/********************************************************** * 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 "draw/draw_context.h" #include "util/u_inlines.h" #include "pipe/p_defines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "svga_context.h" #include "svga_screen.h" #include "svga_hw_reg.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 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); /* need this for draw module. */ rast->templ = *templ; /* light_twoside - XXX: need fragment shader variant */ /* poly_smooth - XXX: no fallback available */ /* poly_stipple_enable - draw module */ /* sprite_coord_enable - ? */ /* point_quad_rasterization - ? */ /* point_size_per_vertex - ? */ /* sprite_coord_mode - ??? */ /* flatshade_first - handled by index translation */ /* half_pixel_center - XXX - viewport code */ /* line_width - draw module */ /* fill_cw, fill_ccw - draw module or index translation */ 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->sprite_coord_enable != 0x0; rast->pointsize = templ->point_size; rast->hw_unfilled = PIPE_POLYGON_MODE_FILL; /* Use swtnl + decomposition implement these: */ if (templ->poly_stipple_enable) { rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS; rast->need_pipeline_tris_str = "poly stipple"; } if (screen->maxLineWidth > 1.0F) { /* 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 (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_front; fill = fill_front; break; case PIPE_FACE_BACK: offset = offset_back; fill = fill_back; 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"; } 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 || templ->cull_face != PIPE_FACE_NONE)) { 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_unfilled = fill; } if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) { /* Turn off stuff which will get done in the draw module: */ rast->hw_unfilled = 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); } 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; draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL, state); svga->curr.rast = raster; svga->dirty |= SVGA_NEW_RAST; } static void svga_delete_rasterizer_state(struct pipe_context *pipe, void *raster) { FREE(raster); } 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; } /*********************************************************************** * Hardware state update */