/********************************************************** * 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 "util/u_inlines.h" #include "pipe/p_defines.h" #include "util/u_math.h" #include "svga_context.h" #include "svga_state.h" #include "svga_cmd.h" struct rs_queue { unsigned rs_count; SVGA3dRenderState rs[SVGA3D_RS_MAX]; }; #define EMIT_RS(svga, value, token, fail) \ do { \ 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, fail) \ do { \ unsigned value = fui(fvalue); \ 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 ) { 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 int emit_rss( struct svga_context *svga, unsigned dirty ) { struct rs_queue queue; queue.rs_count = 0; if (dirty & SVGA_NEW_BLEND) { const struct svga_blend_state *curr = svga->curr.blend; EMIT_RS( svga, curr->rt[0].writemask, COLORWRITEENABLE, fail ); EMIT_RS( svga, curr->rt[0].blend_enable, BLENDENABLE, fail ); if (curr->rt[0].blend_enable) { EMIT_RS( svga, curr->rt[0].srcblend, SRCBLEND, fail ); EMIT_RS( svga, curr->rt[0].dstblend, DSTBLEND, fail ); EMIT_RS( svga, curr->rt[0].blendeq, BLENDEQUATION, fail ); EMIT_RS( svga, curr->rt[0].separate_alpha_blend_enable, SEPARATEALPHABLENDENABLE, fail ); if (curr->rt[0].separate_alpha_blend_enable) { EMIT_RS( svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA, fail ); EMIT_RS( svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA, fail ); EMIT_RS( svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA, fail ); } } } 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, fail ); } if (dirty & (SVGA_NEW_DEPTH_STENCIL | 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, fail ); EMIT_RS( svga, FALSE, STENCILENABLE2SIDED, fail ); } else if (curr->stencil[0].enabled && !curr->stencil[1].enabled) { /* Regular stencil */ EMIT_RS( svga, TRUE, STENCILENABLE, fail ); EMIT_RS( svga, FALSE, STENCILENABLE2SIDED, fail ); EMIT_RS( svga, curr->stencil[0].func, STENCILFUNC, fail ); EMIT_RS( svga, curr->stencil[0].fail, STENCILFAIL, fail ); EMIT_RS( svga, curr->stencil[0].zfail, STENCILZFAIL, fail ); EMIT_RS( svga, curr->stencil[0].pass, STENCILPASS, fail ); EMIT_RS( svga, curr->stencil_mask, STENCILMASK, fail ); EMIT_RS( svga, curr->stencil_writemask, STENCILWRITEMASK, fail ); } 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, fail ); EMIT_RS( svga, TRUE, STENCILENABLE2SIDED, fail ); EMIT_RS( svga, curr->stencil[cw].func, STENCILFUNC, fail ); EMIT_RS( svga, curr->stencil[cw].fail, STENCILFAIL, fail ); EMIT_RS( svga, curr->stencil[cw].zfail, STENCILZFAIL, fail ); EMIT_RS( svga, curr->stencil[cw].pass, STENCILPASS, fail ); EMIT_RS( svga, curr->stencil[ccw].func, CCWSTENCILFUNC, fail ); EMIT_RS( svga, curr->stencil[ccw].fail, CCWSTENCILFAIL, fail ); EMIT_RS( svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL, fail ); EMIT_RS( svga, curr->stencil[ccw].pass, CCWSTENCILPASS, fail ); EMIT_RS( svga, curr->stencil_mask, STENCILMASK, fail ); EMIT_RS( svga, curr->stencil_writemask, STENCILWRITEMASK, fail ); } EMIT_RS( svga, curr->zenable, ZENABLE, fail ); if (curr->zenable) { EMIT_RS( svga, curr->zfunc, ZFUNC, fail ); EMIT_RS( svga, curr->zwriteenable, ZWRITEENABLE, fail ); } EMIT_RS( svga, curr->alphatestenable, ALPHATESTENABLE, fail ); if (curr->alphatestenable) { EMIT_RS( svga, curr->alphafunc, ALPHAFUNC, fail ); EMIT_RS_FLOAT( svga, curr->alpharef, ALPHAREF, fail ); } } if (dirty & SVGA_NEW_STENCIL_REF) { EMIT_RS( svga, svga->curr.stencil_ref.ref_value[0], STENCILREF, fail ); } 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, fail ); /* 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; EMIT_RS( svga, cullmode, CULLMODE, fail ); EMIT_RS( svga, curr->scissortestenable, SCISSORTESTENABLE, fail ); EMIT_RS( svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS, fail ); EMIT_RS( svga, curr->lastpixel, LASTPIXEL, fail ); EMIT_RS( svga, curr->linepattern, LINEPATTERN, fail ); EMIT_RS_FLOAT( svga, curr->pointsize, POINTSIZE, fail ); /* XXX still need to set this? */ EMIT_RS_FLOAT( svga, 0.0, POINTSIZEMIN, fail ); EMIT_RS_FLOAT( svga, SVGA_MAX_POINTSIZE, POINTSIZEMAX, fail ); } 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, fail ); EMIT_RS_FLOAT( svga, bias, DEPTHBIAS, fail ); } if (queue.rs_count) { SVGA3dRenderState *rs; if (SVGA3D_BeginSetRenderState( svga->swc, &rs, queue.rs_count ) != PIPE_OK) goto fail; memcpy( rs, queue.rs, queue.rs_count * sizeof queue.rs[0]); SVGA_FIFOCommitAll( svga->swc ); } return 0; fail: /* 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; } struct svga_tracked_state svga_hw_rss = { "hw rss state", (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR | SVGA_NEW_DEPTH_STENCIL | SVGA_NEW_STENCIL_REF | SVGA_NEW_RAST | SVGA_NEW_FRAME_BUFFER | SVGA_NEW_NEED_PIPELINE), emit_rss };