blob: 1b823d64ec040013f7c6e96bd49c458c54204f2e [file] [log] [blame]
/**********************************************************
* 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 "draw/draw_context.h"
#include "util/u_bitmask.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "svga_cmd.h"
#include "svga_context.h"
#include "svga_hw_reg.h"
#include "svga_screen.h"
/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
*/
static SVGA3dFace
svga_translate_cullmode(unsigned mode, unsigned front_ccw)
{
const int hw_front_ccw = 0; /* hardware is always CW */
switch (mode) {
case PIPE_FACE_NONE:
return SVGA3D_FACE_NONE;
case PIPE_FACE_FRONT:
return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
case PIPE_FACE_BACK:
return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
case PIPE_FACE_FRONT_AND_BACK:
return SVGA3D_FACE_FRONT_BACK;
default:
assert(0);
return SVGA3D_FACE_NONE;
}
}
static SVGA3dShadeMode
svga_translate_flatshade(unsigned mode)
{
return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
}
static unsigned
translate_fill_mode(unsigned fill)
{
switch (fill) {
case PIPE_POLYGON_MODE_POINT:
return SVGA3D_FILLMODE_POINT;
case PIPE_POLYGON_MODE_LINE:
return SVGA3D_FILLMODE_LINE;
case PIPE_POLYGON_MODE_FILL:
return SVGA3D_FILLMODE_FILL;
default:
assert(!"Bad fill mode");
return SVGA3D_FILLMODE_FILL;
}
}
static unsigned
translate_cull_mode(unsigned cull)
{
switch (cull) {
case PIPE_FACE_NONE:
return SVGA3D_CULL_NONE;
case PIPE_FACE_FRONT:
return SVGA3D_CULL_FRONT;
case PIPE_FACE_BACK:
return SVGA3D_CULL_BACK;
case PIPE_FACE_FRONT_AND_BACK:
/* NOTE: we simply no-op polygon drawing in svga_draw_vbo() */
return SVGA3D_CULL_NONE;
default:
assert(!"Bad cull mode");
return SVGA3D_CULL_NONE;
}
}
static void
define_rasterizer_object(struct svga_context *svga,
struct svga_rasterizer_state *rast)
{
struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
const int depth_bias = rast->templ.offset_units;
const float slope_scaled_depth_bias = rast->templ.offset_scale;
/* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */
const float depth_bias_clamp = 0.0;
const float line_width = rast->templ.line_width > 0.0f ?
rast->templ.line_width : 1.0f;
const uint8 line_factor = rast->templ.line_stipple_enable ?
rast->templ.line_stipple_factor : 0;
const uint16 line_pattern = rast->templ.line_stipple_enable ?
rast->templ.line_stipple_pattern : 0;
const uint8 pv_last = !rast->templ.flatshade_first &&
svgascreen->haveProvokingVertex;
rast->id = util_bitmask_add(svga->rast_object_id_bm);
if (rast->templ.fill_front != rast->templ.fill_back) {
/* The VGPU10 device can't handle different front/back fill modes.
* We'll handle that with a swtnl/draw fallback. But we need to
* make sure we always fill triangles in that case.
*/
fill_mode = SVGA3D_FILLMODE_FILL;
}
SVGA_RETRY(svga, SVGA3D_vgpu10_DefineRasterizerState
(svga->swc,
rast->id,
fill_mode,
cull_mode,
rast->templ.front_ccw,
depth_bias,
depth_bias_clamp,
slope_scaled_depth_bias,
rast->templ.depth_clip_near,
rast->templ.scissor,
rast->templ.multisample,
rast->templ.line_smooth,
line_width,
rast->templ.line_stipple_enable,
line_factor,
line_pattern,
pv_last));
}
static void *
svga_create_rasterizer_state(struct pipe_context *pipe,
const struct pipe_rasterizer_state *templ)
{
struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
struct svga_screen *screen = svga_screen(pipe->screen);
if (!rast)
return NULL;
/* need this for draw module. */
rast->templ = *templ;
rast->shademode = svga_translate_flatshade(templ->flatshade);
rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
rast->scissortestenable = templ->scissor;
rast->multisampleantialias = templ->multisample;
rast->antialiasedlineenable = templ->line_smooth;
rast->lastpixel = templ->line_last_pixel;
rast->pointsprite = templ->point_quad_rasterization;
if (rast->templ.multisample) {
/* The OpenGL 3.0 spec says points are always drawn as circles when
* MSAA is enabled. Note that our implementation isn't 100% correct,
* though. Our smooth point implementation involves drawing a square,
* computing fragment distance from point center, then attenuating
* the fragment alpha value. We should not attenuate alpha if msaa
* is enabled. We should kill fragments entirely outside the circle
* and let the GPU compute per-fragment coverage.
* But as-is, our implementation gives acceptable results and passes
* Piglit's MSAA point smooth test.
*/
rast->templ.point_smooth = TRUE;
}
if (rast->templ.point_smooth &&
rast->templ.point_size_per_vertex == 0 &&
rast->templ.point_size <= screen->pointSmoothThreshold) {
/* If the point size is less than the threshold, disable smoothing.
* Note that this only effects point rendering when we use the
* pipe_rasterizer_state::point_size value, not when the point size
* is set in the VS.
*/
rast->templ.point_smooth = FALSE;
}
if (rast->templ.point_smooth) {
/* For smooth points we need to generate fragments for at least
* a 2x2 region. Otherwise the quad we draw may be too small and
* we may generate no fragments at all.
*/
rast->pointsize = MAX2(2.0f, templ->point_size);
}
else {
rast->pointsize = templ->point_size;
}
rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
/* Use swtnl + decomposition implement these:
*/
if (templ->line_width <= screen->maxLineWidth) {
/* pass line width to device */
rast->linewidth = MAX2(1.0F, templ->line_width);
}
else if (svga->debug.no_line_width) {
/* nothing */
}
else {
/* use 'draw' pipeline for wide line */
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
rast->need_pipeline_lines_str = "line width";
}
if (templ->line_stipple_enable) {
if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
SVGA3dLinePattern lp;
lp.repeat = templ->line_stipple_factor + 1;
lp.pattern = templ->line_stipple_pattern;
rast->linepattern = lp.uintValue;
}
else {
/* use 'draw' module to decompose into short line segments */
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
rast->need_pipeline_lines_str = "line stipple";
}
}
if (!svga_have_vgpu10(svga) && rast->templ.point_smooth) {
rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
rast->need_pipeline_points_str = "smooth points";
}
if (templ->line_smooth && !screen->haveLineSmooth) {
/*
* XXX: Enabling the pipeline slows down performance immensely, so ignore
* line smooth state, where there is very little visual improvement.
* Smooth lines will still be drawn for wide lines.
*/
#if 0
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
rast->need_pipeline_lines_str = "smooth lines";
#endif
}
{
int fill_front = templ->fill_front;
int fill_back = templ->fill_back;
int fill = PIPE_POLYGON_MODE_FILL;
boolean offset_front = util_get_offset(templ, fill_front);
boolean offset_back = util_get_offset(templ, fill_back);
boolean offset = FALSE;
switch (templ->cull_face) {
case PIPE_FACE_FRONT_AND_BACK:
offset = FALSE;
fill = PIPE_POLYGON_MODE_FILL;
break;
case PIPE_FACE_FRONT:
offset = offset_back;
fill = fill_back;
break;
case PIPE_FACE_BACK:
offset = offset_front;
fill = fill_front;
break;
case PIPE_FACE_NONE:
if (fill_front != fill_back || offset_front != offset_back) {
/* Always need the draw module to work out different
* front/back fill modes:
*/
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "different front/back fillmodes";
fill = PIPE_POLYGON_MODE_FILL;
}
else {
offset = offset_front;
fill = fill_front;
}
break;
default:
assert(0);
break;
}
/* Unfilled primitive modes aren't implemented on all virtual
* hardware. We can do some unfilled processing with index
* translation, but otherwise need the draw module:
*/
if (fill != PIPE_POLYGON_MODE_FILL &&
(templ->flatshade ||
templ->light_twoside ||
offset)) {
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
}
/* If we are decomposing to lines, and lines need the pipeline,
* then we also need the pipeline for tris.
*/
if (fill == PIPE_POLYGON_MODE_LINE &&
(rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "decomposing lines";
}
/* Similarly for points:
*/
if (fill == PIPE_POLYGON_MODE_POINT &&
(rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "decomposing points";
}
if (offset) {
rast->slopescaledepthbias = templ->offset_scale;
rast->depthbias = templ->offset_units;
}
rast->hw_fillmode = fill;
}
if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
/* Turn off stuff which will get done in the draw module:
*/
rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
rast->slopescaledepthbias = 0;
rast->depthbias = 0;
}
if (0 && rast->need_pipeline) {
debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
}
if (svga_have_vgpu10(svga)) {
define_rasterizer_object(svga, rast);
}
if (templ->poly_smooth) {
pipe_debug_message(&svga->debug.callback, CONFORMANCE,
"GL_POLYGON_SMOOTH not supported");
}
svga->hud.num_rasterizer_objects++;
SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
SVGA_STATS_COUNT_RASTERIZERSTATE);
return rast;
}
static void
svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
{
struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
if (!raster || !svga->curr.rast) {
svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
}
else {
if (raster->templ.poly_stipple_enable !=
svga->curr.rast->templ.poly_stipple_enable) {
svga->dirty |= SVGA_NEW_STIPPLE;
}
if (raster->templ.rasterizer_discard !=
svga->curr.rast->templ.rasterizer_discard) {
svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
}
}
svga->curr.rast = raster;
svga->dirty |= SVGA_NEW_RAST;
}
static void
svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
{
struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *raster =
(struct svga_rasterizer_state *) state;
if (svga_have_vgpu10(svga)) {
SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyRasterizerState(svga->swc,
raster->id));
if (raster->id == svga->state.hw_draw.rasterizer_id)
svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
util_bitmask_clear(svga->rast_object_id_bm, raster->id);
}
FREE(state);
svga->hud.num_rasterizer_objects--;
}
void
svga_init_rasterizer_functions(struct svga_context *svga)
{
svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
}