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 "util/u_inlines.h"
27 #include "pipe/p_state.h"
28
29
30 #include "svga_context.h"
31 #include "svga_state.h"
32 #include "svga_debug.h"
33 #include "svga_hw_reg.h"
34
35 /***********************************************************************
36 */
37
38
39 /**
40 * Given a gallium vertex element format, return the corresponding SVGA3D
41 * format. Return SVGA3D_DECLTYPE_MAX for unsupported gallium formats.
42 */
43 static INLINE SVGA3dDeclType
svga_translate_vertex_format(enum pipe_format format)44 svga_translate_vertex_format(enum pipe_format format)
45 {
46 switch (format) {
47 case PIPE_FORMAT_R32_FLOAT: return SVGA3D_DECLTYPE_FLOAT1;
48 case PIPE_FORMAT_R32G32_FLOAT: return SVGA3D_DECLTYPE_FLOAT2;
49 case PIPE_FORMAT_R32G32B32_FLOAT: return SVGA3D_DECLTYPE_FLOAT3;
50 case PIPE_FORMAT_R32G32B32A32_FLOAT: return SVGA3D_DECLTYPE_FLOAT4;
51 case PIPE_FORMAT_B8G8R8A8_UNORM: return SVGA3D_DECLTYPE_D3DCOLOR;
52 case PIPE_FORMAT_R8G8B8A8_USCALED: return SVGA3D_DECLTYPE_UBYTE4;
53 case PIPE_FORMAT_R16G16_SSCALED: return SVGA3D_DECLTYPE_SHORT2;
54 case PIPE_FORMAT_R16G16B16A16_SSCALED: return SVGA3D_DECLTYPE_SHORT4;
55 case PIPE_FORMAT_R8G8B8A8_UNORM: return SVGA3D_DECLTYPE_UBYTE4N;
56 case PIPE_FORMAT_R16G16_SNORM: return SVGA3D_DECLTYPE_SHORT2N;
57 case PIPE_FORMAT_R16G16B16A16_SNORM: return SVGA3D_DECLTYPE_SHORT4N;
58 case PIPE_FORMAT_R16G16_UNORM: return SVGA3D_DECLTYPE_USHORT2N;
59 case PIPE_FORMAT_R16G16B16A16_UNORM: return SVGA3D_DECLTYPE_USHORT4N;
60 case PIPE_FORMAT_R10G10B10X2_USCALED: return SVGA3D_DECLTYPE_UDEC3;
61 case PIPE_FORMAT_R10G10B10X2_SNORM: return SVGA3D_DECLTYPE_DEC3N;
62 case PIPE_FORMAT_R16G16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_2;
63 case PIPE_FORMAT_R16G16B16A16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_4;
64
65 default:
66 /* There are many formats without hardware support. This case
67 * will be hit regularly, meaning we'll need swvfetch.
68 */
69 return SVGA3D_DECLTYPE_MAX;
70 }
71 }
72
73
74 static enum pipe_error
update_need_swvfetch(struct svga_context * svga,unsigned dirty)75 update_need_swvfetch( struct svga_context *svga,
76 unsigned dirty )
77 {
78 unsigned i;
79 boolean need_swvfetch = FALSE;
80
81 if (!svga->curr.velems) {
82 /* No vertex elements bound. */
83 return 0;
84 }
85
86 for (i = 0; i < svga->curr.velems->count; i++) {
87 svga->state.sw.ve_format[i] = svga_translate_vertex_format(svga->curr.velems->velem[i].src_format);
88 if (svga->state.sw.ve_format[i] == SVGA3D_DECLTYPE_MAX) {
89 /* Unsupported format - use software fetch */
90 need_swvfetch = TRUE;
91 break;
92 }
93 }
94
95 if (need_swvfetch != svga->state.sw.need_swvfetch) {
96 svga->state.sw.need_swvfetch = need_swvfetch;
97 svga->dirty |= SVGA_NEW_NEED_SWVFETCH;
98 }
99
100 return PIPE_OK;
101 }
102
103 struct svga_tracked_state svga_update_need_swvfetch =
104 {
105 "update need_swvfetch",
106 ( SVGA_NEW_VELEMENT ),
107 update_need_swvfetch
108 };
109
110
111 /***********************************************************************
112 */
113
114 static enum pipe_error
update_need_pipeline(struct svga_context * svga,unsigned dirty)115 update_need_pipeline( struct svga_context *svga,
116 unsigned dirty )
117 {
118
119 boolean need_pipeline = FALSE;
120 struct svga_vertex_shader *vs = svga->curr.vs;
121
122 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
123 */
124 if (svga->curr.rast->need_pipeline & (1 << svga->curr.reduced_prim)) {
125 SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline (0x%x) & prim (0x%x)\n",
126 __FUNCTION__,
127 svga->curr.rast->need_pipeline,
128 (1 << svga->curr.reduced_prim) );
129 SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline tris (%s), lines (%s), points (%s)\n",
130 __FUNCTION__,
131 svga->curr.rast->need_pipeline_tris_str,
132 svga->curr.rast->need_pipeline_lines_str,
133 svga->curr.rast->need_pipeline_points_str);
134 need_pipeline = TRUE;
135 }
136
137 /* EDGEFLAGS
138 */
139 if (vs && vs->base.info.writes_edgeflag) {
140 SVGA_DBG(DEBUG_SWTNL, "%s: edgeflags\n", __FUNCTION__);
141 need_pipeline = TRUE;
142 }
143
144 /* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
145 */
146 if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
147 unsigned sprite_coord_gen = svga->curr.rast->templ.sprite_coord_enable;
148 unsigned generic_inputs =
149 svga->curr.fs ? svga->curr.fs->generic_inputs : 0;
150
151 if (sprite_coord_gen &&
152 (generic_inputs & ~sprite_coord_gen)) {
153 /* The fragment shader is using some generic inputs that are
154 * not being replaced by auto-generated point/sprite coords (and
155 * auto sprite coord generation is turned on).
156 * The SVGA3D interface does not support that: if we enable
157 * SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
158 * texture coordinate sets.
159 * To solve this, we have to use the draw-module's wide/sprite
160 * point stage.
161 */
162 need_pipeline = TRUE;
163 }
164 }
165
166 if (need_pipeline != svga->state.sw.need_pipeline) {
167 svga->state.sw.need_pipeline = need_pipeline;
168 svga->dirty |= SVGA_NEW_NEED_PIPELINE;
169 }
170
171 /* DEBUG */
172 if (0 && svga->state.sw.need_pipeline)
173 debug_printf("sw.need_pipeline = %d\n", svga->state.sw.need_pipeline);
174
175 return PIPE_OK;
176 }
177
178
179 struct svga_tracked_state svga_update_need_pipeline =
180 {
181 "need pipeline",
182 (SVGA_NEW_RAST |
183 SVGA_NEW_FS |
184 SVGA_NEW_VS |
185 SVGA_NEW_REDUCED_PRIMITIVE),
186 update_need_pipeline
187 };
188
189
190 /***********************************************************************
191 */
192
193 static enum pipe_error
update_need_swtnl(struct svga_context * svga,unsigned dirty)194 update_need_swtnl( struct svga_context *svga,
195 unsigned dirty )
196 {
197 boolean need_swtnl;
198
199 if (svga->debug.no_swtnl) {
200 svga->state.sw.need_swvfetch = FALSE;
201 svga->state.sw.need_pipeline = FALSE;
202 }
203
204 need_swtnl = (svga->state.sw.need_swvfetch ||
205 svga->state.sw.need_pipeline);
206
207 if (svga->debug.force_swtnl) {
208 need_swtnl = TRUE;
209 }
210
211 /*
212 * Some state changes the draw module does makes us believe we
213 * we don't need swtnl. This causes the vdecl code to pickup
214 * the wrong buffers and vertex formats. Try trivial/line-wide.
215 */
216 if (svga->state.sw.in_swtnl_draw)
217 need_swtnl = TRUE;
218
219 if (need_swtnl != svga->state.sw.need_swtnl) {
220 SVGA_DBG(DEBUG_SWTNL|DEBUG_PERF,
221 "%s: need_swvfetch %s, need_pipeline %s\n",
222 __FUNCTION__,
223 svga->state.sw.need_swvfetch ? "true" : "false",
224 svga->state.sw.need_pipeline ? "true" : "false");
225
226 svga->state.sw.need_swtnl = need_swtnl;
227 svga->dirty |= SVGA_NEW_NEED_SWTNL;
228 svga->swtnl.new_vdecl = TRUE;
229 }
230
231 return PIPE_OK;
232 }
233
234
235 struct svga_tracked_state svga_update_need_swtnl =
236 {
237 "need swtnl",
238 (SVGA_NEW_NEED_PIPELINE |
239 SVGA_NEW_NEED_SWVFETCH),
240 update_need_swtnl
241 };
242