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 */ 41static SVGA3dFace 42svga_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 60static SVGA3dShadeMode 61svga_translate_flatshade(unsigned mode) 62{ 63 return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH; 64} 65 66 67static unsigned 68translate_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 84static unsigned 85translate_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 104static void 105define_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_near, 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 161static void * 162svga_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 rast->shademode = svga_translate_flatshade(templ->flatshade); 176 rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw); 177 rast->scissortestenable = templ->scissor; 178 rast->multisampleantialias = templ->multisample; 179 rast->antialiasedlineenable = templ->line_smooth; 180 rast->lastpixel = templ->line_last_pixel; 181 rast->pointsprite = templ->point_quad_rasterization; 182 183 if (rast->templ.multisample) { 184 /* The OpenGL 3.0 spec says points are always drawn as circles when 185 * MSAA is enabled. Note that our implementation isn't 100% correct, 186 * though. Our smooth point implementation involves drawing a square, 187 * computing fragment distance from point center, then attenuating 188 * the fragment alpha value. We should not attenuate alpha if msaa 189 * is enabled. We should kill fragments entirely outside the circle 190 * and let the GPU compute per-fragment coverage. 191 * But as-is, our implementation gives acceptable results and passes 192 * Piglit's MSAA point smooth test. 193 */ 194 rast->templ.point_smooth = TRUE; 195 } 196 197 if (templ->point_smooth) { 198 /* For smooth points we need to generate fragments for at least 199 * a 2x2 region. Otherwise the quad we draw may be too small and 200 * we may generate no fragments at all. 201 */ 202 rast->pointsize = MAX2(2.0f, templ->point_size); 203 } 204 else { 205 rast->pointsize = templ->point_size; 206 } 207 208 rast->hw_fillmode = PIPE_POLYGON_MODE_FILL; 209 210 /* Use swtnl + decomposition implement these: 211 */ 212 213 if (templ->line_width <= screen->maxLineWidth) { 214 /* pass line width to device */ 215 rast->linewidth = MAX2(1.0F, templ->line_width); 216 } 217 else if (svga->debug.no_line_width) { 218 /* nothing */ 219 } 220 else { 221 /* use 'draw' pipeline for wide line */ 222 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES; 223 rast->need_pipeline_lines_str = "line width"; 224 } 225 226 if (templ->line_stipple_enable) { 227 if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) { 228 SVGA3dLinePattern lp; 229 lp.repeat = templ->line_stipple_factor + 1; 230 lp.pattern = templ->line_stipple_pattern; 231 rast->linepattern = lp.uintValue; 232 } 233 else { 234 /* use 'draw' module to decompose into short line segments */ 235 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES; 236 rast->need_pipeline_lines_str = "line stipple"; 237 } 238 } 239 240 if (!svga_have_vgpu10(svga) && templ->point_smooth) { 241 rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS; 242 rast->need_pipeline_points_str = "smooth points"; 243 } 244 245 if (templ->line_smooth && !screen->haveLineSmooth) { 246 /* 247 * XXX: Enabling the pipeline slows down performance immensely, so ignore 248 * line smooth state, where there is very little visual improvement. 249 * Smooth lines will still be drawn for wide lines. 250 */ 251#if 0 252 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES; 253 rast->need_pipeline_lines_str = "smooth lines"; 254#endif 255 } 256 257 { 258 int fill_front = templ->fill_front; 259 int fill_back = templ->fill_back; 260 int fill = PIPE_POLYGON_MODE_FILL; 261 boolean offset_front = util_get_offset(templ, fill_front); 262 boolean offset_back = util_get_offset(templ, fill_back); 263 boolean offset = FALSE; 264 265 switch (templ->cull_face) { 266 case PIPE_FACE_FRONT_AND_BACK: 267 offset = FALSE; 268 fill = PIPE_POLYGON_MODE_FILL; 269 break; 270 271 case PIPE_FACE_FRONT: 272 offset = offset_back; 273 fill = fill_back; 274 break; 275 276 case PIPE_FACE_BACK: 277 offset = offset_front; 278 fill = fill_front; 279 break; 280 281 case PIPE_FACE_NONE: 282 if (fill_front != fill_back || offset_front != offset_back) { 283 /* Always need the draw module to work out different 284 * front/back fill modes: 285 */ 286 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; 287 rast->need_pipeline_tris_str = "different front/back fillmodes"; 288 fill = PIPE_POLYGON_MODE_FILL; 289 } 290 else { 291 offset = offset_front; 292 fill = fill_front; 293 } 294 break; 295 296 default: 297 assert(0); 298 break; 299 } 300 301 /* Unfilled primitive modes aren't implemented on all virtual 302 * hardware. We can do some unfilled processing with index 303 * translation, but otherwise need the draw module: 304 */ 305 if (fill != PIPE_POLYGON_MODE_FILL && 306 (templ->flatshade || 307 templ->light_twoside || 308 offset)) { 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 fill = PIPE_POLYGON_MODE_FILL; 320 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; 321 rast->need_pipeline_tris_str = "decomposing lines"; 322 } 323 324 /* Similarly for points: 325 */ 326 if (fill == PIPE_POLYGON_MODE_POINT && 327 (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) { 328 fill = PIPE_POLYGON_MODE_FILL; 329 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; 330 rast->need_pipeline_tris_str = "decomposing points"; 331 } 332 333 if (offset) { 334 rast->slopescaledepthbias = templ->offset_scale; 335 rast->depthbias = templ->offset_units; 336 } 337 338 rast->hw_fillmode = fill; 339 } 340 341 if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) { 342 /* Turn off stuff which will get done in the draw module: 343 */ 344 rast->hw_fillmode = PIPE_POLYGON_MODE_FILL; 345 rast->slopescaledepthbias = 0; 346 rast->depthbias = 0; 347 } 348 349 if (0 && rast->need_pipeline) { 350 debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline); 351 debug_printf(" pnts: %s \n", rast->need_pipeline_points_str); 352 debug_printf(" lins: %s \n", rast->need_pipeline_lines_str); 353 debug_printf(" tris: %s \n", rast->need_pipeline_tris_str); 354 } 355 356 if (svga_have_vgpu10(svga)) { 357 define_rasterizer_object(svga, rast); 358 } 359 360 if (templ->poly_smooth) { 361 pipe_debug_message(&svga->debug.callback, CONFORMANCE, 362 "GL_POLYGON_SMOOTH not supported"); 363 } 364 365 svga->hud.num_rasterizer_objects++; 366 SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, 367 SVGA_STATS_COUNT_RASTERIZERSTATE); 368 369 return rast; 370} 371 372 373static void 374svga_bind_rasterizer_state(struct pipe_context *pipe, void *state) 375{ 376 struct svga_context *svga = svga_context(pipe); 377 struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state; 378 379 if (!raster || !svga->curr.rast) { 380 svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA; 381 } 382 else { 383 if (raster->templ.poly_stipple_enable != 384 svga->curr.rast->templ.poly_stipple_enable) { 385 svga->dirty |= SVGA_NEW_STIPPLE; 386 } 387 if (raster->templ.rasterizer_discard != 388 svga->curr.rast->templ.rasterizer_discard) { 389 svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA; 390 } 391 } 392 393 svga->curr.rast = raster; 394 395 svga->dirty |= SVGA_NEW_RAST; 396} 397 398 399static void 400svga_delete_rasterizer_state(struct pipe_context *pipe, void *state) 401{ 402 struct svga_context *svga = svga_context(pipe); 403 struct svga_rasterizer_state *raster = 404 (struct svga_rasterizer_state *) state; 405 406 if (svga_have_vgpu10(svga)) { 407 enum pipe_error ret = 408 SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id); 409 if (ret != PIPE_OK) { 410 svga_context_flush(svga, NULL); 411 ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id); 412 } 413 414 if (raster->id == svga->state.hw_draw.rasterizer_id) 415 svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID; 416 417 util_bitmask_clear(svga->rast_object_id_bm, raster->id); 418 } 419 420 FREE(state); 421 svga->hud.num_rasterizer_objects--; 422} 423 424 425void 426svga_init_rasterizer_functions(struct svga_context *svga) 427{ 428 svga->pipe.create_rasterizer_state = svga_create_rasterizer_state; 429 svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state; 430 svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state; 431} 432