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