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