C++程序  |  556行  |  18.49 KB

/**********************************************************
 * 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 "svga_cmd.h"
#include "svga_debug.h"

#include "pipe/p_defines.h"
#include "util/u_pack_color.h"
#include "util/u_surface.h"

#include "svga_context.h"
#include "svga_state.h"
#include "svga_surface.h"


/**
 * Saving blitter states before doing any blitter operation
 */
static void
begin_blit(struct svga_context *svga)
{
   util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
   util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
   util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
   util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
   util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
                     (struct pipe_stream_output_target**)svga->so_targets);
   util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
   util_blitter_save_viewport(svga->blitter, &svga->curr.viewport);
   util_blitter_save_scissor(svga->blitter, &svga->curr.scissor);
   util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
   util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
   util_blitter_save_depth_stencil_alpha(svga->blitter,
                                         (void*)svga->curr.depth);
   util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
   util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
}


/**
 * Clear the whole color buffer(s) by drawing a quad.  For VGPU10 we use
 * this when clearing integer render targets.  We'll also clear the
 * depth and/or stencil buffers if the clear_buffers mask specifies them.
 */
static void
clear_buffers_with_quad(struct svga_context *svga,
                        unsigned clear_buffers,
                        const union pipe_color_union *color,
                        double depth, unsigned stencil)
{
   const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;

   begin_blit(svga);
   util_blitter_clear(svga->blitter,
                      fb->width, fb->height,
                      1, /* num_layers */
                      clear_buffers, color,
                      depth, stencil);
}


/**
 * Check if any of the color buffers are integer buffers.
 */
static boolean
is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
{
   unsigned i;

   for (i = 0; i < fb->nr_cbufs; i++) {
      if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
          fb->cbufs[i] &&
          util_format_is_pure_integer(fb->cbufs[i]->format)) {
         return TRUE;
      }
   }
   return FALSE;
}


/**
 * Check if the integer values in the clear color can be represented
 * by floats.  If so, we can use the VGPU10 ClearRenderTargetView command.
 * Otherwise, we need to clear with a quad.
 */
static boolean
ints_fit_in_floats(const union pipe_color_union *color)
{
   const int max = 1 << 24;
   return (color->i[0] <= max &&
           color->i[1] <= max &&
           color->i[2] <= max &&
           color->i[3] <= max);
}


static enum pipe_error
try_clear(struct svga_context *svga, 
          unsigned buffers,
          const union pipe_color_union *color,
          double depth,
          unsigned stencil)
{
   enum pipe_error ret = PIPE_OK;
   SVGA3dRect rect = { 0, 0, 0, 0 };
   boolean restore_viewport = FALSE;
   SVGA3dClearFlag flags = 0;
   struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
   union util_color uc = {0};

   ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
   if (ret != PIPE_OK)
      return ret;

   if (svga->rebind.flags.rendertargets) {
      ret = svga_reemit_framebuffer_bindings(svga);
      if (ret != PIPE_OK) {
         return ret;
      }
   }

   if (buffers & PIPE_CLEAR_COLOR) {
      flags |= SVGA3D_CLEAR_COLOR;
      util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);

      rect.w = fb->width;
      rect.h = fb->height;
   }

   if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
      if (buffers & PIPE_CLEAR_DEPTH)
         flags |= SVGA3D_CLEAR_DEPTH;

      if (buffers & PIPE_CLEAR_STENCIL)
         flags |= SVGA3D_CLEAR_STENCIL;

      rect.w = MAX2(rect.w, fb->zsbuf->width);
      rect.h = MAX2(rect.h, fb->zsbuf->height);
   }

   if (!svga_have_vgpu10(svga) &&
       !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
      restore_viewport = TRUE;
      ret = SVGA3D_SetViewport(svga->swc, &rect);
      if (ret != PIPE_OK)
         return ret;
   }

   if (svga_have_vgpu10(svga)) {
      if (flags & SVGA3D_CLEAR_COLOR) {
         unsigned i;

         if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) {
            clear_buffers_with_quad(svga, buffers, color, depth, stencil);
            /* We also cleared depth/stencil, so that's done */
            flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
         }
         else {
            struct pipe_surface *rtv;

            /* Issue VGPU10 Clear commands */
            for (i = 0; i < fb->nr_cbufs; i++) {
               if ((fb->cbufs[i] == NULL) ||
                   !(buffers & (PIPE_CLEAR_COLOR0 << i)))
                  continue;

               rtv = svga_validate_surface_view(svga,
                                                svga_surface(fb->cbufs[i]));
               if (!rtv)
                  return PIPE_ERROR_OUT_OF_MEMORY;

               ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc,
                                                         rtv, color->f);
               if (ret != PIPE_OK)
                  return ret;
            }
         }
      }
      if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
         struct pipe_surface *dsv =
            svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
         if (!dsv)
            return PIPE_ERROR_OUT_OF_MEMORY;

         ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
                                                   stencil, (float) depth);
         if (ret != PIPE_OK)
            return ret;
      }
   }
   else {
      ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
                             rect.x, rect.y, rect.w, rect.h);
      if (ret != PIPE_OK)
         return ret;
   }

   if (restore_viewport) {
      ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
   }
   
   return ret;
}

/**
 * Clear the given surface to the specified value.
 * No masking, no scissor (clear entire buffer).
 */
static void
svga_clear(struct pipe_context *pipe, unsigned buffers,
           const union pipe_color_union *color,
	   double depth, unsigned stencil)
{
   struct svga_context *svga = svga_context( pipe );
   enum pipe_error ret;

   if (buffers & PIPE_CLEAR_COLOR) {
      struct svga_winsys_surface *h = NULL;
      if (svga->curr.framebuffer.cbufs[0]) {
         h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
      }
      SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
   }

   /* flush any queued prims (don't want them to appear after the clear!) */
   svga_hwtnl_flush_retry(svga);

   ret = try_clear( svga, buffers, color, depth, stencil );

   if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
      /* Flush command buffer and retry:
       */
      svga_context_flush( svga, NULL );

      ret = try_clear( svga, buffers, color, depth, stencil );
   }

   /*
    * Mark target surfaces as dirty
    * TODO Mark only cleared surfaces.
    */
   svga_mark_surfaces_dirty(svga);

   assert (ret == PIPE_OK);
}


static void
svga_clear_texture(struct pipe_context *pipe,
                   struct pipe_resource *res,
                   unsigned level,
                   const struct pipe_box *box,
                   const void *data)
{
   struct svga_context *svga = svga_context(pipe);
   struct svga_surface *svga_surface_dst;
   enum pipe_error ret;
   struct pipe_surface tmpl;
   struct pipe_surface *surface;

   memset(&tmpl, 0, sizeof(tmpl));
   tmpl.format = res->format;
   tmpl.u.tex.first_layer = box->z;
   tmpl.u.tex.last_layer = box->z + box->depth - 1;
   tmpl.u.tex.level = level;

   surface = pipe->create_surface(pipe, res, &tmpl);
   if (surface == NULL) {
      debug_printf("failed to create surface\n");
      return;
   }
   svga_surface_dst = svga_surface(surface);

   union pipe_color_union color;
   const struct util_format_description *desc =
      util_format_description(surface->format);

   if (util_format_is_depth_or_stencil(surface->format)) {
      float depth;
      uint8_t stencil;
      unsigned clear_flags = 0;

      /* If data is NULL, then set depthValue and stencilValue to zeros */
      if (data == NULL) {
         depth = 0.0;
         stencil = 0;
      }
      else {
         desc->unpack_z_float(&depth, 0, data, 0, 1, 1);
         desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1);
      }

      if (util_format_has_depth(desc)) {
         clear_flags |= PIPE_CLEAR_DEPTH;
      }
      if (util_format_has_stencil(desc)) {
         clear_flags |= PIPE_CLEAR_STENCIL;
      }

      /* Setup depth stencil view */
      struct pipe_surface *dsv =
         svga_validate_surface_view(svga, svga_surface_dst);

      if (!dsv) {
         pipe_surface_reference(&surface, NULL);
         return;
      }

      if (box->x == 0 && box->y == 0 && box->width == surface->width &&
          box->height == surface->height) {
         /* clearing whole surface, use direct VGPU10 command */


         ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
                                                   clear_flags,
                                                   stencil, depth);
         if (ret != PIPE_OK) {
            /* flush and try again */
            svga_context_flush(svga, NULL);
            ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
                                                      clear_flags,
                                                      stencil, depth);
            assert(ret == PIPE_OK);
         }
      }
      else {
         /* To clear subtexture use software fallback */

         util_blitter_save_framebuffer(svga->blitter,
                                       &svga->curr.framebuffer);
         begin_blit(svga);
         util_blitter_clear_depth_stencil(svga->blitter,
                                          dsv, clear_flags,
                                          depth,stencil,
                                          box->x, box->y,
                                          box->width, box->height);
      }
   }
   else {
      /* non depth-stencil formats */

      if (data == NULL) {
         /* If data is NULL, the texture image is filled with zeros */
         color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
      }
      else {
         if (util_format_is_pure_sint(surface->format)) {
            /* signed integer */
            desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1);
         }
         else if (util_format_is_pure_uint(surface->format)) {
            /* unsigned integer */
            desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1);
         }
         else {
            /* floating point */
            desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1);
         }
      }

      /* Setup render target view */
      struct pipe_surface *rtv =
         svga_validate_surface_view(svga, svga_surface_dst);

      if (!rtv) {
         pipe_surface_reference(&surface, NULL);
         return;
      }

      if (box->x == 0 && box->y == 0 && box->width == surface->width &&
          box->height == surface->height) {
         struct pipe_framebuffer_state *curr =  &svga->curr.framebuffer;

         if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
             !ints_fit_in_floats(&color)) {
            /* To clear full texture with integer format */
            clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
         }
         else {
            /* clearing whole surface using VGPU10 command */
            ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
                                                      color.f);
            if (ret != PIPE_OK) {
               svga_context_flush(svga,NULL);
               ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
                                                         color.f);
               assert(ret == PIPE_OK);
            }
         }
      }
      else {
         /* To clear subtexture use software fallback */

         /**
          * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
          * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
          * util_clear_render_target() for PIPE_TEXTURE_3D.
          */
         if (rtv->texture->target != PIPE_TEXTURE_3D &&
             pipe->screen->is_format_supported(pipe->screen, rtv->format,
                                               rtv->texture->target,
                                               rtv->texture->nr_samples,
                                               PIPE_BIND_RENDER_TARGET)) {
            /* clear with quad drawing */
            util_blitter_save_framebuffer(svga->blitter,
                                          &svga->curr.framebuffer);
            begin_blit(svga);
            util_blitter_clear_render_target(svga->blitter,
                                             rtv,
                                             &color,
                                             box->x, box->y,
                                             box->width, box->height);
         }
         else {
            /* clear with map/write/unmap */

            /* store layer values */
            unsigned first_layer = rtv->u.tex.first_layer;
            unsigned last_layer = rtv->u.tex.last_layer;
            unsigned box_depth = last_layer - first_layer + 1;

            for (unsigned i = 0; i < box_depth; i++) {
               rtv->u.tex.first_layer = rtv->u.tex.last_layer =
                  first_layer + i;
               util_clear_render_target(pipe, rtv, &color, box->x, box->y,
                                        box->width, box->height);
            }
            /* restore layer values */
            rtv->u.tex.first_layer = first_layer;
            rtv->u.tex.last_layer = last_layer;
         }
      }
   }
   pipe_surface_reference(&surface, NULL);
}

/**
 * \brief  Clear the whole render target using vgpu10 functionality
 *
 * \param svga[in]  The svga context
 * \param dst[in]  The surface to clear
 * \param color[in]  Clear color
 * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
 * command submission resources.
 */
static enum pipe_error
svga_try_clear_render_target(struct svga_context *svga,
                             struct pipe_surface *dst,
                             const union pipe_color_union *color)
{
   struct pipe_surface *rtv =
      svga_validate_surface_view(svga, svga_surface(dst));

   if (!rtv)
      return PIPE_ERROR_OUT_OF_MEMORY;

   return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
 }

/**
 * \brief  Clear part of render target using gallium blitter utilities
 *
 * \param svga[in]  The svga context
 * \param dst[in]  The surface to clear
 * \param color[in]  Clear color
 * \param dstx[in]  Clear region left
 * \param dsty[in]  Clear region top
 * \param width[in]  Clear region width
 * \param height[in]  Clear region height
 */
static void
svga_blitter_clear_render_target(struct svga_context *svga,
                                 struct pipe_surface *dst,
                                 const union pipe_color_union *color,
                                 unsigned dstx, unsigned dsty,
                                 unsigned width, unsigned height)
{
   begin_blit(svga);
   util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);

   util_blitter_clear_render_target(svga->blitter, dst, color,
                                    dstx, dsty, width, height);
}


/**
 * \brief Clear render target pipe callback
 *
 * \param pipe[in]  The pipe context
 * \param dst[in]  The surface to clear
 * \param color[in]  Clear color
 * \param dstx[in]  Clear region left
 * \param dsty[in]  Clear region top
 * \param width[in]  Clear region width
 * \param height[in]  Clear region height
 * \param render_condition_enabled[in]  Whether to use conditional rendering
 * to clear (if elsewhere enabled).
 */
static void
svga_clear_render_target(struct pipe_context *pipe,
                         struct pipe_surface *dst,
                         const union pipe_color_union *color,
                         unsigned dstx, unsigned dsty,
                         unsigned width, unsigned height,
                         bool render_condition_enabled)
{
    struct svga_context *svga = svga_context( pipe );

    svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
    if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
        width != dst->width || height != dst->height) {
       svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
                                        height);
    } else {
       enum pipe_error ret;
       
       ret = svga_try_clear_render_target(svga, dst, color);
       if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
          svga_context_flush( svga, NULL );
          ret = svga_try_clear_render_target(svga, dst, color);
       }
       
       assert (ret == PIPE_OK);
    }
    svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
}

void svga_init_clear_functions(struct svga_context *svga)
{
   svga->pipe.clear_render_target = svga_clear_render_target;
   svga->pipe.clear_texture = svga_clear_texture;
   svga->pipe.clear = svga_clear;
}