1 /**********************************************************
2  * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person
5  * obtaining a copy of this software and associated documentation
6  * files (the "Software"), to deal in the Software without
7  * restriction, including without limitation the rights to use, copy,
8  * modify, merge, publish, distribute, sublicense, and/or sell copies
9  * of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be
13  * included in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20  * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  *
24  **********************************************************/
25 
26 #include "pipe/p_defines.h"
27 #include "draw/draw_context.h"
28 #include "util/u_bitmask.h"
29 #include "util/u_inlines.h"
30 #include "util/u_math.h"
31 #include "util/u_memory.h"
32 
33 #include "svga_cmd.h"
34 #include "svga_context.h"
35 #include "svga_hw_reg.h"
36 #include "svga_screen.h"
37 
38 
39 /* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
40  */
41 static SVGA3dFace
svga_translate_cullmode(unsigned mode,unsigned front_ccw)42 svga_translate_cullmode(unsigned mode, unsigned front_ccw)
43 {
44    const int hw_front_ccw = 0;  /* hardware is always CW */
45    switch (mode) {
46    case PIPE_FACE_NONE:
47       return SVGA3D_FACE_NONE;
48    case PIPE_FACE_FRONT:
49       return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
50    case PIPE_FACE_BACK:
51       return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
52    case PIPE_FACE_FRONT_AND_BACK:
53       return SVGA3D_FACE_FRONT_BACK;
54    default:
55       assert(0);
56       return SVGA3D_FACE_NONE;
57    }
58 }
59 
60 static SVGA3dShadeMode
svga_translate_flatshade(unsigned mode)61 svga_translate_flatshade(unsigned mode)
62 {
63    return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
64 }
65 
66 
67 static unsigned
translate_fill_mode(unsigned fill)68 translate_fill_mode(unsigned fill)
69 {
70    switch (fill) {
71    case PIPE_POLYGON_MODE_POINT:
72       return SVGA3D_FILLMODE_POINT;
73    case PIPE_POLYGON_MODE_LINE:
74       return SVGA3D_FILLMODE_LINE;
75    case PIPE_POLYGON_MODE_FILL:
76       return SVGA3D_FILLMODE_FILL;
77    default:
78       assert(!"Bad fill mode");
79       return SVGA3D_FILLMODE_FILL;
80    }
81 }
82 
83 
84 static unsigned
translate_cull_mode(unsigned cull)85 translate_cull_mode(unsigned cull)
86 {
87    switch (cull) {
88    case PIPE_FACE_NONE:
89       return SVGA3D_CULL_NONE;
90    case PIPE_FACE_FRONT:
91       return SVGA3D_CULL_FRONT;
92    case PIPE_FACE_BACK:
93       return SVGA3D_CULL_BACK;
94    case PIPE_FACE_FRONT_AND_BACK:
95       /* NOTE: we simply no-op polygon drawing in svga_draw_vbo() */
96       return SVGA3D_CULL_NONE;
97    default:
98       assert(!"Bad cull mode");
99       return SVGA3D_CULL_NONE;
100    }
101 }
102 
103 
104 static void
define_rasterizer_object(struct svga_context * svga,struct svga_rasterizer_state * rast)105 define_rasterizer_object(struct svga_context *svga,
106                          struct svga_rasterizer_state *rast)
107 {
108    struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
109    unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
110    const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
111    const int depth_bias = rast->templ.offset_units;
112    const float slope_scaled_depth_bias = rast->templ.offset_scale;
113    /* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */
114    const float depth_bias_clamp = 0.0;
115    const float line_width = rast->templ.line_width > 0.0f ?
116       rast->templ.line_width : 1.0f;
117    const uint8 line_factor = rast->templ.line_stipple_enable ?
118       rast->templ.line_stipple_factor : 0;
119    const uint16 line_pattern = rast->templ.line_stipple_enable ?
120       rast->templ.line_stipple_pattern : 0;
121    unsigned try;
122 
123    rast->id = util_bitmask_add(svga->rast_object_id_bm);
124 
125    if (rast->templ.fill_front != rast->templ.fill_back) {
126       /* The VGPU10 device can't handle different front/back fill modes.
127        * We'll handle that with a swtnl/draw fallback.  But we need to
128        * make sure we always fill triangles in that case.
129        */
130       fill_mode = SVGA3D_FILLMODE_FILL;
131    }
132 
133    for (try = 0; try < 2; try++) {
134       const uint8 pv_last = !rast->templ.flatshade_first &&
135          svgascreen->haveProvokingVertex;
136       enum pipe_error ret =
137          SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
138                                              rast->id,
139                                              fill_mode,
140                                              cull_mode,
141                                              rast->templ.front_ccw,
142                                              depth_bias,
143                                              depth_bias_clamp,
144                                              slope_scaled_depth_bias,
145                                              rast->templ.depth_clip,
146                                              rast->templ.scissor,
147                                              rast->templ.multisample,
148                                              rast->templ.line_smooth,
149                                              line_width,
150                                              rast->templ.line_stipple_enable,
151                                              line_factor,
152                                              line_pattern,
153                                              pv_last);
154       if (ret == PIPE_OK)
155          return;
156       svga_context_flush(svga, NULL);
157    }
158 }
159 
160 
161 static void *
svga_create_rasterizer_state(struct pipe_context * pipe,const struct pipe_rasterizer_state * templ)162 svga_create_rasterizer_state(struct pipe_context *pipe,
163                              const struct pipe_rasterizer_state *templ)
164 {
165    struct svga_context *svga = svga_context(pipe);
166    struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
167    struct svga_screen *screen = svga_screen(pipe->screen);
168 
169    if (!rast)
170       return NULL;
171 
172    /* need this for draw module. */
173    rast->templ = *templ;
174 
175    /* light_twoside          - XXX: need fragment shader variant */
176    /* poly_smooth            - XXX: no fallback available */
177    /* poly_stipple_enable    - draw module */
178    /* sprite_coord_enable    - ? */
179    /* point_quad_rasterization - ? */
180    /* point_size_per_vertex  - ? */
181    /* sprite_coord_mode      - ??? */
182    /* flatshade_first        - handled by index translation */
183    /* half_pixel_center      - XXX - viewport code */
184    /* line_width             - draw module */
185    /* fill_cw, fill_ccw      - draw module or index translation */
186 
187    rast->shademode = svga_translate_flatshade(templ->flatshade);
188    rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
189    rast->scissortestenable = templ->scissor;
190    rast->multisampleantialias = templ->multisample;
191    rast->antialiasedlineenable = templ->line_smooth;
192    rast->lastpixel = templ->line_last_pixel;
193    rast->pointsprite = templ->sprite_coord_enable != 0x0;
194 
195    if (templ->point_smooth) {
196       /* For smooth points we need to generate fragments for at least
197        * a 2x2 region.  Otherwise the quad we draw may be too small and
198        * we may generate no fragments at all.
199        */
200       rast->pointsize = MAX2(2.0f, templ->point_size);
201    }
202    else {
203       rast->pointsize = templ->point_size;
204    }
205 
206    rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
207 
208    /* Use swtnl + decomposition implement these:
209     */
210 
211    if (templ->line_width <= screen->maxLineWidth) {
212       /* pass line width to device */
213       rast->linewidth = MAX2(1.0F, templ->line_width);
214    }
215    else if (svga->debug.no_line_width) {
216       /* nothing */
217    }
218    else {
219       /* use 'draw' pipeline for wide line */
220       rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
221       rast->need_pipeline_lines_str = "line width";
222    }
223 
224    if (templ->line_stipple_enable) {
225       if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
226          SVGA3dLinePattern lp;
227          lp.repeat = templ->line_stipple_factor + 1;
228          lp.pattern = templ->line_stipple_pattern;
229          rast->linepattern = lp.uintValue;
230       }
231       else {
232          /* use 'draw' module to decompose into short line segments */
233          rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
234          rast->need_pipeline_lines_str = "line stipple";
235       }
236    }
237 
238    if (!svga_have_vgpu10(svga) && templ->point_smooth) {
239       rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
240       rast->need_pipeline_points_str = "smooth points";
241    }
242 
243    if (templ->line_smooth && !screen->haveLineSmooth) {
244       /*
245        * XXX: Enabling the pipeline slows down performance immensely, so ignore
246        * line smooth state, where there is very little visual improvement.
247        * Smooth lines will still be drawn for wide lines.
248        */
249 #if 0
250       rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
251       rast->need_pipeline_lines_str = "smooth lines";
252 #endif
253    }
254 
255    {
256       int fill_front = templ->fill_front;
257       int fill_back = templ->fill_back;
258       int fill = PIPE_POLYGON_MODE_FILL;
259       boolean offset_front = util_get_offset(templ, fill_front);
260       boolean offset_back = util_get_offset(templ, fill_back);
261       boolean offset = FALSE;
262 
263       switch (templ->cull_face) {
264       case PIPE_FACE_FRONT_AND_BACK:
265          offset = FALSE;
266          fill = PIPE_POLYGON_MODE_FILL;
267          break;
268 
269       case PIPE_FACE_FRONT:
270          offset = offset_front;
271          fill = fill_front;
272          break;
273 
274       case PIPE_FACE_BACK:
275          offset = offset_back;
276          fill = fill_back;
277          break;
278 
279       case PIPE_FACE_NONE:
280          if (fill_front != fill_back || offset_front != offset_back) {
281             /* Always need the draw module to work out different
282              * front/back fill modes:
283              */
284             rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
285             rast->need_pipeline_tris_str = "different front/back fillmodes";
286          }
287          else {
288             offset = offset_front;
289             fill = fill_front;
290          }
291          break;
292 
293       default:
294          assert(0);
295          break;
296       }
297 
298       /* Unfilled primitive modes aren't implemented on all virtual
299        * hardware.  We can do some unfilled processing with index
300        * translation, but otherwise need the draw module:
301        */
302       if (fill != PIPE_POLYGON_MODE_FILL &&
303           (templ->flatshade ||
304            templ->light_twoside ||
305            offset ||
306            templ->cull_face != PIPE_FACE_NONE)) {
307          fill = PIPE_POLYGON_MODE_FILL;
308          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
309          rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
310       }
311 
312       /* If we are decomposing to lines, and lines need the pipeline,
313        * then we also need the pipeline for tris.
314        */
315       if (fill == PIPE_POLYGON_MODE_LINE &&
316           (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
317          fill = PIPE_POLYGON_MODE_FILL;
318          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
319          rast->need_pipeline_tris_str = "decomposing lines";
320       }
321 
322       /* Similarly for points:
323        */
324       if (fill == PIPE_POLYGON_MODE_POINT &&
325           (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
326          fill = PIPE_POLYGON_MODE_FILL;
327          rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
328          rast->need_pipeline_tris_str = "decomposing points";
329       }
330 
331       if (offset) {
332          rast->slopescaledepthbias = templ->offset_scale;
333          rast->depthbias = templ->offset_units;
334       }
335 
336       rast->hw_fillmode = fill;
337    }
338 
339    if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
340       /* Turn off stuff which will get done in the draw module:
341        */
342       rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
343       rast->slopescaledepthbias = 0;
344       rast->depthbias = 0;
345    }
346 
347    if (0 && rast->need_pipeline) {
348       debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
349       debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
350       debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
351       debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
352    }
353 
354    if (svga_have_vgpu10(svga)) {
355       define_rasterizer_object(svga, rast);
356    }
357 
358    if (templ->poly_smooth) {
359       pipe_debug_message(&svga->debug.callback, CONFORMANCE,
360                          "GL_POLYGON_SMOOTH not supported");
361    }
362 
363    svga->hud.num_rasterizer_objects++;
364    SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
365                         SVGA_STATS_COUNT_RASTERIZERSTATE);
366 
367    return rast;
368 }
369 
370 
371 static void
svga_bind_rasterizer_state(struct pipe_context * pipe,void * state)372 svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
373 {
374    struct svga_context *svga = svga_context(pipe);
375    struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
376 
377    if (!raster || !svga->curr.rast) {
378       svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
379    }
380    else {
381       if (raster->templ.poly_stipple_enable !=
382           svga->curr.rast->templ.poly_stipple_enable) {
383          svga->dirty |= SVGA_NEW_STIPPLE;
384       }
385       if (raster->templ.rasterizer_discard !=
386           svga->curr.rast->templ.rasterizer_discard) {
387          svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
388       }
389    }
390 
391    svga->curr.rast = raster;
392 
393    svga->dirty |= SVGA_NEW_RAST;
394 }
395 
396 
397 static void
svga_delete_rasterizer_state(struct pipe_context * pipe,void * state)398 svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
399 {
400    struct svga_context *svga = svga_context(pipe);
401    struct svga_rasterizer_state *raster =
402       (struct svga_rasterizer_state *) state;
403 
404    if (svga_have_vgpu10(svga)) {
405       enum pipe_error ret =
406          SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
407       if (ret != PIPE_OK) {
408          svga_context_flush(svga, NULL);
409          ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
410       }
411 
412       if (raster->id == svga->state.hw_draw.rasterizer_id)
413          svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
414 
415       util_bitmask_clear(svga->rast_object_id_bm, raster->id);
416    }
417 
418    FREE(state);
419    svga->hud.num_rasterizer_objects--;
420 }
421 
422 
423 void
svga_init_rasterizer_functions(struct svga_context * svga)424 svga_init_rasterizer_functions(struct svga_context *svga)
425 {
426    svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
427    svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
428    svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
429 }
430