/**********************************************************
* 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
};