svga: add missing fallthrough comments
[mesa.git] / src / gallium / drivers / svga / svga_pipe_rasterizer.c
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
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
61 svga_translate_flatshade(unsigned mode)
62 {
63 return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
64 }
65
66
67 static unsigned
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
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
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 const uint8 pv_last = !rast->templ.flatshade_first &&
122 svgascreen->haveProvokingVertex;
123
124 rast->id = util_bitmask_add(svga->rast_object_id_bm);
125
126 if (rast->templ.fill_front != rast->templ.fill_back) {
127 /* The VGPU10 device can't handle different front/back fill modes.
128 * We'll handle that with a swtnl/draw fallback. But we need to
129 * make sure we always fill triangles in that case.
130 */
131 fill_mode = SVGA3D_FILLMODE_FILL;
132 }
133
134 SVGA_RETRY(svga, SVGA3D_vgpu10_DefineRasterizerState
135 (svga->swc,
136 rast->id,
137 fill_mode,
138 cull_mode,
139 rast->templ.front_ccw,
140 depth_bias,
141 depth_bias_clamp,
142 slope_scaled_depth_bias,
143 rast->templ.depth_clip_near,
144 rast->templ.scissor,
145 rast->templ.multisample,
146 rast->templ.line_smooth,
147 line_width,
148 rast->templ.line_stipple_enable,
149 line_factor,
150 line_pattern,
151 pv_last));
152 }
153
154
155 static void *
156 svga_create_rasterizer_state(struct pipe_context *pipe,
157 const struct pipe_rasterizer_state *templ)
158 {
159 struct svga_context *svga = svga_context(pipe);
160 struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
161 struct svga_screen *screen = svga_screen(pipe->screen);
162
163 if (!rast)
164 return NULL;
165
166 /* need this for draw module. */
167 rast->templ = *templ;
168
169 rast->shademode = svga_translate_flatshade(templ->flatshade);
170 rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
171 rast->scissortestenable = templ->scissor;
172 rast->multisampleantialias = templ->multisample;
173 rast->antialiasedlineenable = templ->line_smooth;
174 rast->lastpixel = templ->line_last_pixel;
175 rast->pointsprite = templ->point_quad_rasterization;
176
177 if (rast->templ.multisample) {
178 /* The OpenGL 3.0 spec says points are always drawn as circles when
179 * MSAA is enabled. Note that our implementation isn't 100% correct,
180 * though. Our smooth point implementation involves drawing a square,
181 * computing fragment distance from point center, then attenuating
182 * the fragment alpha value. We should not attenuate alpha if msaa
183 * is enabled. We should kill fragments entirely outside the circle
184 * and let the GPU compute per-fragment coverage.
185 * But as-is, our implementation gives acceptable results and passes
186 * Piglit's MSAA point smooth test.
187 */
188 rast->templ.point_smooth = TRUE;
189 }
190
191 if (rast->templ.point_smooth &&
192 rast->templ.point_size_per_vertex == 0 &&
193 rast->templ.point_size <= screen->pointSmoothThreshold) {
194 /* If the point size is less than the threshold, disable smoothing.
195 * Note that this only effects point rendering when we use the
196 * pipe_rasterizer_state::point_size value, not when the point size
197 * is set in the VS.
198 */
199 rast->templ.point_smooth = FALSE;
200 }
201
202 if (rast->templ.point_smooth) {
203 /* For smooth points we need to generate fragments for at least
204 * a 2x2 region. Otherwise the quad we draw may be too small and
205 * we may generate no fragments at all.
206 */
207 rast->pointsize = MAX2(2.0f, templ->point_size);
208 }
209 else {
210 rast->pointsize = templ->point_size;
211 }
212
213 rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
214
215 /* Use swtnl + decomposition implement these:
216 */
217
218 if (templ->line_width <= screen->maxLineWidth) {
219 /* pass line width to device */
220 rast->linewidth = MAX2(1.0F, templ->line_width);
221 }
222 else if (svga->debug.no_line_width) {
223 /* nothing */
224 }
225 else {
226 /* use 'draw' pipeline for wide line */
227 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
228 rast->need_pipeline_lines_str = "line width";
229 }
230
231 if (templ->line_stipple_enable) {
232 if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
233 SVGA3dLinePattern lp;
234 lp.repeat = templ->line_stipple_factor + 1;
235 lp.pattern = templ->line_stipple_pattern;
236 rast->linepattern = lp.uintValue;
237 }
238 else {
239 /* use 'draw' module to decompose into short line segments */
240 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
241 rast->need_pipeline_lines_str = "line stipple";
242 }
243 }
244
245 if (!svga_have_vgpu10(svga) && rast->templ.point_smooth) {
246 rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
247 rast->need_pipeline_points_str = "smooth points";
248 }
249
250 if (templ->line_smooth && !screen->haveLineSmooth) {
251 /*
252 * XXX: Enabling the pipeline slows down performance immensely, so ignore
253 * line smooth state, where there is very little visual improvement.
254 * Smooth lines will still be drawn for wide lines.
255 */
256 #if 0
257 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
258 rast->need_pipeline_lines_str = "smooth lines";
259 #endif
260 }
261
262 {
263 int fill_front = templ->fill_front;
264 int fill_back = templ->fill_back;
265 int fill = PIPE_POLYGON_MODE_FILL;
266 boolean offset_front = util_get_offset(templ, fill_front);
267 boolean offset_back = util_get_offset(templ, fill_back);
268 boolean offset = FALSE;
269
270 switch (templ->cull_face) {
271 case PIPE_FACE_FRONT_AND_BACK:
272 offset = FALSE;
273 fill = PIPE_POLYGON_MODE_FILL;
274 break;
275
276 case PIPE_FACE_FRONT:
277 offset = offset_back;
278 fill = fill_back;
279 break;
280
281 case PIPE_FACE_BACK:
282 offset = offset_front;
283 fill = fill_front;
284 break;
285
286 case PIPE_FACE_NONE:
287 if (fill_front != fill_back || offset_front != offset_back) {
288 /* Always need the draw module to work out different
289 * front/back fill modes:
290 */
291 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
292 rast->need_pipeline_tris_str = "different front/back fillmodes";
293 fill = PIPE_POLYGON_MODE_FILL;
294 }
295 else {
296 offset = offset_front;
297 fill = fill_front;
298 }
299 break;
300
301 default:
302 assert(0);
303 break;
304 }
305
306 /* Unfilled primitive modes aren't implemented on all virtual
307 * hardware. We can do some unfilled processing with index
308 * translation, but otherwise need the draw module:
309 */
310 if (fill != PIPE_POLYGON_MODE_FILL &&
311 (templ->flatshade ||
312 templ->light_twoside ||
313 offset)) {
314 fill = PIPE_POLYGON_MODE_FILL;
315 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
316 rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
317 }
318
319 /* If we are decomposing to lines, and lines need the pipeline,
320 * then we also need the pipeline for tris.
321 */
322 if (fill == PIPE_POLYGON_MODE_LINE &&
323 (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
324 fill = PIPE_POLYGON_MODE_FILL;
325 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
326 rast->need_pipeline_tris_str = "decomposing lines";
327 }
328
329 /* Similarly for points:
330 */
331 if (fill == PIPE_POLYGON_MODE_POINT &&
332 (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
333 fill = PIPE_POLYGON_MODE_FILL;
334 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
335 rast->need_pipeline_tris_str = "decomposing points";
336 }
337
338 if (offset) {
339 rast->slopescaledepthbias = templ->offset_scale;
340 rast->depthbias = templ->offset_units;
341 }
342
343 rast->hw_fillmode = fill;
344 }
345
346 if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
347 /* Turn off stuff which will get done in the draw module:
348 */
349 rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
350 rast->slopescaledepthbias = 0;
351 rast->depthbias = 0;
352 }
353
354 if (0 && rast->need_pipeline) {
355 debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
356 debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
357 debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
358 debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
359 }
360
361 if (svga_have_vgpu10(svga)) {
362 define_rasterizer_object(svga, rast);
363 }
364
365 if (templ->poly_smooth) {
366 pipe_debug_message(&svga->debug.callback, CONFORMANCE,
367 "GL_POLYGON_SMOOTH not supported");
368 }
369
370 svga->hud.num_rasterizer_objects++;
371 SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
372 SVGA_STATS_COUNT_RASTERIZERSTATE);
373
374 return rast;
375 }
376
377
378 static void
379 svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
380 {
381 struct svga_context *svga = svga_context(pipe);
382 struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
383
384 if (!raster || !svga->curr.rast) {
385 svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
386 }
387 else {
388 if (raster->templ.poly_stipple_enable !=
389 svga->curr.rast->templ.poly_stipple_enable) {
390 svga->dirty |= SVGA_NEW_STIPPLE;
391 }
392 if (raster->templ.rasterizer_discard !=
393 svga->curr.rast->templ.rasterizer_discard) {
394 svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
395 }
396 }
397
398 svga->curr.rast = raster;
399
400 svga->dirty |= SVGA_NEW_RAST;
401 }
402
403
404 static void
405 svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
406 {
407 struct svga_context *svga = svga_context(pipe);
408 struct svga_rasterizer_state *raster =
409 (struct svga_rasterizer_state *) state;
410
411 if (svga_have_vgpu10(svga)) {
412 SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyRasterizerState(svga->swc,
413 raster->id));
414
415 if (raster->id == svga->state.hw_draw.rasterizer_id)
416 svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
417
418 util_bitmask_clear(svga->rast_object_id_bm, raster->id);
419 }
420
421 FREE(state);
422 svga->hud.num_rasterizer_objects--;
423 }
424
425
426 void
427 svga_init_rasterizer_functions(struct svga_context *svga)
428 {
429 svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
430 svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
431 svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
432 }