svga: fix blending regression
[mesa.git] / src / gallium / drivers / svga / svga_pipe_depthstencil.c
1 /**********************************************************
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4 * Permission is hereby granted, free of charge, to any person
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24 **********************************************************/
25
26 #include "pipe/p_defines.h"
27 #include "util/u_bitmask.h"
28 #include "util/u_inlines.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
31
32 #include "svga_context.h"
33 #include "svga_hw_reg.h"
34 #include "svga_cmd.h"
35
36
37 static inline unsigned
38 svga_translate_compare_func(unsigned func)
39 {
40 switch (func) {
41 case PIPE_FUNC_NEVER: return SVGA3D_CMP_NEVER;
42 case PIPE_FUNC_LESS: return SVGA3D_CMP_LESS;
43 case PIPE_FUNC_LEQUAL: return SVGA3D_CMP_LESSEQUAL;
44 case PIPE_FUNC_GREATER: return SVGA3D_CMP_GREATER;
45 case PIPE_FUNC_GEQUAL: return SVGA3D_CMP_GREATEREQUAL;
46 case PIPE_FUNC_NOTEQUAL: return SVGA3D_CMP_NOTEQUAL;
47 case PIPE_FUNC_EQUAL: return SVGA3D_CMP_EQUAL;
48 case PIPE_FUNC_ALWAYS: return SVGA3D_CMP_ALWAYS;
49 default:
50 assert(0);
51 return SVGA3D_CMP_ALWAYS;
52 }
53 }
54
55 static inline unsigned
56 svga_translate_stencil_op(unsigned op)
57 {
58 switch (op) {
59 case PIPE_STENCIL_OP_KEEP: return SVGA3D_STENCILOP_KEEP;
60 case PIPE_STENCIL_OP_ZERO: return SVGA3D_STENCILOP_ZERO;
61 case PIPE_STENCIL_OP_REPLACE: return SVGA3D_STENCILOP_REPLACE;
62 case PIPE_STENCIL_OP_INCR: return SVGA3D_STENCILOP_INCRSAT;
63 case PIPE_STENCIL_OP_DECR: return SVGA3D_STENCILOP_DECRSAT;
64 case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCR;
65 case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECR;
66 case PIPE_STENCIL_OP_INVERT: return SVGA3D_STENCILOP_INVERT;
67 default:
68 assert(0);
69 return SVGA3D_STENCILOP_KEEP;
70 }
71 }
72
73
74 /**
75 * Define a vgpu10 depth/stencil state object for the given
76 * svga depth/stencil state.
77 */
78 static void
79 define_depth_stencil_state_object(struct svga_context *svga,
80 struct svga_depth_stencil_state *ds)
81 {
82 unsigned try;
83
84 assert(svga_have_vgpu10(svga));
85
86 ds->id = util_bitmask_add(svga->ds_object_id_bm);
87
88 /* spot check that these comparision tokens are the same */
89 STATIC_ASSERT(SVGA3D_COMPARISON_NEVER == SVGA3D_CMP_NEVER);
90 STATIC_ASSERT(SVGA3D_COMPARISON_LESS == SVGA3D_CMP_LESS);
91 STATIC_ASSERT(SVGA3D_COMPARISON_NOT_EQUAL == SVGA3D_CMP_NOTEQUAL);
92
93 /* Loop in case command buffer is full and we need to flush and retry */
94 for (try = 0; try < 2; try++) {
95 enum pipe_error ret;
96
97 /* Note: we use the ds->stencil[0].enabled value for both the front
98 * and back-face enables. If single-side stencil is used, we'll have
99 * set the back state the same as the front state.
100 */
101 ret = SVGA3D_vgpu10_DefineDepthStencilState(svga->swc,
102 ds->id,
103 /* depth/Z */
104 ds->zenable,
105 ds->zwriteenable,
106 ds->zfunc,
107 /* Stencil */
108 ds->stencil[0].enabled, /*f|b*/
109 ds->stencil[0].enabled, /*f*/
110 ds->stencil[0].enabled, /*b*/
111 ds->stencil_mask,
112 ds->stencil_writemask,
113 /* front stencil */
114 ds->stencil[0].fail,
115 ds->stencil[0].zfail,
116 ds->stencil[0].pass,
117 ds->stencil[0].func,
118 /* back stencil */
119 ds->stencil[1].fail,
120 ds->stencil[1].zfail,
121 ds->stencil[1].pass,
122 ds->stencil[1].func);
123 if (ret == PIPE_OK)
124 return;
125 svga_context_flush(svga, NULL);
126 }
127 }
128
129
130 static void *
131 svga_create_depth_stencil_state(struct pipe_context *pipe,
132 const struct pipe_depth_stencil_alpha_state *templ)
133 {
134 struct svga_context *svga = svga_context(pipe);
135 struct svga_depth_stencil_state *ds = CALLOC_STRUCT(svga_depth_stencil_state);
136
137 if (!ds)
138 return NULL;
139
140 /* Don't try to figure out CW/CCW correspondence with
141 * stencil[0]/[1] at this point. Presumably this can change as
142 * back/front face are modified.
143 */
144 ds->stencil[0].enabled = templ->stencil[0].enabled;
145 if (ds->stencil[0].enabled) {
146 ds->stencil[0].func = svga_translate_compare_func(templ->stencil[0].func);
147 ds->stencil[0].fail = svga_translate_stencil_op(templ->stencil[0].fail_op);
148 ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
149 ds->stencil[0].pass = svga_translate_stencil_op(templ->stencil[0].zpass_op);
150
151 /* SVGA3D has one ref/mask/writemask triple shared between front &
152 * back face stencil. We really need two:
153 */
154 ds->stencil_mask = templ->stencil[0].valuemask & 0xff;
155 ds->stencil_writemask = templ->stencil[0].writemask & 0xff;
156 }
157 else {
158 ds->stencil[0].func = SVGA3D_CMP_ALWAYS;
159 ds->stencil[0].fail = SVGA3D_STENCILOP_KEEP;
160 ds->stencil[0].zfail = SVGA3D_STENCILOP_KEEP;
161 ds->stencil[0].pass = SVGA3D_STENCILOP_KEEP;
162 }
163
164 ds->stencil[1].enabled = templ->stencil[1].enabled;
165 if (templ->stencil[1].enabled) {
166 assert(templ->stencil[0].enabled);
167 /* two-sided stencil */
168 ds->stencil[1].func = svga_translate_compare_func(templ->stencil[1].func);
169 ds->stencil[1].fail = svga_translate_stencil_op(templ->stencil[1].fail_op);
170 ds->stencil[1].zfail = svga_translate_stencil_op(templ->stencil[1].zfail_op);
171 ds->stencil[1].pass = svga_translate_stencil_op(templ->stencil[1].zpass_op);
172
173 ds->stencil_mask = templ->stencil[1].valuemask & 0xff;
174 ds->stencil_writemask = templ->stencil[1].writemask & 0xff;
175
176 if (templ->stencil[1].valuemask != templ->stencil[0].valuemask) {
177 pipe_debug_message(&svga->debug.callback, CONFORMANCE,
178 "two-sided stencil mask not supported "
179 "(front=0x%x, back=0x%x)",
180 templ->stencil[0].valuemask,
181 templ->stencil[1].valuemask);
182 }
183 if (templ->stencil[1].writemask != templ->stencil[0].writemask) {
184 pipe_debug_message(&svga->debug.callback, CONFORMANCE,
185 "two-sided stencil writemask not supported "
186 "(front=0x%x, back=0x%x)",
187 templ->stencil[0].writemask,
188 templ->stencil[1].writemask);
189 }
190 }
191 else {
192 /* back face state is same as front-face state */
193 ds->stencil[1].func = ds->stencil[0].func;
194 ds->stencil[1].fail = ds->stencil[0].fail;
195 ds->stencil[1].zfail = ds->stencil[0].zfail;
196 ds->stencil[1].pass = ds->stencil[0].pass;
197 }
198
199
200 ds->zenable = templ->depth.enabled;
201 if (ds->zenable) {
202 ds->zfunc = svga_translate_compare_func(templ->depth.func);
203 ds->zwriteenable = templ->depth.writemask;
204 }
205 else {
206 ds->zfunc = SVGA3D_CMP_ALWAYS;
207 }
208
209 ds->alphatestenable = templ->alpha.enabled;
210 if (ds->alphatestenable) {
211 ds->alphafunc = svga_translate_compare_func(templ->alpha.func);
212 ds->alpharef = templ->alpha.ref_value;
213 }
214 else {
215 ds->alphafunc = SVGA3D_CMP_ALWAYS;
216 }
217
218 if (svga_have_vgpu10(svga)) {
219 define_depth_stencil_state_object(svga, ds);
220 }
221
222 svga->hud.num_depthstencil_objects++;
223
224 SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
225 SVGA_STATS_COUNT_DEPTHSTENCILSTATE);
226
227 return ds;
228 }
229
230
231 static void
232 svga_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
233 {
234 struct svga_context *svga = svga_context(pipe);
235
236 if (svga_have_vgpu10(svga)) {
237 /* flush any previously queued drawing before changing state */
238 svga_hwtnl_flush_retry(svga);
239 }
240
241 svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil;
242 svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
243 }
244
245
246 static void
247 svga_delete_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
248 {
249 struct svga_context *svga = svga_context(pipe);
250 struct svga_depth_stencil_state *ds =
251 (struct svga_depth_stencil_state *) depth_stencil;
252
253 if (svga_have_vgpu10(svga)) {
254 enum pipe_error ret;
255
256 svga_hwtnl_flush_retry(svga);
257
258 assert(ds->id != SVGA3D_INVALID_ID);
259
260 ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
261 if (ret != PIPE_OK) {
262 svga_context_flush(svga, NULL);
263 ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
264 assert(ret == PIPE_OK);
265 }
266
267 if (ds->id == svga->state.hw_draw.depth_stencil_id)
268 svga->state.hw_draw.depth_stencil_id = SVGA3D_INVALID_ID;
269
270 util_bitmask_clear(svga->ds_object_id_bm, ds->id);
271 ds->id = SVGA3D_INVALID_ID;
272 }
273
274 FREE(depth_stencil);
275 svga->hud.num_depthstencil_objects--;
276 }
277
278
279 static void
280 svga_set_stencil_ref(struct pipe_context *pipe,
281 const struct pipe_stencil_ref *stencil_ref)
282 {
283 struct svga_context *svga = svga_context(pipe);
284
285 if (svga_have_vgpu10(svga)) {
286 /* flush any previously queued drawing before changing state */
287 svga_hwtnl_flush_retry(svga);
288 }
289
290 svga->curr.stencil_ref = *stencil_ref;
291
292 svga->dirty |= SVGA_NEW_STENCIL_REF;
293 }
294
295
296 static void
297 svga_set_sample_mask(struct pipe_context *pipe,
298 unsigned sample_mask)
299 {
300 struct svga_context *svga = svga_context(pipe);
301
302 svga->curr.sample_mask = sample_mask;
303
304 svga->dirty |= SVGA_NEW_BLEND; /* See emit_rss_vgpu10() */
305 }
306
307
308 void
309 svga_init_depth_stencil_functions(struct svga_context *svga)
310 {
311 svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
312 svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
313 svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state;
314
315 svga->pipe.set_stencil_ref = svga_set_stencil_ref;
316 svga->pipe.set_sample_mask = svga_set_sample_mask;
317 }