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   const uint8 pv_last = !rast->templ.flatshade_first &&
122      svgascreen->haveProvokingVertex;
123
124   rast->id = util_bitmask_add(svga->rast_object_id_bm);
125
126   if (rast->templ.fill_front != rast->templ.fill_back) {
127      /* The VGPU10 device can't handle different front/back fill modes.
128       * We'll handle that with a swtnl/draw fallback.  But we need to
129       * make sure we always fill triangles in that case.
130       */
131      fill_mode = SVGA3D_FILLMODE_FILL;
132   }
133
134   SVGA_RETRY(svga, SVGA3D_vgpu10_DefineRasterizerState
135              (svga->swc,
136               rast->id,
137               fill_mode,
138               cull_mode,
139               rast->templ.front_ccw,
140               depth_bias,
141               depth_bias_clamp,
142               slope_scaled_depth_bias,
143               rast->templ.depth_clip_near,
144               rast->templ.scissor,
145               rast->templ.multisample,
146               rast->templ.line_smooth,
147               line_width,
148               rast->templ.line_stipple_enable,
149               line_factor,
150               line_pattern,
151               pv_last));
152}
153
154
155static void *
156svga_create_rasterizer_state(struct pipe_context *pipe,
157                             const struct pipe_rasterizer_state *templ)
158{
159   struct svga_context *svga = svga_context(pipe);
160   struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
161   struct svga_screen *screen = svga_screen(pipe->screen);
162
163   if (!rast)
164      return NULL;
165
166   /* need this for draw module. */
167   rast->templ = *templ;
168
169   rast->shademode = svga_translate_flatshade(templ->flatshade);
170   rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
171   rast->scissortestenable = templ->scissor;
172   rast->multisampleantialias = templ->multisample;
173   rast->antialiasedlineenable = templ->line_smooth;
174   rast->lastpixel = templ->line_last_pixel;
175   rast->pointsprite = templ->point_quad_rasterization;
176
177   if (rast->templ.multisample) {
178      /* The OpenGL 3.0 spec says points are always drawn as circles when
179       * MSAA is enabled.  Note that our implementation isn't 100% correct,
180       * though.  Our smooth point implementation involves drawing a square,
181       * computing fragment distance from point center, then attenuating
182       * the fragment alpha value.  We should not attenuate alpha if msaa
183       * is enabled.  We should kill fragments entirely outside the circle
184       * and let the GPU compute per-fragment coverage.
185       * But as-is, our implementation gives acceptable results and passes
186       * Piglit's MSAA point smooth test.
187       */
188      rast->templ.point_smooth = TRUE;
189   }
190
191   if (rast->templ.point_smooth &&
192       rast->templ.point_size_per_vertex == 0 &&
193       rast->templ.point_size <= screen->pointSmoothThreshold) {
194      /* If the point size is less than the threshold, disable smoothing.
195       * Note that this only effects point rendering when we use the
196       * pipe_rasterizer_state::point_size value, not when the point size
197       * is set in the VS.
198       */
199      rast->templ.point_smooth = FALSE;
200   }
201
202   if (rast->templ.point_smooth) {
203      /* For smooth points we need to generate fragments for at least
204       * a 2x2 region.  Otherwise the quad we draw may be too small and
205       * we may generate no fragments at all.
206       */
207      rast->pointsize = MAX2(2.0f, templ->point_size);
208   }
209   else {
210      rast->pointsize = templ->point_size;
211   }
212
213   rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
214
215   /* Use swtnl + decomposition implement these:
216    */
217
218   if (templ->line_width <= screen->maxLineWidth) {
219      /* pass line width to device */
220      rast->linewidth = MAX2(1.0F, templ->line_width);
221   }
222   else if (svga->debug.no_line_width) {
223      /* nothing */
224   }
225   else {
226      /* use 'draw' pipeline for wide line */
227      rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
228      rast->need_pipeline_lines_str = "line width";
229   }
230
231   if (templ->line_stipple_enable) {
232      if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
233         SVGA3dLinePattern lp;
234         lp.repeat = templ->line_stipple_factor + 1;
235         lp.pattern = templ->line_stipple_pattern;
236         rast->linepattern = lp.uintValue;
237      }
238      else {
239         /* use 'draw' module to decompose into short line segments */
240         rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
241         rast->need_pipeline_lines_str = "line stipple";
242      }
243   }
244
245   if (!svga_have_vgpu10(svga) && rast->templ.point_smooth) {
246      rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
247      rast->need_pipeline_points_str = "smooth points";
248   }
249
250   if (templ->line_smooth && !screen->haveLineSmooth) {
251      /*
252       * XXX: Enabling the pipeline slows down performance immensely, so ignore
253       * line smooth state, where there is very little visual improvement.
254       * Smooth lines will still be drawn for wide lines.
255       */
256#if 0
257      rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
258      rast->need_pipeline_lines_str = "smooth lines";
259#endif
260   }
261
262   {
263      int fill_front = templ->fill_front;
264      int fill_back = templ->fill_back;
265      int fill = PIPE_POLYGON_MODE_FILL;
266      boolean offset_front = util_get_offset(templ, fill_front);
267      boolean offset_back = util_get_offset(templ, fill_back);
268      boolean offset = FALSE;
269
270      switch (templ->cull_face) {
271      case PIPE_FACE_FRONT_AND_BACK:
272         offset = FALSE;
273         fill = PIPE_POLYGON_MODE_FILL;
274         break;
275
276      case PIPE_FACE_FRONT:
277         offset = offset_back;
278         fill = fill_back;
279         break;
280
281      case PIPE_FACE_BACK:
282         offset = offset_front;
283         fill = fill_front;
284         break;
285
286      case PIPE_FACE_NONE:
287         if (fill_front != fill_back || offset_front != offset_back) {
288            /* Always need the draw module to work out different
289             * front/back fill modes:
290             */
291            rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
292            rast->need_pipeline_tris_str = "different front/back fillmodes";
293            fill = PIPE_POLYGON_MODE_FILL;
294         }
295         else {
296            offset = offset_front;
297            fill = fill_front;
298         }
299         break;
300
301      default:
302         assert(0);
303         break;
304      }
305
306      /* Unfilled primitive modes aren't implemented on all virtual
307       * hardware.  We can do some unfilled processing with index
308       * translation, but otherwise need the draw module:
309       */
310      if (fill != PIPE_POLYGON_MODE_FILL &&
311          (templ->flatshade ||
312           templ->light_twoside ||
313           offset)) {
314         fill = PIPE_POLYGON_MODE_FILL;
315         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
316         rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
317      }
318
319      /* If we are decomposing to lines, and lines need the pipeline,
320       * then we also need the pipeline for tris.
321       */
322      if (fill == PIPE_POLYGON_MODE_LINE &&
323          (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
324         fill = PIPE_POLYGON_MODE_FILL;
325         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
326         rast->need_pipeline_tris_str = "decomposing lines";
327      }
328
329      /* Similarly for points:
330       */
331      if (fill == PIPE_POLYGON_MODE_POINT &&
332          (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
333         fill = PIPE_POLYGON_MODE_FILL;
334         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
335         rast->need_pipeline_tris_str = "decomposing points";
336      }
337
338      if (offset) {
339         rast->slopescaledepthbias = templ->offset_scale;
340         rast->depthbias = templ->offset_units;
341      }
342
343      rast->hw_fillmode = fill;
344   }
345
346   if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
347      /* Turn off stuff which will get done in the draw module:
348       */
349      rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
350      rast->slopescaledepthbias = 0;
351      rast->depthbias = 0;
352   }
353
354   if (0 && rast->need_pipeline) {
355      debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
356      debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
357      debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
358      debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
359   }
360
361   if (svga_have_vgpu10(svga)) {
362      define_rasterizer_object(svga, rast);
363   }
364
365   if (templ->poly_smooth) {
366      pipe_debug_message(&svga->debug.callback, CONFORMANCE,
367                         "GL_POLYGON_SMOOTH not supported");
368   }
369
370   svga->hud.num_rasterizer_objects++;
371   SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
372                        SVGA_STATS_COUNT_RASTERIZERSTATE);
373
374   return rast;
375}
376
377
378static void
379svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
380{
381   struct svga_context *svga = svga_context(pipe);
382   struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
383
384   if (!raster || !svga->curr.rast) {
385      svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
386   }
387   else {
388      if (raster->templ.poly_stipple_enable !=
389          svga->curr.rast->templ.poly_stipple_enable) {
390         svga->dirty |= SVGA_NEW_STIPPLE;
391      }
392      if (raster->templ.rasterizer_discard !=
393          svga->curr.rast->templ.rasterizer_discard) {
394         svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
395      }
396   }
397
398   svga->curr.rast = raster;
399
400   svga->dirty |= SVGA_NEW_RAST;
401}
402
403
404static void
405svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
406{
407   struct svga_context *svga = svga_context(pipe);
408   struct svga_rasterizer_state *raster =
409      (struct svga_rasterizer_state *) state;
410
411   if (svga_have_vgpu10(svga)) {
412      SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyRasterizerState(svga->swc,
413                                                            raster->id));
414
415      if (raster->id == svga->state.hw_draw.rasterizer_id)
416         svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
417
418      util_bitmask_clear(svga->rast_object_id_bm, raster->id);
419   }
420
421   FREE(state);
422   svga->hud.num_rasterizer_objects--;
423}
424
425
426void
427svga_init_rasterizer_functions(struct svga_context *svga)
428{
429   svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
430   svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
431   svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
432}
433