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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    unsigned try;
122 
123    rast->id = util_bitmask_add(svga->rast_object_id_bm);
124 
125    if (rast->templ.fill_front != rast->templ.fill_back) {
126       /* The VGPU10 device can't handle different front/back fill modes.
127        * We'll handle that with a swtnl/draw fallback.  But we need to
128        * make sure we always fill triangles in that case.
129        */
130       fill_mode = SVGA3D_FILLMODE_FILL;
131    }
132 
133    for (try = 0; try < 2; try++) {
134       const uint8 pv_last = !rast->templ.flatshade_first &&
135          svgascreen->haveProvokingVertex;
136       enum pipe_error ret =
137          SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
138                                              rast->id,
139                                              fill_mode,
140                                              cull_mode,
141                                              rast->templ.front_ccw,
142                                              depth_bias,
143                                              depth_bias_clamp,
144                                              slope_scaled_depth_bias,
145                                              rast->templ.depth_clip,
146                                              rast->templ.scissor,
147                                              rast->templ.multisample,
148                                              rast->templ.line_smooth,
149                                              line_width,
150                                              rast->templ.line_stipple_enable,
151                                              line_factor,
152                                              line_pattern,
153                                              pv_last);
154       if (ret == PIPE_OK)
155          return;
156       svga_context_flush(svga, NULL);
157    }
158 }
159 
160 
161 static void *
svga_create_rasterizer_state(struct pipe_context * pipe,const struct pipe_rasterizer_state * templ)162 svga_create_rasterizer_state(struct pipe_context *pipe,
163                              const struct pipe_rasterizer_state *templ)
164 {
165    struct svga_context *svga = svga_context(pipe);
166    struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
167    struct svga_screen *screen = svga_screen(pipe->screen);
168 
169    if (!rast)
170       return NULL;
171 
172    /* need this for draw module. */
173    rast->templ = *templ;
174 
175    /* light_twoside          - XXX: need fragment shader variant */
176    /* poly_smooth            - XXX: no fallback available */
177    /* poly_stipple_enable    - draw module */
178    /* sprite_coord_enable    - ? */
179    /* point_quad_rasterization - ? */
180    /* point_size_per_vertex  - ? */
181    /* sprite_coord_mode      - ??? */
182    /* flatshade_first        - handled by index translation */
183    /* half_pixel_center      - XXX - viewport code */
184    /* line_width             - draw module */
185    /* fill_cw, fill_ccw      - draw module or index translation */
186 
187    rast->shademode = svga_translate_flatshade(templ->flatshade);
188    rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
189    rast->scissortestenable = templ->scissor;
190    rast->multisampleantialias = templ->multisample;
191    rast->antialiasedlineenable = templ->line_smooth;
192    rast->lastpixel = templ->line_last_pixel;
193    rast->pointsprite = templ->sprite_coord_enable != 0x0;
194 
195    if (templ->point_smooth) {
196       /* For smooth points we need to generate fragments for at least
197        * a 2x2 region.  Otherwise the quad we draw may be too small and
198        * we may generate no fragments at all.
199        */
200       rast->pointsize = MAX2(2.0f, templ->point_size);
201    }
202    else {
203       rast->pointsize = templ->point_size;
204    }
205 
206    rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
207 
208    /* Use swtnl + decomposition implement these:
209     */
210 
211    if (templ->line_width <= screen->maxLineWidth) {
212       /* pass line width to device */
213       rast->linewidth = MAX2(1.0F, templ->line_width);
214    }
215    else if (svga->debug.no_line_width) {
216       /* nothing */
217    }
218    else {
219       /* use 'draw' pipeline for wide line */
220       rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
221       rast->need_pipeline_lines_str = "line width";
222    }
223 
224    if (templ->line_stipple_enable) {
225       if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
226          SVGA3dLinePattern lp;
227          lp.repeat = templ->line_stipple_factor + 1;
228          lp.pattern = templ->line_stipple_pattern;
229          rast->linepattern = lp.uintValue;
230       }
231       else {
232          /* use 'draw' module to decompose into short line segments */
233          rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
234          rast->need_pipeline_lines_str = "line stipple";
235       }
236    }
237 
238    if (!svga_have_vgpu10(svga) && templ->point_smooth) {
239       rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
240       rast->need_pipeline_points_str = "smooth points";
241    }
242 
243    if (templ->line_smooth && !screen->haveLineSmooth) {
244       /*
245        * XXX: Enabling the pipeline slows down performance immensely, so ignore
246        * line smooth state, where there is very little visual improvement.
247        * Smooth lines will still be drawn for wide lines.
248        */
249 #if 0
250       rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
251       rast->need_pipeline_lines_str = "smooth lines";
252 #endif
253    }
254 
255    {
256       int fill_front = templ->fill_front;
257       int fill_back = templ->fill_back;
258       int fill = PIPE_POLYGON_MODE_FILL;
259       boolean offset_front = util_get_offset(templ, fill_front);
260       boolean offset_back = util_get_offset(templ, fill_back);
261       boolean offset = FALSE;
262 
263       switch (templ->cull_face) {
264       case PIPE_FACE_FRONT_AND_BACK:
265          offset = FALSE;
266          fill = PIPE_POLYGON_MODE_FILL;
267          break;
268 
269       case PIPE_FACE_FRONT:
270          offset = offset_front;
271          fill = fill_front;
272          break;
273 
274       case PIPE_FACE_BACK:
275          offset = offset_back;
276          fill = fill_back;
277          break;
278 
279       case PIPE_FACE_NONE:
280          if (fill_front != fill_back || offset_front != offset_back)
281          {
282             /* Always need the draw module to work out different
283              * front/back fill modes:
284              */
285             rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
286             rast->need_pipeline_tris_str = "different front/back fillmodes";
287          }
288          else {
289             offset = offset_front;
290             fill = fill_front;
291          }
292          break;
293 
294       default:
295          assert(0);
296          break;
297       }
298 
299       /* Unfilled primitive modes aren't implemented on all virtual
300        * hardware.  We can do some unfilled processing with index
301        * translation, but otherwise need the draw module:
302        */
303       if (fill != PIPE_POLYGON_MODE_FILL &&
304           (templ->flatshade ||
305            templ->light_twoside ||
306            offset ||
307            templ->cull_face != PIPE_FACE_NONE))
308       {
309          fill = PIPE_POLYGON_MODE_FILL;
310          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
311          rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
312       }
313 
314       /* If we are decomposing to lines, and lines need the pipeline,
315        * then we also need the pipeline for tris.
316        */
317       if (fill == PIPE_POLYGON_MODE_LINE &&
318           (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
319       {
320          fill = PIPE_POLYGON_MODE_FILL;
321          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
322          rast->need_pipeline_tris_str = "decomposing lines";
323       }
324 
325       /* Similarly for points:
326        */
327       if (fill == PIPE_POLYGON_MODE_POINT &&
328           (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
329       {
330          fill = PIPE_POLYGON_MODE_FILL;
331          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
332          rast->need_pipeline_tris_str = "decomposing points";
333       }
334 
335       if (offset) {
336          rast->slopescaledepthbias = templ->offset_scale;
337          rast->depthbias = templ->offset_units;
338       }
339 
340       rast->hw_fillmode = fill;
341    }
342 
343    if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
344       /* Turn off stuff which will get done in the draw module:
345        */
346       rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
347       rast->slopescaledepthbias = 0;
348       rast->depthbias = 0;
349    }
350 
351    if (0 && rast->need_pipeline) {
352       debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
353       debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
354       debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
355       debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
356    }
357 
358    if (svga_have_vgpu10(svga)) {
359       define_rasterizer_object(svga, rast);
360    }
361 
362    if (templ->poly_smooth) {
363       pipe_debug_message(&svga->debug.callback, CONFORMANCE,
364                          "GL_POLYGON_SMOOTH not supported");
365    }
366 
367    svga->hud.num_rasterizer_objects++;
368    SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
369                         SVGA_STATS_COUNT_RASTERIZERSTATE);
370 
371    return rast;
372 }
373 
374 
375 static void
svga_bind_rasterizer_state(struct pipe_context * pipe,void * state)376 svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
377 {
378    struct svga_context *svga = svga_context(pipe);
379    struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
380 
381    if (!raster ||
382        !svga->curr.rast ||
383        raster->templ.poly_stipple_enable !=
384        svga->curr.rast->templ.poly_stipple_enable) {
385       svga->dirty |= SVGA_NEW_STIPPLE;
386    }
387 
388    svga->curr.rast = raster;
389 
390    svga->dirty |= SVGA_NEW_RAST;
391 }
392 
393 
394 static void
svga_delete_rasterizer_state(struct pipe_context * pipe,void * state)395 svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
396 {
397    struct svga_context *svga = svga_context(pipe);
398    struct svga_rasterizer_state *raster =
399       (struct svga_rasterizer_state *) state;
400 
401    if (svga_have_vgpu10(svga)) {
402       enum pipe_error ret =
403          SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
404       if (ret != PIPE_OK) {
405          svga_context_flush(svga, NULL);
406          ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
407       }
408 
409       if (raster->id == svga->state.hw_draw.rasterizer_id)
410          svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
411 
412       util_bitmask_clear(svga->rast_object_id_bm, raster->id);
413    }
414 
415    FREE(state);
416    svga->hud.num_rasterizer_objects--;
417 }
418 
419 
420 void
svga_init_rasterizer_functions(struct svga_context * svga)421 svga_init_rasterizer_functions(struct svga_context *svga)
422 {
423    svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
424    svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
425    svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
426 }
427