nv50: fix bogus error message about 3d surfaces
[mesa.git] / src / gallium / drivers / svga / svga_state_framebuffer.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
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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 "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_math.h"
29
30 #include "svga_context.h"
31 #include "svga_state.h"
32 #include "svga_cmd.h"
33 #include "svga_debug.h"
34
35
36 /***********************************************************************
37 * Hardware state update
38 */
39
40
41 static int emit_framebuffer( struct svga_context *svga,
42 unsigned dirty )
43 {
44 const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
45 struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
46 boolean reemit = svga->rebind.rendertargets;
47 unsigned i;
48 enum pipe_error ret;
49
50 /*
51 * We need to reemit non-null surface bindings, even when they are not
52 * dirty, to ensure that the resources are paged in.
53 */
54
55 for(i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) {
56 if (curr->cbufs[i] != hw->cbufs[i] ||
57 (reemit && hw->cbufs[i])) {
58 if (svga->curr.nr_fbs++ > 8)
59 return PIPE_ERROR_OUT_OF_MEMORY;
60
61 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, curr->cbufs[i]);
62 if (ret != PIPE_OK)
63 return ret;
64
65 pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
66 }
67 }
68
69
70 if (curr->zsbuf != hw->zsbuf ||
71 (reemit && hw->zsbuf)) {
72 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf);
73 if (ret != PIPE_OK)
74 return ret;
75
76 if (curr->zsbuf &&
77 curr->zsbuf->format == PIPE_FORMAT_S8_USCALED_Z24_UNORM) {
78 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, curr->zsbuf);
79 if (ret != PIPE_OK)
80 return ret;
81 }
82 else {
83 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
84 if (ret != PIPE_OK)
85 return ret;
86 }
87
88 pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
89 }
90
91 svga->rebind.rendertargets = FALSE;
92
93 return 0;
94 }
95
96
97 /*
98 * Rebind rendertargets.
99 *
100 * Similar to emit_framebuffer, but without any state checking/update.
101 *
102 * Called at the beginning of every new command buffer to ensure that
103 * non-dirty rendertargets are properly paged-in.
104 */
105 enum pipe_error
106 svga_reemit_framebuffer_bindings(struct svga_context *svga)
107 {
108 struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
109 unsigned i;
110 enum pipe_error ret;
111
112 assert(svga->rebind.rendertargets);
113
114 for (i = 0; i < MIN2(PIPE_MAX_COLOR_BUFS, 8); ++i) {
115 if (hw->cbufs[i]) {
116 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, hw->cbufs[i]);
117 if (ret != PIPE_OK) {
118 return ret;
119 }
120 }
121 }
122
123 if (hw->zsbuf) {
124 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, hw->zsbuf);
125 if (ret != PIPE_OK) {
126 return ret;
127 }
128
129 if (hw->zsbuf &&
130 hw->zsbuf->format == PIPE_FORMAT_S8_USCALED_Z24_UNORM) {
131 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, hw->zsbuf);
132 if (ret != PIPE_OK) {
133 return ret;
134 }
135 }
136 else {
137 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
138 if (ret != PIPE_OK) {
139 return ret;
140 }
141 }
142 }
143
144 svga->rebind.rendertargets = FALSE;
145
146 return PIPE_OK;
147 }
148
149
150 struct svga_tracked_state svga_hw_framebuffer =
151 {
152 "hw framebuffer state",
153 SVGA_NEW_FRAME_BUFFER,
154 emit_framebuffer
155 };
156
157
158
159
160 /***********************************************************************
161 */
162
163 static int emit_viewport( struct svga_context *svga,
164 unsigned dirty )
165 {
166 const struct pipe_viewport_state *viewport = &svga->curr.viewport;
167 struct svga_prescale prescale;
168 SVGA3dRect rect;
169 /* Not sure if this state is relevant with POSITIONT. Probably
170 * not, but setting to 0,1 avoids some state pingponging.
171 */
172 float range_min = 0.0;
173 float range_max = 1.0;
174 float flip = -1.0;
175 boolean degenerate = FALSE;
176 enum pipe_error ret;
177
178 float fb_width = svga->curr.framebuffer.width;
179 float fb_height = svga->curr.framebuffer.height;
180
181 float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
182 float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
183 float fw = viewport->scale[0] * 2;
184 float fh = flip * viewport->scale[1] * 2;
185
186 memset( &prescale, 0, sizeof(prescale) );
187
188 /* Examine gallium viewport transformation and produce a screen
189 * rectangle and possibly vertex shader pre-transformation to
190 * get the same results.
191 */
192
193 SVGA_DBG(DEBUG_VIEWPORT,
194 "\ninitial %f,%f %fx%f\n",
195 fx,
196 fy,
197 fw,
198 fh);
199
200 prescale.scale[0] = 1.0;
201 prescale.scale[1] = 1.0;
202 prescale.scale[2] = 1.0;
203 prescale.scale[3] = 1.0;
204 prescale.translate[0] = 0;
205 prescale.translate[1] = 0;
206 prescale.translate[2] = 0;
207 prescale.translate[3] = 0;
208 prescale.enabled = TRUE;
209
210
211
212 if (fw < 0) {
213 prescale.scale[0] *= -1.0;
214 prescale.translate[0] += -fw;
215 fw = -fw;
216 fx = viewport->scale[0] * 1.0 + viewport->translate[0];
217 }
218
219 if (fh < 0) {
220 prescale.scale[1] *= -1.0;
221 prescale.translate[1] += -fh;
222 fh = -fh;
223 fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
224 }
225
226 if (fx < 0) {
227 prescale.translate[0] += fx;
228 prescale.scale[0] *= fw / (fw + fx);
229 fw += fx;
230 fx = 0;
231 }
232
233 if (fy < 0) {
234 prescale.translate[1] += fy;
235 prescale.scale[1] *= fh / (fh + fy);
236 fh += fy;
237 fy = 0;
238 }
239
240 if (fx + fw > fb_width) {
241 prescale.scale[0] *= fw / (fb_width - fx);
242 prescale.translate[0] -= fx * (fw / (fb_width - fx));
243 prescale.translate[0] += fx;
244 fw = fb_width - fx;
245
246 }
247
248 if (fy + fh > fb_height) {
249 prescale.scale[1] *= fh / (fb_height - fy);
250 prescale.translate[1] -= fy * (fh / (fb_height - fy));
251 prescale.translate[1] += fy;
252 fh = fb_height - fy;
253 }
254
255 if (fw < 0 || fh < 0) {
256 fw = fh = fx = fy = 0;
257 degenerate = TRUE;
258 goto out;
259 }
260
261
262 /* D3D viewport is integer space. Convert fx,fy,etc. to
263 * integers.
264 *
265 * TODO: adjust pretranslate correct for any subpixel error
266 * introduced converting to integers.
267 */
268 rect.x = fx;
269 rect.y = fy;
270 rect.w = fw;
271 rect.h = fh;
272
273 SVGA_DBG(DEBUG_VIEWPORT,
274 "viewport error %f,%f %fx%f\n",
275 fabs((float)rect.x - fx),
276 fabs((float)rect.y - fy),
277 fabs((float)rect.w - fw),
278 fabs((float)rect.h - fh));
279
280 SVGA_DBG(DEBUG_VIEWPORT,
281 "viewport %d,%d %dx%d\n",
282 rect.x,
283 rect.y,
284 rect.w,
285 rect.h);
286
287
288 /* Finally, to get GL rasterization rules, need to tweak the
289 * screen-space coordinates slightly relative to D3D which is
290 * what hardware implements natively.
291 */
292 if (svga->curr.rast->templ.gl_rasterization_rules) {
293 float adjust_x = 0.0;
294 float adjust_y = 0.0;
295
296 switch (svga->curr.reduced_prim) {
297 case PIPE_PRIM_LINES:
298 adjust_x = -0.5;
299 adjust_y = 0;
300 break;
301 case PIPE_PRIM_POINTS:
302 case PIPE_PRIM_TRIANGLES:
303 adjust_x = -0.5;
304 adjust_y = -0.5;
305 break;
306 }
307
308 prescale.translate[0] += adjust_x;
309 prescale.translate[1] += adjust_y;
310 prescale.translate[2] = 0.5; /* D3D clip space */
311 prescale.scale[2] = 0.5; /* D3D clip space */
312 }
313
314
315 range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
316 range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
317
318 /* D3D (and by implication SVGA) doesn't like dealing with zmax
319 * less than zmin. Detect that case, flip the depth range and
320 * invert our z-scale factor to achieve the same effect.
321 */
322 if (range_min > range_max) {
323 float range_tmp;
324 range_tmp = range_min;
325 range_min = range_max;
326 range_max = range_tmp;
327 prescale.scale[2] = -prescale.scale[2];
328 }
329
330 if (prescale.enabled) {
331 float H[2];
332 float J[2];
333 int i;
334
335 SVGA_DBG(DEBUG_VIEWPORT,
336 "prescale %f,%f %fx%f\n",
337 prescale.translate[0],
338 prescale.translate[1],
339 prescale.scale[0],
340 prescale.scale[1]);
341
342 H[0] = (float)rect.w / 2.0;
343 H[1] = -(float)rect.h / 2.0;
344 J[0] = (float)rect.x + (float)rect.w / 2.0;
345 J[1] = (float)rect.y + (float)rect.h / 2.0;
346
347 SVGA_DBG(DEBUG_VIEWPORT,
348 "H %f,%f\n"
349 "J %fx%f\n",
350 H[0],
351 H[1],
352 J[0],
353 J[1]);
354
355 /* Adjust prescale to take into account the fact that it is
356 * going to be applied prior to the perspective divide and
357 * viewport transformation.
358 *
359 * Vwin = H(Vc/Vc.w) + J
360 *
361 * We want to tweak Vwin with scale and translation from above,
362 * as in:
363 *
364 * Vwin' = S Vwin + T
365 *
366 * But we can only modify the values at Vc. Plugging all the
367 * above together, and rearranging, eventually we get:
368 *
369 * Vwin' = H(Vc'/Vc'.w) + J
370 * where:
371 * Vc' = SVc + KVc.w
372 * K = (T + (S-1)J) / H
373 *
374 * Overwrite prescale.translate with values for K:
375 */
376 for (i = 0; i < 2; i++) {
377 prescale.translate[i] = ((prescale.translate[i] +
378 (prescale.scale[i] - 1.0) * J[i]) / H[i]);
379 }
380
381 SVGA_DBG(DEBUG_VIEWPORT,
382 "clipspace %f,%f %fx%f\n",
383 prescale.translate[0],
384 prescale.translate[1],
385 prescale.scale[0],
386 prescale.scale[1]);
387 }
388
389 out:
390 if (degenerate) {
391 rect.x = 0;
392 rect.y = 0;
393 rect.w = 1;
394 rect.h = 1;
395 prescale.enabled = FALSE;
396 }
397
398 if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
399 ret = SVGA3D_SetViewport(svga->swc, &rect);
400 if(ret != PIPE_OK)
401 return ret;
402
403 memcpy(&svga->state.hw_clear.viewport, &rect, sizeof(rect));
404 assert(sizeof(rect) == sizeof(svga->state.hw_clear.viewport));
405 }
406
407 if (svga->state.hw_clear.depthrange.zmin != range_min ||
408 svga->state.hw_clear.depthrange.zmax != range_max)
409 {
410 ret = SVGA3D_SetZRange(svga->swc, range_min, range_max );
411 if(ret != PIPE_OK)
412 return ret;
413
414 svga->state.hw_clear.depthrange.zmin = range_min;
415 svga->state.hw_clear.depthrange.zmax = range_max;
416 }
417
418 if (memcmp(&prescale, &svga->state.hw_clear.prescale, sizeof prescale) != 0) {
419 svga->dirty |= SVGA_NEW_PRESCALE;
420 svga->state.hw_clear.prescale = prescale;
421 }
422
423 return 0;
424 }
425
426
427 struct svga_tracked_state svga_hw_viewport =
428 {
429 "hw viewport state",
430 ( SVGA_NEW_FRAME_BUFFER |
431 SVGA_NEW_VIEWPORT |
432 SVGA_NEW_RAST |
433 SVGA_NEW_REDUCED_PRIMITIVE ),
434 emit_viewport
435 };
436
437
438 /***********************************************************************
439 * Scissor state
440 */
441 static int emit_scissor_rect( struct svga_context *svga,
442 unsigned dirty )
443 {
444 const struct pipe_scissor_state *scissor = &svga->curr.scissor;
445 SVGA3dRect rect;
446
447 rect.x = scissor->minx;
448 rect.y = scissor->miny;
449 rect.w = scissor->maxx - scissor->minx; /* + 1 ?? */
450 rect.h = scissor->maxy - scissor->miny; /* + 1 ?? */
451
452 return SVGA3D_SetScissorRect(svga->swc, &rect);
453 }
454
455
456 struct svga_tracked_state svga_hw_scissor =
457 {
458 "hw scissor state",
459 SVGA_NEW_SCISSOR,
460 emit_scissor_rect
461 };
462
463
464 /***********************************************************************
465 * Userclip state
466 */
467
468 static int emit_clip_planes( struct svga_context *svga,
469 unsigned dirty )
470 {
471 unsigned i;
472 enum pipe_error ret;
473
474 /* TODO: just emit directly from svga_set_clip_state()?
475 */
476 for (i = 0; i < svga->curr.clip.nr; i++) {
477 /* need to express the plane in D3D-style coordinate space.
478 * GL coords get converted to D3D coords with the matrix:
479 * [ 1 0 0 0 ]
480 * [ 0 -1 0 0 ]
481 * [ 0 0 2 0 ]
482 * [ 0 0 -1 1 ]
483 * Apply that matrix to our plane equation, and invert Y.
484 */
485 float a = svga->curr.clip.ucp[i][0];
486 float b = svga->curr.clip.ucp[i][1];
487 float c = svga->curr.clip.ucp[i][2];
488 float d = svga->curr.clip.ucp[i][3];
489 float plane[4];
490
491 plane[0] = a;
492 plane[1] = b;
493 plane[2] = 2.0f * c;
494 plane[3] = d - c;
495
496 ret = SVGA3D_SetClipPlane(svga->swc, i, plane);
497 if(ret != PIPE_OK)
498 return ret;
499 }
500
501 return 0;
502 }
503
504
505 struct svga_tracked_state svga_hw_clip_planes =
506 {
507 "hw viewport state",
508 SVGA_NEW_CLIP,
509 emit_clip_planes
510 };