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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 "util/u_bitmask.h"
28 #include "util/u_inlines.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31 
32 #include "svga_context.h"
33 #include "svga_hw_reg.h"
34 #include "svga_cmd.h"
35 
36 
37 static inline unsigned
svga_translate_compare_func(unsigned func)38 svga_translate_compare_func(unsigned func)
39 {
40    switch (func) {
41    case PIPE_FUNC_NEVER:     return SVGA3D_CMP_NEVER;
42    case PIPE_FUNC_LESS:      return SVGA3D_CMP_LESS;
43    case PIPE_FUNC_LEQUAL:    return SVGA3D_CMP_LESSEQUAL;
44    case PIPE_FUNC_GREATER:   return SVGA3D_CMP_GREATER;
45    case PIPE_FUNC_GEQUAL:    return SVGA3D_CMP_GREATEREQUAL;
46    case PIPE_FUNC_NOTEQUAL:  return SVGA3D_CMP_NOTEQUAL;
47    case PIPE_FUNC_EQUAL:     return SVGA3D_CMP_EQUAL;
48    case PIPE_FUNC_ALWAYS:    return SVGA3D_CMP_ALWAYS;
49    default:
50       assert(0);
51       return SVGA3D_CMP_ALWAYS;
52    }
53 }
54 
55 static inline unsigned
svga_translate_stencil_op(unsigned op)56 svga_translate_stencil_op(unsigned op)
57 {
58    switch (op) {
59    case PIPE_STENCIL_OP_KEEP:      return SVGA3D_STENCILOP_KEEP;
60    case PIPE_STENCIL_OP_ZERO:      return SVGA3D_STENCILOP_ZERO;
61    case PIPE_STENCIL_OP_REPLACE:   return SVGA3D_STENCILOP_REPLACE;
62    case PIPE_STENCIL_OP_INCR:      return SVGA3D_STENCILOP_INCRSAT;
63    case PIPE_STENCIL_OP_DECR:      return SVGA3D_STENCILOP_DECRSAT;
64    case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCR;
65    case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECR;
66    case PIPE_STENCIL_OP_INVERT:    return SVGA3D_STENCILOP_INVERT;
67    default:
68       assert(0);
69       return SVGA3D_STENCILOP_KEEP;
70    }
71 }
72 
73 
74 /**
75  * Define a vgpu10 depth/stencil state object for the given
76  * svga depth/stencil state.
77  */
78 static void
define_depth_stencil_state_object(struct svga_context * svga,struct svga_depth_stencil_state * ds)79 define_depth_stencil_state_object(struct svga_context *svga,
80                                   struct svga_depth_stencil_state *ds)
81 {
82    unsigned try;
83 
84    assert(svga_have_vgpu10(svga));
85 
86    ds->id = util_bitmask_add(svga->ds_object_id_bm);
87 
88    /* spot check that these comparision tokens are the same */
89    STATIC_ASSERT(SVGA3D_COMPARISON_NEVER == SVGA3D_CMP_NEVER);
90    STATIC_ASSERT(SVGA3D_COMPARISON_LESS == SVGA3D_CMP_LESS);
91    STATIC_ASSERT(SVGA3D_COMPARISON_NOT_EQUAL == SVGA3D_CMP_NOTEQUAL);
92 
93    /* Loop in case command buffer is full and we need to flush and retry */
94    for (try = 0; try < 2; try++) {
95       enum pipe_error ret;
96 
97       /* Note: we use the ds->stencil[0].enabled value for both the front
98        * and back-face enables.  If single-side stencil is used, we'll have
99        * set the back state the same as the front state.
100        */
101       ret = SVGA3D_vgpu10_DefineDepthStencilState(svga->swc,
102                                                   ds->id,
103                                                   /* depth/Z */
104                                                   ds->zenable,
105                                                   ds->zwriteenable,
106                                                   ds->zfunc,
107                                                   /* Stencil */
108                                                   ds->stencil[0].enabled, /*f|b*/
109                                                   ds->stencil[0].enabled, /*f*/
110                                                   ds->stencil[0].enabled, /*b*/
111                                                   ds->stencil_mask,
112                                                   ds->stencil_writemask,
113                                                   /* front stencil */
114                                                   ds->stencil[0].fail,
115                                                   ds->stencil[0].zfail,
116                                                   ds->stencil[0].pass,
117                                                   ds->stencil[0].func,
118                                                   /* back stencil */
119                                                   ds->stencil[1].fail,
120                                                   ds->stencil[1].zfail,
121                                                   ds->stencil[1].pass,
122                                                   ds->stencil[1].func);
123       if (ret == PIPE_OK)
124          return;
125       svga_context_flush(svga, NULL);
126    }
127 }
128 
129 
130 static void *
svga_create_depth_stencil_state(struct pipe_context * pipe,const struct pipe_depth_stencil_alpha_state * templ)131 svga_create_depth_stencil_state(struct pipe_context *pipe,
132 				const struct pipe_depth_stencil_alpha_state *templ)
133 {
134    struct svga_context *svga = svga_context(pipe);
135    struct svga_depth_stencil_state *ds = CALLOC_STRUCT(svga_depth_stencil_state);
136 
137    if (!ds)
138       return NULL;
139 
140    /* Don't try to figure out CW/CCW correspondence with
141     * stencil[0]/[1] at this point.  Presumably this can change as
142     * back/front face are modified.
143     */
144    ds->stencil[0].enabled = templ->stencil[0].enabled;
145    if (ds->stencil[0].enabled) {
146       ds->stencil[0].func  = svga_translate_compare_func(templ->stencil[0].func);
147       ds->stencil[0].fail  = svga_translate_stencil_op(templ->stencil[0].fail_op);
148       ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
149       ds->stencil[0].pass  = svga_translate_stencil_op(templ->stencil[0].zpass_op);
150 
151       /* SVGA3D has one ref/mask/writemask triple shared between front &
152        * back face stencil.  We really need two:
153        */
154       ds->stencil_mask      = templ->stencil[0].valuemask & 0xff;
155       ds->stencil_writemask = templ->stencil[0].writemask & 0xff;
156    }
157    else {
158       ds->stencil[0].func = SVGA3D_CMP_ALWAYS;
159       ds->stencil[0].fail = SVGA3D_STENCILOP_KEEP;
160       ds->stencil[0].zfail = SVGA3D_STENCILOP_KEEP;
161       ds->stencil[0].pass = SVGA3D_STENCILOP_KEEP;
162    }
163 
164    ds->stencil[1].enabled = templ->stencil[1].enabled;
165    if (templ->stencil[1].enabled) {
166       assert(templ->stencil[0].enabled);
167       /* two-sided stencil */
168       ds->stencil[1].func   = svga_translate_compare_func(templ->stencil[1].func);
169       ds->stencil[1].fail   = svga_translate_stencil_op(templ->stencil[1].fail_op);
170       ds->stencil[1].zfail  = svga_translate_stencil_op(templ->stencil[1].zfail_op);
171       ds->stencil[1].pass   = svga_translate_stencil_op(templ->stencil[1].zpass_op);
172 
173       ds->stencil_mask      = templ->stencil[1].valuemask & 0xff;
174       ds->stencil_writemask = templ->stencil[1].writemask & 0xff;
175    }
176    else {
177       /* back face state is same as front-face state */
178       ds->stencil[1].func = ds->stencil[0].func;
179       ds->stencil[1].fail = ds->stencil[0].fail;
180       ds->stencil[1].zfail = ds->stencil[0].zfail;
181       ds->stencil[1].pass = ds->stencil[0].pass;
182    }
183 
184 
185    ds->zenable = templ->depth.enabled;
186    if (ds->zenable) {
187       ds->zfunc = svga_translate_compare_func(templ->depth.func);
188       ds->zwriteenable = templ->depth.writemask;
189    }
190    else {
191       ds->zfunc = SVGA3D_CMP_ALWAYS;
192    }
193 
194    ds->alphatestenable = templ->alpha.enabled;
195    if (ds->alphatestenable) {
196       ds->alphafunc = svga_translate_compare_func(templ->alpha.func);
197       ds->alpharef = templ->alpha.ref_value;
198    }
199    else {
200       ds->alphafunc = SVGA3D_CMP_ALWAYS;
201    }
202 
203    if (svga_have_vgpu10(svga)) {
204       define_depth_stencil_state_object(svga, ds);
205    }
206 
207    svga->hud.num_depthstencil_objects++;
208 
209    SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
210                         SVGA_STATS_COUNT_DEPTHSTENCILSTATE);
211 
212    return ds;
213 }
214 
215 
216 static void
svga_bind_depth_stencil_state(struct pipe_context * pipe,void * depth_stencil)217 svga_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
218 {
219    struct svga_context *svga = svga_context(pipe);
220 
221    if (svga_have_vgpu10(svga)) {
222       /* flush any previously queued drawing before changing state */
223       svga_hwtnl_flush_retry(svga);
224    }
225 
226    svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil;
227    svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
228 }
229 
230 
231 static void
svga_delete_depth_stencil_state(struct pipe_context * pipe,void * depth_stencil)232 svga_delete_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
233 {
234    struct svga_context *svga = svga_context(pipe);
235    struct svga_depth_stencil_state *ds =
236       (struct svga_depth_stencil_state *) depth_stencil;
237 
238    if (svga_have_vgpu10(svga)) {
239       enum pipe_error ret;
240 
241       svga_hwtnl_flush_retry(svga);
242 
243       assert(ds->id != SVGA3D_INVALID_ID);
244 
245       ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
246       if (ret != PIPE_OK) {
247          svga_context_flush(svga, NULL);
248          ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
249          assert(ret == PIPE_OK);
250       }
251 
252       if (ds->id == svga->state.hw_draw.depth_stencil_id)
253          svga->state.hw_draw.depth_stencil_id = SVGA3D_INVALID_ID;
254 
255       util_bitmask_clear(svga->ds_object_id_bm, ds->id);
256       ds->id = SVGA3D_INVALID_ID;
257    }
258 
259    FREE(depth_stencil);
260    svga->hud.num_depthstencil_objects--;
261 }
262 
263 
264 static void
svga_set_stencil_ref(struct pipe_context * pipe,const struct pipe_stencil_ref * stencil_ref)265 svga_set_stencil_ref(struct pipe_context *pipe,
266                      const struct pipe_stencil_ref *stencil_ref)
267 {
268    struct svga_context *svga = svga_context(pipe);
269 
270    if (svga_have_vgpu10(svga)) {
271       /* flush any previously queued drawing before changing state */
272       svga_hwtnl_flush_retry(svga);
273    }
274 
275    svga->curr.stencil_ref = *stencil_ref;
276 
277    svga->dirty |= SVGA_NEW_STENCIL_REF;
278 }
279 
280 
281 static void
svga_set_sample_mask(struct pipe_context * pipe,unsigned sample_mask)282 svga_set_sample_mask(struct pipe_context *pipe,
283                      unsigned sample_mask)
284 {
285    struct svga_context *svga = svga_context(pipe);
286 
287    svga->curr.sample_mask = sample_mask;
288 
289    svga->dirty |= SVGA_NEW_BLEND; /* See emit_rss_vgpu10() */
290 }
291 
292 
293 void
svga_init_depth_stencil_functions(struct svga_context * svga)294 svga_init_depth_stencil_functions(struct svga_context *svga)
295 {
296    svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
297    svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
298    svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state;
299 
300    svga->pipe.set_stencil_ref = svga_set_stencil_ref;
301    svga->pipe.set_sample_mask = svga_set_sample_mask;
302 }
303