/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ #include "pipe/p_defines.h" #include "util/u_bitmask.h" #include "util/u_format.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_math.h" #include "util/u_memory.h" #include "svga_context.h" #include "svga_screen.h" #include "svga_state.h" #include "svga_cmd.h" #include "svga_format.h" #include "svga_shader.h" struct rs_queue { unsigned rs_count; SVGA3dRenderState rs[SVGA3D_RS_MAX]; }; #define EMIT_RS(svga, value, token) \ do { \ STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \ if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \ svga_queue_rs(&queue, SVGA3D_RS_##token, value); \ svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \ } \ } while (0) #define EMIT_RS_FLOAT(svga, fvalue, token) \ do { \ unsigned value = fui(fvalue); \ STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \ if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \ svga_queue_rs(&queue, SVGA3D_RS_##token, value); \ svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \ } \ } while (0) static inline void svga_queue_rs(struct rs_queue *q, unsigned rss, unsigned value) { assert(q->rs_count < ARRAY_SIZE(q->rs)); q->rs[q->rs_count].state = rss; q->rs[q->rs_count].uintValue = value; q->rs_count++; } /* Compare old and new render states and emit differences between them * to hardware. Simplest implementation would be to emit the whole of * the "to" state. */ static enum pipe_error emit_rss_vgpu9(struct svga_context *svga, unsigned dirty) { struct svga_screen *screen = svga_screen(svga->pipe.screen); struct rs_queue queue; float point_size_min; queue.rs_count = 0; if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { const struct svga_blend_state *curr = svga->curr.blend; EMIT_RS(svga, curr->rt[0].writemask, COLORWRITEENABLE); EMIT_RS(svga, curr->rt[0].blend_enable, BLENDENABLE); if (curr->rt[0].blend_enable) { EMIT_RS(svga, curr->rt[0].srcblend, SRCBLEND); EMIT_RS(svga, curr->rt[0].dstblend, DSTBLEND); EMIT_RS(svga, curr->rt[0].blendeq, BLENDEQUATION); EMIT_RS(svga, curr->rt[0].separate_alpha_blend_enable, SEPARATEALPHABLENDENABLE); if (curr->rt[0].separate_alpha_blend_enable) { EMIT_RS(svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA); EMIT_RS(svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA); EMIT_RS(svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA); } } } if (dirty & SVGA_NEW_BLEND_COLOR) { uint32 color; uint32 r = float_to_ubyte(svga->curr.blend_color.color[0]); uint32 g = float_to_ubyte(svga->curr.blend_color.color[1]); uint32 b = float_to_ubyte(svga->curr.blend_color.color[2]); uint32 a = float_to_ubyte(svga->curr.blend_color.color[3]); color = (a << 24) | (r << 16) | (g << 8) | b; EMIT_RS(svga, color, BLENDCOLOR); } if (dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_RAST)) { const struct svga_depth_stencil_state *curr = svga->curr.depth; const struct svga_rasterizer_state *rast = svga->curr.rast; if (!curr->stencil[0].enabled) { /* Stencil disabled */ EMIT_RS(svga, FALSE, STENCILENABLE); EMIT_RS(svga, FALSE, STENCILENABLE2SIDED); } else if (curr->stencil[0].enabled && !curr->stencil[1].enabled) { /* Regular stencil */ EMIT_RS(svga, TRUE, STENCILENABLE); EMIT_RS(svga, FALSE, STENCILENABLE2SIDED); EMIT_RS(svga, curr->stencil[0].func, STENCILFUNC); EMIT_RS(svga, curr->stencil[0].fail, STENCILFAIL); EMIT_RS(svga, curr->stencil[0].zfail, STENCILZFAIL); EMIT_RS(svga, curr->stencil[0].pass, STENCILPASS); EMIT_RS(svga, curr->stencil_mask, STENCILMASK); EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK); } else { int cw, ccw; /* Hardware frontwinding is always CW, so if ours is also CW, * then our definition of front face agrees with hardware. * Otherwise need to flip. */ if (rast->templ.front_ccw) { ccw = 0; cw = 1; } else { ccw = 1; cw = 0; } /* Twoside stencil */ EMIT_RS(svga, TRUE, STENCILENABLE); EMIT_RS(svga, TRUE, STENCILENABLE2SIDED); EMIT_RS(svga, curr->stencil[cw].func, STENCILFUNC); EMIT_RS(svga, curr->stencil[cw].fail, STENCILFAIL); EMIT_RS(svga, curr->stencil[cw].zfail, STENCILZFAIL); EMIT_RS(svga, curr->stencil[cw].pass, STENCILPASS); EMIT_RS(svga, curr->stencil[ccw].func, CCWSTENCILFUNC); EMIT_RS(svga, curr->stencil[ccw].fail, CCWSTENCILFAIL); EMIT_RS(svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL); EMIT_RS(svga, curr->stencil[ccw].pass, CCWSTENCILPASS); EMIT_RS(svga, curr->stencil_mask, STENCILMASK); EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK); } EMIT_RS(svga, curr->zenable, ZENABLE); if (curr->zenable) { EMIT_RS(svga, curr->zfunc, ZFUNC); EMIT_RS(svga, curr->zwriteenable, ZWRITEENABLE); } EMIT_RS(svga, curr->alphatestenable, ALPHATESTENABLE); if (curr->alphatestenable) { EMIT_RS(svga, curr->alphafunc, ALPHAFUNC); EMIT_RS_FLOAT(svga, curr->alpharef, ALPHAREF); } } if (dirty & SVGA_NEW_STENCIL_REF) { EMIT_RS(svga, svga->curr.stencil_ref.ref_value[0], STENCILREF); } if (dirty & (SVGA_NEW_RAST | SVGA_NEW_NEED_PIPELINE)) { const struct svga_rasterizer_state *curr = svga->curr.rast; unsigned cullmode = curr->cullmode; /* Shademode: still need to rearrange index list to move * flat-shading PV first vertex. */ EMIT_RS(svga, curr->shademode, SHADEMODE); /* Don't do culling while the software pipeline is active. It * does it for us, and additionally introduces potentially * back-facing triangles. */ if (svga->state.sw.need_pipeline) cullmode = SVGA3D_FACE_NONE; point_size_min = util_get_min_point_size(&curr->templ); EMIT_RS(svga, cullmode, CULLMODE); EMIT_RS(svga, curr->scissortestenable, SCISSORTESTENABLE); EMIT_RS(svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS); EMIT_RS(svga, curr->lastpixel, LASTPIXEL); EMIT_RS_FLOAT(svga, curr->pointsize, POINTSIZE); EMIT_RS_FLOAT(svga, point_size_min, POINTSIZEMIN); EMIT_RS_FLOAT(svga, screen->maxPointSize, POINTSIZEMAX); EMIT_RS(svga, curr->pointsprite, POINTSPRITEENABLE); /* Emit line state, when the device understands it */ if (screen->haveLineStipple) EMIT_RS(svga, curr->linepattern, LINEPATTERN); if (screen->haveLineSmooth) EMIT_RS(svga, curr->antialiasedlineenable, ANTIALIASEDLINEENABLE); if (screen->maxLineWidth > 1.0F) EMIT_RS_FLOAT(svga, curr->linewidth, LINEWIDTH); } if (dirty & (SVGA_NEW_RAST | SVGA_NEW_FRAME_BUFFER | SVGA_NEW_NEED_PIPELINE)) { const struct svga_rasterizer_state *curr = svga->curr.rast; float slope = 0.0; float bias = 0.0; /* Need to modify depth bias according to bound depthbuffer * format. Don't do hardware depthbias while the software * pipeline is active. */ if (!svga->state.sw.need_pipeline && svga->curr.framebuffer.zsbuf) { slope = curr->slopescaledepthbias; bias = svga->curr.depthscale * curr->depthbias; } EMIT_RS_FLOAT(svga, slope, SLOPESCALEDEPTHBIAS); EMIT_RS_FLOAT(svga, bias, DEPTHBIAS); } if (dirty & SVGA_NEW_FRAME_BUFFER) { /* XXX: we only look at the first color buffer's sRGB state */ float gamma = 1.0f; if (svga->curr.framebuffer.cbufs[0] && util_format_is_srgb(svga->curr.framebuffer.cbufs[0]->format)) { gamma = 2.2f; } EMIT_RS_FLOAT(svga, gamma, OUTPUTGAMMA); } if (dirty & SVGA_NEW_RAST) { /* bitmask of the enabled clip planes */ unsigned enabled = svga->curr.rast->templ.clip_plane_enable; EMIT_RS(svga, enabled, CLIPPLANEENABLE); } if (queue.rs_count) { SVGA3dRenderState *rs; if (SVGA3D_BeginSetRenderState(svga->swc, &rs, queue.rs_count) != PIPE_OK) { /* XXX: need to poison cached hardware state on failure to ensure * dirty state gets re-emitted. Fix this by re-instating partial * FIFOCommit command and only updating cached hw state once the * initial allocation has succeeded. */ memset(svga->state.hw_draw.rs, 0xcd, sizeof(svga->state.hw_draw.rs)); return PIPE_ERROR_OUT_OF_MEMORY; } memcpy(rs, queue.rs, queue.rs_count * sizeof queue.rs[0]); SVGA_FIFOCommitAll(svga->swc); } return PIPE_OK; } /** Returns a non-culling rasterizer state object to be used with * point sprite. */ static struct svga_rasterizer_state * get_no_cull_rasterizer_state(struct svga_context *svga) { const struct svga_rasterizer_state *r = svga->curr.rast; unsigned int aa_point = r->templ.point_smooth; if (!svga->rasterizer_no_cull[aa_point]) { struct pipe_rasterizer_state rast; memset(&rast, 0, sizeof(rast)); rast.flatshade = 1; rast.front_ccw = 1; rast.point_smooth = r->templ.point_smooth; /* All rasterizer states have the same half_pixel_center, * bottom_edge_rule and clip_halfz values since they are * constant for a context. If we ever implement * GL_ARB_clip_control, the clip_halfz field would have to be observed. */ rast.half_pixel_center = r->templ.half_pixel_center; rast.bottom_edge_rule = r->templ.bottom_edge_rule; rast.clip_halfz = r->templ.clip_halfz; svga->rasterizer_no_cull[aa_point] = svga->pipe.create_rasterizer_state(&svga->pipe, &rast); } return svga->rasterizer_no_cull[aa_point]; } /** Returns a depth stencil state object with depth and stencil test disabled. */ static struct svga_depth_stencil_state * get_no_depth_stencil_test_state(struct svga_context *svga) { if (!svga->depthstencil_disable) { struct pipe_depth_stencil_alpha_state ds = {{0}}; svga->depthstencil_disable = svga->pipe.create_depth_stencil_alpha_state(&svga->pipe, &ds); } return svga->depthstencil_disable; } static enum pipe_error emit_rss_vgpu10(struct svga_context *svga, unsigned dirty) { enum pipe_error ret = PIPE_OK; svga_hwtnl_flush_retry(svga); if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) { const struct svga_blend_state *curr; float blend_factor[4]; if (svga_has_any_integer_cbufs(svga)) { /* Blending is not supported in integer-valued render targets. */ curr = svga->noop_blend; blend_factor[0] = blend_factor[1] = blend_factor[2] = blend_factor[3] = 0; } else { curr = svga->curr.blend; if (curr->blend_color_alpha) { blend_factor[0] = blend_factor[1] = blend_factor[2] = blend_factor[3] = svga->curr.blend_color.color[3]; } else { blend_factor[0] = svga->curr.blend_color.color[0]; blend_factor[1] = svga->curr.blend_color.color[1]; blend_factor[2] = svga->curr.blend_color.color[2]; blend_factor[3] = svga->curr.blend_color.color[3]; } } /* Set/bind the blend state object */ if (svga->state.hw_draw.blend_id != curr->id || svga->state.hw_draw.blend_factor[0] != blend_factor[0] || svga->state.hw_draw.blend_factor[1] != blend_factor[1] || svga->state.hw_draw.blend_factor[2] != blend_factor[2] || svga->state.hw_draw.blend_factor[3] != blend_factor[3] || svga->state.hw_draw.blend_sample_mask != svga->curr.sample_mask) { ret = SVGA3D_vgpu10_SetBlendState(svga->swc, curr->id, blend_factor, svga->curr.sample_mask); if (ret != PIPE_OK) return ret; svga->state.hw_draw.blend_id = curr->id; svga->state.hw_draw.blend_factor[0] = blend_factor[0]; svga->state.hw_draw.blend_factor[1] = blend_factor[1]; svga->state.hw_draw.blend_factor[2] = blend_factor[2]; svga->state.hw_draw.blend_factor[3] = blend_factor[3]; svga->state.hw_draw.blend_sample_mask = svga->curr.sample_mask; } } if (svga->disable_rasterizer) { if (!svga->state.hw_draw.rasterizer_discard) { struct svga_depth_stencil_state *ds; /* If rasterization is to be disabled, disable depth and stencil * testing as well. */ ds = get_no_depth_stencil_test_state(svga); if (ds->id != svga->state.hw_draw.depth_stencil_id) { ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, ds->id, 0); if (ret != PIPE_OK) return ret; svga->state.hw_draw.depth_stencil_id = ds->id; svga->state.hw_draw.stencil_ref = 0; } svga->state.hw_draw.rasterizer_discard = TRUE; } } else { if ((dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_STENCIL_REF)) || svga->state.hw_draw.rasterizer_discard) { const struct svga_depth_stencil_state *curr = svga->curr.depth; unsigned curr_ref = svga->curr.stencil_ref.ref_value[0]; if (curr->id != svga->state.hw_draw.depth_stencil_id || curr_ref != svga->state.hw_draw.stencil_ref) { /* Set/bind the depth/stencil state object */ ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, curr->id, curr_ref); if (ret != PIPE_OK) return ret; svga->state.hw_draw.depth_stencil_id = curr->id; svga->state.hw_draw.stencil_ref = curr_ref; } } if (dirty & (SVGA_NEW_REDUCED_PRIMITIVE | SVGA_NEW_RAST)) { const struct svga_rasterizer_state *rast; if (svga->curr.reduced_prim == PIPE_PRIM_POINTS && svga->curr.gs && svga->curr.gs->wide_point) { /* If we are drawing a point sprite, we will need to * bind a non-culling rasterizer state object */ rast = get_no_cull_rasterizer_state(svga); } else { rast = svga->curr.rast; } if (svga->state.hw_draw.rasterizer_id != rast->id) { /* Set/bind the rasterizer state object */ ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, rast->id); if (ret != PIPE_OK) return ret; svga->state.hw_draw.rasterizer_id = rast->id; } } svga->state.hw_draw.rasterizer_discard = FALSE; } return PIPE_OK; } static enum pipe_error emit_rss(struct svga_context *svga, unsigned dirty) { if (svga_have_vgpu10(svga)) { return emit_rss_vgpu10(svga, dirty); } else { return emit_rss_vgpu9(svga, dirty); } } struct svga_tracked_state svga_hw_rss = { "hw rss state", (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR | SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_STENCIL_REF | SVGA_NEW_RAST | SVGA_NEW_FRAME_BUFFER | SVGA_NEW_NEED_PIPELINE | SVGA_NEW_FS | SVGA_NEW_REDUCED_PRIMITIVE), emit_rss };