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_format.h" 29#include "util/u_inlines.h" 30#include "util/u_memory.h" 31#include "util/u_math.h" 32#include "util/u_memory.h" 33 34#include "svga_context.h" 35#include "svga_screen.h" 36#include "svga_state.h" 37#include "svga_cmd.h" 38#include "svga_format.h" 39#include "svga_shader.h" 40 41 42struct rs_queue { 43 unsigned rs_count; 44 SVGA3dRenderState rs[SVGA3D_RS_MAX]; 45}; 46 47 48#define EMIT_RS(svga, value, token) \ 49do { \ 50 STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \ 51 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \ 52 svga_queue_rs(&queue, SVGA3D_RS_##token, value); \ 53 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \ 54 } \ 55} while (0) 56 57#define EMIT_RS_FLOAT(svga, fvalue, token) \ 58do { \ 59 unsigned value = fui(fvalue); \ 60 STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \ 61 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \ 62 svga_queue_rs(&queue, SVGA3D_RS_##token, value); \ 63 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \ 64 } \ 65} while (0) 66 67 68static inline void 69svga_queue_rs(struct rs_queue *q, unsigned rss, unsigned value) 70{ 71 assert(q->rs_count < ARRAY_SIZE(q->rs)); 72 q->rs[q->rs_count].state = rss; 73 q->rs[q->rs_count].uintValue = value; 74 q->rs_count++; 75} 76 77 78static unsigned 79translate_fill_mode(unsigned fill) 80{ 81 switch (fill) { 82 case PIPE_POLYGON_MODE_POINT: 83 return SVGA3D_FILLMODE_POINT; 84 case PIPE_POLYGON_MODE_LINE: 85 return SVGA3D_FILLMODE_LINE; 86 case PIPE_POLYGON_MODE_FILL: 87 return SVGA3D_FILLMODE_FILL; 88 default: 89 assert(!"Bad fill mode"); 90 return SVGA3D_FILLMODE_FILL; 91 } 92} 93 94 95/* Compare old and new render states and emit differences between them 96 * to hardware. Simplest implementation would be to emit the whole of 97 * the "to" state. 98 */ 99static enum pipe_error 100emit_rss_vgpu9(struct svga_context *svga, unsigned dirty) 101{ 102 struct svga_screen *screen = svga_screen(svga->pipe.screen); 103 struct rs_queue queue; 104 float point_size_min; 105 106 queue.rs_count = 0; 107 108 if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { 109 const struct svga_blend_state *curr = svga->curr.blend; 110 111 EMIT_RS(svga, curr->rt[0].writemask, COLORWRITEENABLE); 112 EMIT_RS(svga, curr->rt[0].blend_enable, BLENDENABLE); 113 114 if (curr->rt[0].blend_enable) { 115 EMIT_RS(svga, curr->rt[0].srcblend, SRCBLEND); 116 EMIT_RS(svga, curr->rt[0].dstblend, DSTBLEND); 117 EMIT_RS(svga, curr->rt[0].blendeq, BLENDEQUATION); 118 119 EMIT_RS(svga, curr->rt[0].separate_alpha_blend_enable, 120 SEPARATEALPHABLENDENABLE); 121 122 if (curr->rt[0].separate_alpha_blend_enable) { 123 EMIT_RS(svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA); 124 EMIT_RS(svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA); 125 EMIT_RS(svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA); 126 } 127 } 128 } 129 130 if (dirty & SVGA_NEW_BLEND_COLOR) { 131 uint32 color; 132 uint32 r = float_to_ubyte(svga->curr.blend_color.color[0]); 133 uint32 g = float_to_ubyte(svga->curr.blend_color.color[1]); 134 uint32 b = float_to_ubyte(svga->curr.blend_color.color[2]); 135 uint32 a = float_to_ubyte(svga->curr.blend_color.color[3]); 136 137 color = (a << 24) | (r << 16) | (g << 8) | b; 138 139 EMIT_RS(svga, color, BLENDCOLOR); 140 } 141 142 if (dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_RAST)) { 143 const struct svga_depth_stencil_state *curr = svga->curr.depth; 144 const struct svga_rasterizer_state *rast = svga->curr.rast; 145 146 if (!curr->stencil[0].enabled) { 147 /* Stencil disabled 148 */ 149 EMIT_RS(svga, FALSE, STENCILENABLE); 150 EMIT_RS(svga, FALSE, STENCILENABLE2SIDED); 151 } 152 else if (curr->stencil[0].enabled && !curr->stencil[1].enabled) { 153 /* Regular stencil 154 */ 155 EMIT_RS(svga, TRUE, STENCILENABLE); 156 EMIT_RS(svga, FALSE, STENCILENABLE2SIDED); 157 158 EMIT_RS(svga, curr->stencil[0].func, STENCILFUNC); 159 EMIT_RS(svga, curr->stencil[0].fail, STENCILFAIL); 160 EMIT_RS(svga, curr->stencil[0].zfail, STENCILZFAIL); 161 EMIT_RS(svga, curr->stencil[0].pass, STENCILPASS); 162 163 EMIT_RS(svga, curr->stencil_mask, STENCILMASK); 164 EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK); 165 } 166 else { 167 int cw, ccw; 168 169 /* Hardware frontwinding is always CW, so if ours is also CW, 170 * then our definition of front face agrees with hardware. 171 * Otherwise need to flip. 172 */ 173 if (rast->templ.front_ccw) { 174 ccw = 0; 175 cw = 1; 176 } 177 else { 178 ccw = 1; 179 cw = 0; 180 } 181 182 /* Twoside stencil 183 */ 184 EMIT_RS(svga, TRUE, STENCILENABLE); 185 EMIT_RS(svga, TRUE, STENCILENABLE2SIDED); 186 187 EMIT_RS(svga, curr->stencil[cw].func, STENCILFUNC); 188 EMIT_RS(svga, curr->stencil[cw].fail, STENCILFAIL); 189 EMIT_RS(svga, curr->stencil[cw].zfail, STENCILZFAIL); 190 EMIT_RS(svga, curr->stencil[cw].pass, STENCILPASS); 191 192 EMIT_RS(svga, curr->stencil[ccw].func, CCWSTENCILFUNC); 193 EMIT_RS(svga, curr->stencil[ccw].fail, CCWSTENCILFAIL); 194 EMIT_RS(svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL); 195 EMIT_RS(svga, curr->stencil[ccw].pass, CCWSTENCILPASS); 196 197 EMIT_RS(svga, curr->stencil_mask, STENCILMASK); 198 EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK); 199 } 200 201 EMIT_RS(svga, curr->zenable, ZENABLE); 202 if (curr->zenable) { 203 EMIT_RS(svga, curr->zfunc, ZFUNC); 204 EMIT_RS(svga, curr->zwriteenable, ZWRITEENABLE); 205 } 206 207 EMIT_RS(svga, curr->alphatestenable, ALPHATESTENABLE); 208 if (curr->alphatestenable) { 209 EMIT_RS(svga, curr->alphafunc, ALPHAFUNC); 210 EMIT_RS_FLOAT(svga, curr->alpharef, ALPHAREF); 211 } 212 } 213 214 if (dirty & SVGA_NEW_STENCIL_REF) { 215 EMIT_RS(svga, svga->curr.stencil_ref.ref_value[0], STENCILREF); 216 } 217 218 if (dirty & (SVGA_NEW_RAST | SVGA_NEW_NEED_PIPELINE)) { 219 const struct svga_rasterizer_state *curr = svga->curr.rast; 220 unsigned cullmode = curr->cullmode; 221 222 /* Shademode: still need to rearrange index list to move 223 * flat-shading PV first vertex. 224 */ 225 EMIT_RS(svga, curr->shademode, SHADEMODE); 226 227 EMIT_RS(svga, translate_fill_mode(curr->hw_fillmode), FILLMODE); 228 229 /* Don't do culling while the software pipeline is active. It 230 * does it for us, and additionally introduces potentially 231 * back-facing triangles. 232 */ 233 if (svga->state.sw.need_pipeline) 234 cullmode = SVGA3D_FACE_NONE; 235 236 point_size_min = util_get_min_point_size(&curr->templ); 237 238 EMIT_RS(svga, cullmode, CULLMODE); 239 EMIT_RS(svga, curr->scissortestenable, SCISSORTESTENABLE); 240 EMIT_RS(svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS); 241 EMIT_RS(svga, curr->lastpixel, LASTPIXEL); 242 EMIT_RS_FLOAT(svga, curr->pointsize, POINTSIZE); 243 EMIT_RS_FLOAT(svga, point_size_min, POINTSIZEMIN); 244 EMIT_RS_FLOAT(svga, screen->maxPointSize, POINTSIZEMAX); 245 EMIT_RS(svga, curr->pointsprite, POINTSPRITEENABLE); 246 247 /* Emit line state, when the device understands it */ 248 if (screen->haveLineStipple) 249 EMIT_RS(svga, curr->linepattern, LINEPATTERN); 250 if (screen->haveLineSmooth) 251 EMIT_RS(svga, curr->antialiasedlineenable, ANTIALIASEDLINEENABLE); 252 if (screen->maxLineWidth > 1.0F) 253 EMIT_RS_FLOAT(svga, curr->linewidth, LINEWIDTH); 254 } 255 256 if (dirty & (SVGA_NEW_RAST | 257 SVGA_NEW_FRAME_BUFFER | 258 SVGA_NEW_NEED_PIPELINE)) { 259 const struct svga_rasterizer_state *curr = svga->curr.rast; 260 float slope = 0.0; 261 float bias = 0.0; 262 263 /* Need to modify depth bias according to bound depthbuffer 264 * format. Don't do hardware depthbias while the software 265 * pipeline is active. 266 */ 267 if (!svga->state.sw.need_pipeline && 268 svga->curr.framebuffer.zsbuf) 269 { 270 slope = curr->slopescaledepthbias; 271 bias = svga->curr.depthscale * curr->depthbias; 272 } 273 274 EMIT_RS_FLOAT(svga, slope, SLOPESCALEDEPTHBIAS); 275 EMIT_RS_FLOAT(svga, bias, DEPTHBIAS); 276 } 277 278 if (dirty & SVGA_NEW_FRAME_BUFFER) { 279 /* XXX: we only look at the first color buffer's sRGB state */ 280 float gamma = 1.0f; 281 if (svga->curr.framebuffer.cbufs[0] && 282 util_format_is_srgb(svga->curr.framebuffer.cbufs[0]->format)) { 283 gamma = 2.2f; 284 } 285 EMIT_RS_FLOAT(svga, gamma, OUTPUTGAMMA); 286 } 287 288 if (dirty & SVGA_NEW_RAST) { 289 /* bitmask of the enabled clip planes */ 290 unsigned enabled = svga->curr.rast->templ.clip_plane_enable; 291 EMIT_RS(svga, enabled, CLIPPLANEENABLE); 292 } 293 294 if (queue.rs_count) { 295 SVGA3dRenderState *rs; 296 297 if (SVGA3D_BeginSetRenderState(svga->swc, &rs, queue.rs_count) 298 != PIPE_OK) { 299 /* XXX: need to poison cached hardware state on failure to ensure 300 * dirty state gets re-emitted. Fix this by re-instating partial 301 * FIFOCommit command and only updating cached hw state once the 302 * initial allocation has succeeded. 303 */ 304 memset(svga->state.hw_draw.rs, 0xcd, sizeof(svga->state.hw_draw.rs)); 305 306 return PIPE_ERROR_OUT_OF_MEMORY; 307 } 308 309 memcpy(rs, queue.rs, queue.rs_count * sizeof queue.rs[0]); 310 311 SVGA_FIFOCommitAll(svga->swc); 312 } 313 314 return PIPE_OK; 315} 316 317 318/** Returns a non-culling rasterizer state object to be used with 319 * point sprite. 320 */ 321static struct svga_rasterizer_state * 322get_no_cull_rasterizer_state(struct svga_context *svga) 323{ 324 const struct svga_rasterizer_state *r = svga->curr.rast; 325 unsigned int aa_point = r->templ.point_smooth; 326 327 if (!svga->rasterizer_no_cull[aa_point]) { 328 struct pipe_rasterizer_state rast; 329 330 memset(&rast, 0, sizeof(rast)); 331 rast.flatshade = 1; 332 rast.front_ccw = 1; 333 rast.point_smooth = r->templ.point_smooth; 334 335 /* All rasterizer states have the same half_pixel_center, 336 * bottom_edge_rule and clip_halfz values since they are 337 * constant for a context. If we ever implement 338 * GL_ARB_clip_control, the clip_halfz field would have to be observed. 339 */ 340 rast.half_pixel_center = r->templ.half_pixel_center; 341 rast.bottom_edge_rule = r->templ.bottom_edge_rule; 342 rast.clip_halfz = r->templ.clip_halfz; 343 344 svga->rasterizer_no_cull[aa_point] = 345 svga->pipe.create_rasterizer_state(&svga->pipe, &rast); 346 } 347 return svga->rasterizer_no_cull[aa_point]; 348} 349 350 351/** Returns a depth stencil state object with depth and stencil test disabled. 352 */ 353static struct svga_depth_stencil_state * 354get_no_depth_stencil_test_state(struct svga_context *svga) 355{ 356 if (!svga->depthstencil_disable) { 357 struct pipe_depth_stencil_alpha_state ds = {{0}}; 358 svga->depthstencil_disable = 359 svga->pipe.create_depth_stencil_alpha_state(&svga->pipe, &ds); 360 } 361 return svga->depthstencil_disable; 362} 363 364 365static enum pipe_error 366emit_rss_vgpu10(struct svga_context *svga, unsigned dirty) 367{ 368 enum pipe_error ret = PIPE_OK; 369 370 svga_hwtnl_flush_retry(svga); 371 372 if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { 373 const struct svga_blend_state *curr; 374 float blend_factor[4]; 375 376 if (svga_has_any_integer_cbufs(svga)) { 377 /* Blending is not supported in integer-valued render targets. */ 378 curr = svga->noop_blend; 379 blend_factor[0] = 380 blend_factor[1] = 381 blend_factor[2] = 382 blend_factor[3] = 0; 383 } 384 else { 385 curr = svga->curr.blend; 386 387 if (curr->blend_color_alpha) { 388 blend_factor[0] = 389 blend_factor[1] = 390 blend_factor[2] = 391 blend_factor[3] = svga->curr.blend_color.color[3]; 392 } 393 else { 394 blend_factor[0] = svga->curr.blend_color.color[0]; 395 blend_factor[1] = svga->curr.blend_color.color[1]; 396 blend_factor[2] = svga->curr.blend_color.color[2]; 397 blend_factor[3] = svga->curr.blend_color.color[3]; 398 } 399 } 400 401 /* Set/bind the blend state object */ 402 if (svga->state.hw_draw.blend_id != curr->id || 403 svga->state.hw_draw.blend_factor[0] != blend_factor[0] || 404 svga->state.hw_draw.blend_factor[1] != blend_factor[1] || 405 svga->state.hw_draw.blend_factor[2] != blend_factor[2] || 406 svga->state.hw_draw.blend_factor[3] != blend_factor[3] || 407 svga->state.hw_draw.blend_sample_mask != svga->curr.sample_mask) { 408 ret = SVGA3D_vgpu10_SetBlendState(svga->swc, curr->id, 409 blend_factor, 410 svga->curr.sample_mask); 411 if (ret != PIPE_OK) 412 return ret; 413 414 svga->state.hw_draw.blend_id = curr->id; 415 svga->state.hw_draw.blend_factor[0] = blend_factor[0]; 416 svga->state.hw_draw.blend_factor[1] = blend_factor[1]; 417 svga->state.hw_draw.blend_factor[2] = blend_factor[2]; 418 svga->state.hw_draw.blend_factor[3] = blend_factor[3]; 419 svga->state.hw_draw.blend_sample_mask = svga->curr.sample_mask; 420 } 421 } 422 423 if (svga->disable_rasterizer) { 424 if (!svga->state.hw_draw.rasterizer_discard) { 425 struct svga_depth_stencil_state *ds; 426 427 /* If rasterization is to be disabled, disable depth and stencil 428 * testing as well. 429 */ 430 ds = get_no_depth_stencil_test_state(svga); 431 if (ds->id != svga->state.hw_draw.depth_stencil_id) { 432 ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, ds->id, 0); 433 if (ret != PIPE_OK) 434 return ret; 435 436 svga->state.hw_draw.depth_stencil_id = ds->id; 437 svga->state.hw_draw.stencil_ref = 0; 438 } 439 svga->state.hw_draw.rasterizer_discard = TRUE; 440 } 441 } else { 442 if ((dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_STENCIL_REF)) || 443 svga->state.hw_draw.rasterizer_discard) { 444 const struct svga_depth_stencil_state *curr = svga->curr.depth; 445 unsigned curr_ref = svga->curr.stencil_ref.ref_value[0]; 446 447 if (curr->id != svga->state.hw_draw.depth_stencil_id || 448 curr_ref != svga->state.hw_draw.stencil_ref) { 449 /* Set/bind the depth/stencil state object */ 450 ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, curr->id, 451 curr_ref); 452 if (ret != PIPE_OK) 453 return ret; 454 455 svga->state.hw_draw.depth_stencil_id = curr->id; 456 svga->state.hw_draw.stencil_ref = curr_ref; 457 } 458 } 459 460 if (dirty & (SVGA_NEW_REDUCED_PRIMITIVE | SVGA_NEW_RAST)) { 461 const struct svga_rasterizer_state *rast; 462 463 if (svga->curr.reduced_prim == PIPE_PRIM_POINTS && 464 svga->curr.gs && svga->curr.gs->wide_point) { 465 466 /* If we are drawing a point sprite, we will need to 467 * bind a non-culling rasterizer state object 468 */ 469 rast = get_no_cull_rasterizer_state(svga); 470 } 471 else { 472 rast = svga->curr.rast; 473 } 474 475 if (svga->state.hw_draw.rasterizer_id != rast->id) { 476 /* Set/bind the rasterizer state object */ 477 ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, rast->id); 478 if (ret != PIPE_OK) 479 return ret; 480 svga->state.hw_draw.rasterizer_id = rast->id; 481 } 482 } 483 svga->state.hw_draw.rasterizer_discard = FALSE; 484 } 485 return PIPE_OK; 486} 487 488 489static enum pipe_error 490emit_rss(struct svga_context *svga, unsigned dirty) 491{ 492 if (svga_have_vgpu10(svga)) { 493 return emit_rss_vgpu10(svga, dirty); 494 } 495 else { 496 return emit_rss_vgpu9(svga, dirty); 497 } 498} 499 500 501struct svga_tracked_state svga_hw_rss = 502{ 503 "hw rss state", 504 505 (SVGA_NEW_BLEND | 506 SVGA_NEW_BLEND_COLOR | 507 SVGA_NEW_DEPTH_STENCIL_ALPHA | 508 SVGA_NEW_STENCIL_REF | 509 SVGA_NEW_RAST | 510 SVGA_NEW_FRAME_BUFFER | 511 SVGA_NEW_NEED_PIPELINE | 512 SVGA_NEW_FS | 513 SVGA_NEW_REDUCED_PRIMITIVE), 514 515 emit_rss 516}; 517