Smooth lines will still be drawn for wide lines.
287 */
288 #if 0
289 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
290 rast->need_pipeline_lines_str = "smooth lines";
291 #endif
292 }
293
294 {
295 int fill_front = templ->fill_front;
296 int fill_back = templ->fill_back;
297 int fill = PIPE_POLYGON_MODE_FILL;
298 boolean offset_front = util_get_offset(templ, fill_front);
299 boolean offset_back = util_get_offset(templ, fill_back);
300 boolean offset = FALSE;
301
302 switch (templ->cull_face) {
303 case PIPE_FACE_FRONT_AND_BACK:
304 offset = FALSE;
305 fill = PIPE_POLYGON_MODE_FILL;
306 break;
307
308 case PIPE_FACE_FRONT:
309 offset = offset_back;
310 fill = fill_back;
311 break;
312
313 case PIPE_FACE_BACK:
314 offset = offset_front;
315 fill = fill_front;
316 break;
317
318 case PIPE_FACE_NONE:
319 if (fill_front != fill_back || offset_front != offset_back) {
320 /* Always need the draw module to work out different
321 * front/back fill modes:
322 */
323 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
324 rast->need_pipeline_tris_str = "different front/back fillmodes";
325 fill = PIPE_POLYGON_MODE_FILL;
326 }
327 else {
328 offset = offset_front;
329 fill = fill_front;
330 }
331 break;
332
333 default:
334 assert(0);
335 break;
336 }
337
338 /* Unfilled primitive modes aren't implemented on all virtual
339 * hardware. We can do some unfilled processing with index
340 * translation, but otherwise need the draw module:
341 */
342 if (fill != PIPE_POLYGON_MODE_FILL &&
343 (templ->flatshade ||
344 templ->light_twoside ||
345 offset)) {
346 fill = PIPE_POLYGON_MODE_FILL;
347 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
348 rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
349 }
350
351 /* If we are decomposing to lines, and lines need the pipeline,
352 * then we also need the pipeline for tris.
353 */
354 if (fill == PIPE_POLYGON_MODE_LINE &&
355 (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
356 fill = PIPE_POLYGON_MODE_FILL;
357 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
358 rast->need_pipeline_tris_str = "decomposing lines";
359 }
360
361 /* Similarly for points:
362 */
363 if (fill == PIPE_POLYGON_MODE_POINT &&
364 (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
365 fill = PIPE_POLYGON_MODE_FILL;
366 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
367 rast->need_pipeline_tris_str = "decomposing points";
368 }
369
370 if (offset) {
371 rast->slopescaledepthbias = templ->offset_scale;
372 rast->depthbias = templ->offset_units;
373 }
374
375 rast->hw_fillmode = fill;
376 }
377
378 if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
379 /* Turn off stuff which will get done in the draw module:
380 */
381 rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
382 rast->slopescaledepthbias = 0;
383 rast->depthbias = 0;
384 }
385
386 if (0 && rast->need_pipeline) {
387 debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
388 debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
389 debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
390 debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
391 }
392
393 if (svga_have_vgpu10(svga)) {
394 rast->id = svga_define_rasterizer_object(svga, rast, 0);
395 if (rast->id == SVGA3D_INVALID_ID) {
396 svga_context_flush(svga, NULL);
397 rast->id = svga_define_rasterizer_object(svga, rast, 0);
398 assert(rast->id != SVGA3D_INVALID_ID);
399 }
400 }
401
402 if (svga_have_gl43(svga)) {
403 /* initialize the alternate rasterizer state ids.
404 * For 0 and 1 sample count, we can use the same rasterizer object.
405 */
406 rast->altRastIds[0] = rast->altRastIds[1] = rast->id;
407
408 for (unsigned i = 2; i < ARRAY_SIZE(rast->altRastIds); i++) {
409 rast->altRastIds[i] = SVGA3D_INVALID_ID;
410 }
411 }
412
413 if (templ->poly_smooth) {
414 util_debug_message(&svga->debug.callback, CONFORMANCE,
415 "GL_POLYGON_SMOOTH not supported");
416 }
417
418 svga->hud.num_rasterizer_objects++;
419 SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
420 SVGA_STATS_COUNT_RASTERIZERSTATE);
421
422 return rast;
423 }
424
425
426 static void
svga_bind_rasterizer_state(struct pipe_context * pipe,void * state)427 svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
428 {
429 struct svga_context *svga = svga_context(pipe);
430 struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
431
432 if (!raster || !svga->curr.rast) {
433 svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
434 }
435 else {
436 if (raster->templ.poly_stipple_enable !=
437 svga->curr.rast->templ.poly_stipple_enable) {
438 svga->dirty |= SVGA_NEW_STIPPLE;
439 }
440 if (raster->templ.rasterizer_discard !=
441 svga->curr.rast->templ.rasterizer_discard) {
442 svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
443 }
444 }
445
446 svga->curr.rast = raster;
447
448 svga->dirty |= SVGA_NEW_RAST;
449 }
450
451
452 static void
svga_delete_rasterizer_state(struct pipe_context * pipe,void * state)453 svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
454 {
455 struct svga_context *svga = svga_context(pipe);
456 struct svga_rasterizer_state *raster =
457 (struct svga_rasterizer_state *) state;
458
459 /* free any alternate rasterizer state used for point sprite */
460 if (raster->no_cull_rasterizer)
461 svga_delete_rasterizer_state(pipe, (void *)(raster->no_cull_rasterizer));
462
463 if (svga_have_vgpu10(svga)) {
464 SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyRasterizerState(svga->swc,
465 raster->id));
466
467 if (raster->id == svga->state.hw_draw.rasterizer_id)
468 svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
469
470 util_bitmask_clear(svga->rast_object_id_bm, raster->id);
471 }
472
473 FREE(state);
474 svga->hud.num_rasterizer_objects--;
475 }
476
477
478 void
svga_init_rasterizer_functions(struct svga_context * svga)479 svga_init_rasterizer_functions(struct svga_context *svga)
480 {
481 svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
482 svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
483 svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
484 }
485