/********************************************************** * 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_inlines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "svga_context.h" #include "svga_hw_reg.h" #include "svga_cmd.h" static inline unsigned svga_translate_compare_func(unsigned func) { switch (func) { case PIPE_FUNC_NEVER: return SVGA3D_CMP_NEVER; case PIPE_FUNC_LESS: return SVGA3D_CMP_LESS; case PIPE_FUNC_LEQUAL: return SVGA3D_CMP_LESSEQUAL; case PIPE_FUNC_GREATER: return SVGA3D_CMP_GREATER; case PIPE_FUNC_GEQUAL: return SVGA3D_CMP_GREATEREQUAL; case PIPE_FUNC_NOTEQUAL: return SVGA3D_CMP_NOTEQUAL; case PIPE_FUNC_EQUAL: return SVGA3D_CMP_EQUAL; case PIPE_FUNC_ALWAYS: return SVGA3D_CMP_ALWAYS; default: assert(0); return SVGA3D_CMP_ALWAYS; } } static inline unsigned svga_translate_stencil_op(unsigned op) { switch (op) { case PIPE_STENCIL_OP_KEEP: return SVGA3D_STENCILOP_KEEP; case PIPE_STENCIL_OP_ZERO: return SVGA3D_STENCILOP_ZERO; case PIPE_STENCIL_OP_REPLACE: return SVGA3D_STENCILOP_REPLACE; case PIPE_STENCIL_OP_INCR: return SVGA3D_STENCILOP_INCRSAT; case PIPE_STENCIL_OP_DECR: return SVGA3D_STENCILOP_DECRSAT; case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCR; case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECR; case PIPE_STENCIL_OP_INVERT: return SVGA3D_STENCILOP_INVERT; default: assert(0); return SVGA3D_STENCILOP_KEEP; } } /** * Define a vgpu10 depth/stencil state object for the given * svga depth/stencil state. */ static void define_depth_stencil_state_object(struct svga_context *svga, struct svga_depth_stencil_state *ds) { unsigned try; assert(svga_have_vgpu10(svga)); ds->id = util_bitmask_add(svga->ds_object_id_bm); /* spot check that these comparision tokens are the same */ STATIC_ASSERT(SVGA3D_COMPARISON_NEVER == SVGA3D_CMP_NEVER); STATIC_ASSERT(SVGA3D_COMPARISON_LESS == SVGA3D_CMP_LESS); STATIC_ASSERT(SVGA3D_COMPARISON_NOT_EQUAL == SVGA3D_CMP_NOTEQUAL); /* Loop in case command buffer is full and we need to flush and retry */ for (try = 0; try < 2; try++) { enum pipe_error ret; /* Note: we use the ds->stencil[0].enabled value for both the front * and back-face enables. If single-side stencil is used, we'll have * set the back state the same as the front state. */ ret = SVGA3D_vgpu10_DefineDepthStencilState(svga->swc, ds->id, /* depth/Z */ ds->zenable, ds->zwriteenable, ds->zfunc, /* Stencil */ ds->stencil[0].enabled, /*f|b*/ ds->stencil[0].enabled, /*f*/ ds->stencil[0].enabled, /*b*/ ds->stencil_mask, ds->stencil_writemask, /* front stencil */ ds->stencil[0].fail, ds->stencil[0].zfail, ds->stencil[0].pass, ds->stencil[0].func, /* back stencil */ ds->stencil[1].fail, ds->stencil[1].zfail, ds->stencil[1].pass, ds->stencil[1].func); if (ret == PIPE_OK) return; svga_context_flush(svga, NULL); } } static void * svga_create_depth_stencil_state(struct pipe_context *pipe, const struct pipe_depth_stencil_alpha_state *templ) { struct svga_context *svga = svga_context(pipe); struct svga_depth_stencil_state *ds = CALLOC_STRUCT(svga_depth_stencil_state); if (!ds) return NULL; /* Don't try to figure out CW/CCW correspondence with * stencil[0]/[1] at this point. Presumably this can change as * back/front face are modified. */ ds->stencil[0].enabled = templ->stencil[0].enabled; if (ds->stencil[0].enabled) { ds->stencil[0].func = svga_translate_compare_func(templ->stencil[0].func); ds->stencil[0].fail = svga_translate_stencil_op(templ->stencil[0].fail_op); ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op); ds->stencil[0].pass = svga_translate_stencil_op(templ->stencil[0].zpass_op); /* SVGA3D has one ref/mask/writemask triple shared between front & * back face stencil. We really need two: */ ds->stencil_mask = templ->stencil[0].valuemask & 0xff; ds->stencil_writemask = templ->stencil[0].writemask & 0xff; } else { ds->stencil[0].func = SVGA3D_CMP_ALWAYS; ds->stencil[0].fail = SVGA3D_STENCILOP_KEEP; ds->stencil[0].zfail = SVGA3D_STENCILOP_KEEP; ds->stencil[0].pass = SVGA3D_STENCILOP_KEEP; } ds->stencil[1].enabled = templ->stencil[1].enabled; if (templ->stencil[1].enabled) { assert(templ->stencil[0].enabled); /* two-sided stencil */ ds->stencil[1].func = svga_translate_compare_func(templ->stencil[1].func); ds->stencil[1].fail = svga_translate_stencil_op(templ->stencil[1].fail_op); ds->stencil[1].zfail = svga_translate_stencil_op(templ->stencil[1].zfail_op); ds->stencil[1].pass = svga_translate_stencil_op(templ->stencil[1].zpass_op); ds->stencil_mask = templ->stencil[1].valuemask & 0xff; ds->stencil_writemask = templ->stencil[1].writemask & 0xff; if (templ->stencil[1].valuemask != templ->stencil[0].valuemask) { pipe_debug_message(&svga->debug.callback, CONFORMANCE, "two-sided stencil mask not supported " "(front=0x%x, back=0x%x)", templ->stencil[0].valuemask, templ->stencil[1].valuemask); } if (templ->stencil[1].writemask != templ->stencil[0].writemask) { pipe_debug_message(&svga->debug.callback, CONFORMANCE, "two-sided stencil writemask not supported " "(front=0x%x, back=0x%x)", templ->stencil[0].writemask, templ->stencil[1].writemask); } } else { /* back face state is same as front-face state */ ds->stencil[1].func = ds->stencil[0].func; ds->stencil[1].fail = ds->stencil[0].fail; ds->stencil[1].zfail = ds->stencil[0].zfail; ds->stencil[1].pass = ds->stencil[0].pass; } ds->zenable = templ->depth.enabled; if (ds->zenable) { ds->zfunc = svga_translate_compare_func(templ->depth.func); ds->zwriteenable = templ->depth.writemask; } else { ds->zfunc = SVGA3D_CMP_ALWAYS; } ds->alphatestenable = templ->alpha.enabled; if (ds->alphatestenable) { ds->alphafunc = svga_translate_compare_func(templ->alpha.func); ds->alpharef = templ->alpha.ref_value; } else { ds->alphafunc = SVGA3D_CMP_ALWAYS; } if (svga_have_vgpu10(svga)) { define_depth_stencil_state_object(svga, ds); } svga->hud.num_depthstencil_objects++; SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws, SVGA_STATS_COUNT_DEPTHSTENCILSTATE); return ds; } static void svga_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil) { struct svga_context *svga = svga_context(pipe); if (svga_have_vgpu10(svga)) { /* flush any previously queued drawing before changing state */ svga_hwtnl_flush_retry(svga); } svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil; svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA; } static void svga_delete_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil) { struct svga_context *svga = svga_context(pipe); struct svga_depth_stencil_state *ds = (struct svga_depth_stencil_state *) depth_stencil; if (svga_have_vgpu10(svga)) { enum pipe_error ret; svga_hwtnl_flush_retry(svga); assert(ds->id != SVGA3D_INVALID_ID); ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id); assert(ret == PIPE_OK); } if (ds->id == svga->state.hw_draw.depth_stencil_id) svga->state.hw_draw.depth_stencil_id = SVGA3D_INVALID_ID; util_bitmask_clear(svga->ds_object_id_bm, ds->id); ds->id = SVGA3D_INVALID_ID; } FREE(depth_stencil); svga->hud.num_depthstencil_objects--; } static void svga_set_stencil_ref(struct pipe_context *pipe, const struct pipe_stencil_ref *stencil_ref) { struct svga_context *svga = svga_context(pipe); if (svga_have_vgpu10(svga)) { /* flush any previously queued drawing before changing state */ svga_hwtnl_flush_retry(svga); } svga->curr.stencil_ref = *stencil_ref; svga->dirty |= SVGA_NEW_STENCIL_REF; } static void svga_set_sample_mask(struct pipe_context *pipe, unsigned sample_mask) { struct svga_context *svga = svga_context(pipe); svga->curr.sample_mask = sample_mask; svga->dirty |= SVGA_NEW_BLEND; /* See emit_rss_vgpu10() */ } static void svga_set_min_samples(struct pipe_context *pipe, unsigned min_samples) { /* This specifies the minimum number of times the fragment shader * must run when doing per-sample shading for a MSAA render target. * For our SVGA3D device, the FS is automatically run in per-sample * mode if it uses the sample ID or sample position registers. */ } void svga_init_depth_stencil_functions(struct svga_context *svga) { svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state; svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state; svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state; svga->pipe.set_stencil_ref = svga_set_stencil_ref; svga->pipe.set_sample_mask = svga_set_sample_mask; svga->pipe.set_min_samples = svga_set_min_samples; }