ilo: move device limits to ilo_dev_info or to GPEs
[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
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 "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 enum pipe_error
42 emit_framebuffer( struct svga_context *svga,
43 unsigned dirty )
44 {
45 const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
46 struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
47 boolean reemit = svga->rebind.rendertargets;
48 unsigned i;
49 enum pipe_error ret;
50
51 /*
52 * We need to reemit non-null surface bindings, even when they are not
53 * dirty, to ensure that the resources are paged in.
54 */
55
56 for(i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) {
57 if (curr->cbufs[i] != hw->cbufs[i] ||
58 (reemit && hw->cbufs[i])) {
59 if (svga->curr.nr_fbs++ > 8)
60 return PIPE_ERROR_OUT_OF_MEMORY;
61
62 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, curr->cbufs[i]);
63 if (ret != PIPE_OK)
64 return ret;
65
66 pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
67 }
68 }
69
70
71 if (curr->zsbuf != hw->zsbuf ||
72 (reemit && hw->zsbuf)) {
73 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf);
74 if (ret != PIPE_OK)
75 return ret;
76
77 if (curr->zsbuf &&
78 curr->zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) {
79 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, curr->zsbuf);
80 if (ret != PIPE_OK)
81 return ret;
82 }
83 else {
84 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
85 if (ret != PIPE_OK)
86 return ret;
87 }
88
89 pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
90 }
91
92 svga->rebind.rendertargets = FALSE;
93
94 return PIPE_OK;
95 }
96
97
98 /*
99 * Rebind rendertargets.
100 *
101 * Similar to emit_framebuffer, but without any state checking/update.
102 *
103 * Called at the beginning of every new command buffer to ensure that
104 * non-dirty rendertargets are properly paged-in.
105 */
106 enum pipe_error
107 svga_reemit_framebuffer_bindings(struct svga_context *svga)
108 {
109 struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
110 unsigned i;
111 enum pipe_error ret;
112
113 assert(svga->rebind.rendertargets);
114
115 for (i = 0; i < MIN2(PIPE_MAX_COLOR_BUFS, 8); ++i) {
116 if (hw->cbufs[i]) {
117 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, hw->cbufs[i]);
118 if (ret != PIPE_OK) {
119 return ret;
120 }
121 }
122 }
123
124 if (hw->zsbuf) {
125 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, hw->zsbuf);
126 if (ret != PIPE_OK) {
127 return ret;
128 }
129
130 if (hw->zsbuf &&
131 hw->zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) {
132 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, hw->zsbuf);
133 if (ret != PIPE_OK) {
134 return ret;
135 }
136 }
137 else {
138 ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
139 if (ret != PIPE_OK) {
140 return ret;
141 }
142 }
143 }
144
145 svga->rebind.rendertargets = FALSE;
146
147 return PIPE_OK;
148 }
149
150
151 struct svga_tracked_state svga_hw_framebuffer =
152 {
153 "hw framebuffer state",
154 SVGA_NEW_FRAME_BUFFER,
155 emit_framebuffer
156 };
157
158
159
160
161 /***********************************************************************
162 */
163
164 static enum pipe_error
165 emit_viewport( struct svga_context *svga,
166 unsigned dirty )
167 {
168 const struct pipe_viewport_state *viewport = &svga->curr.viewport;
169 struct svga_prescale prescale;
170 SVGA3dRect rect;
171 /* Not sure if this state is relevant with POSITIONT. Probably
172 * not, but setting to 0,1 avoids some state pingponging.
173 */
174 float range_min = 0.0;
175 float range_max = 1.0;
176 float flip = -1.0;
177 boolean degenerate = FALSE;
178 boolean invertY = FALSE;
179 enum pipe_error ret;
180
181 float fb_width = (float) svga->curr.framebuffer.width;
182 float fb_height = (float) svga->curr.framebuffer.height;
183
184 float fx = viewport->scale[0] * -1.0f + viewport->translate[0];
185 float fy = flip * viewport->scale[1] * -1.0f + viewport->translate[1];
186 float fw = viewport->scale[0] * 2.0f;
187 float fh = flip * viewport->scale[1] * 2.0f;
188
189 memset( &prescale, 0, sizeof(prescale) );
190
191 /* Examine gallium viewport transformation and produce a screen
192 * rectangle and possibly vertex shader pre-transformation to
193 * get the same results.
194 */
195
196 SVGA_DBG(DEBUG_VIEWPORT,
197 "\ninitial %f,%f %fx%f\n",
198 fx,
199 fy,
200 fw,
201 fh);
202
203 prescale.scale[0] = 1.0;
204 prescale.scale[1] = 1.0;
205 prescale.scale[2] = 1.0;
206 prescale.scale[3] = 1.0;
207 prescale.translate[0] = 0;
208 prescale.translate[1] = 0;
209 prescale.translate[2] = 0;
210 prescale.translate[3] = 0;
211 prescale.enabled = TRUE;
212
213
214
215 if (fw < 0) {
216 prescale.scale[0] *= -1.0f;
217 prescale.translate[0] += -fw;
218 fw = -fw;
219 fx = viewport->scale[0] * 1.0f + viewport->translate[0];
220 }
221
222 if (fh < 0.0) {
223 prescale.translate[1] = fh - 1.0f + fy * 2.0f;
224 fh = -fh;
225 fy -= fh;
226 prescale.scale[1] = -1.0f;
227 invertY = TRUE;
228 }
229
230 if (fx < 0) {
231 prescale.translate[0] += fx;
232 prescale.scale[0] *= fw / (fw + fx);
233 fw += fx;
234 fx = 0.0f;
235 }
236
237 if (fy < 0) {
238 if (invertY) {
239 prescale.translate[1] -= fy;
240 }
241 else {
242 prescale.translate[1] += fy;
243 }
244 prescale.scale[1] *= fh / (fh + fy);
245 fh += fy;
246 fy = 0.0f;
247 }
248
249 if (fx + fw > fb_width) {
250 prescale.scale[0] *= fw / (fb_width - fx);
251 prescale.translate[0] -= fx * (fw / (fb_width - fx));
252 prescale.translate[0] += fx;
253 fw = fb_width - fx;
254
255 }
256
257 if (fy + fh > fb_height) {
258 prescale.scale[1] *= fh / (fb_height - fy);
259 if (invertY) {
260 float in = fb_height - fy; /* number of vp pixels inside view */
261 float out = fy + fh - fb_height; /* number of vp pixels out of view */
262 prescale.translate[1] += fy * out / in;
263 }
264 else {
265 prescale.translate[1] -= fy * (fh / (fb_height - fy));
266 prescale.translate[1] += fy;
267 }
268 fh = fb_height - fy;
269 }
270
271 if (fw < 0 || fh < 0) {
272 fw = fh = fx = fy = 0;
273 degenerate = TRUE;
274 goto out;
275 }
276
277
278 /* D3D viewport is integer space. Convert fx,fy,etc. to
279 * integers.
280 *
281 * TODO: adjust pretranslate correct for any subpixel error
282 * introduced converting to integers.
283 */
284 rect.x = (uint32) fx;
285 rect.y = (uint32) fy;
286 rect.w = (uint32) fw;
287 rect.h = (uint32) fh;
288
289 SVGA_DBG(DEBUG_VIEWPORT,
290 "viewport error %f,%f %fx%f\n",
291 fabs((float)rect.x - fx),
292 fabs((float)rect.y - fy),
293 fabs((float)rect.w - fw),
294 fabs((float)rect.h - fh));
295
296 SVGA_DBG(DEBUG_VIEWPORT,
297 "viewport %d,%d %dx%d\n",
298 rect.x,
299 rect.y,
300 rect.w,
301 rect.h);
302
303
304 /* Finally, to get GL rasterization rules, need to tweak the
305 * screen-space coordinates slightly relative to D3D which is
306 * what hardware implements natively.
307 */
308 if (svga->curr.rast->templ.half_pixel_center) {
309 float adjust_x = 0.0;
310 float adjust_y = 0.0;
311
312 switch (svga->curr.reduced_prim) {
313 case PIPE_PRIM_LINES:
314 adjust_x = -0.5;
315 adjust_y = 0;
316 break;
317 case PIPE_PRIM_POINTS:
318 case PIPE_PRIM_TRIANGLES:
319 adjust_x = -0.5;
320 adjust_y = -0.5;
321 break;
322 }
323
324 if (invertY)
325 adjust_y = -adjust_y;
326
327 prescale.translate[0] += adjust_x;
328 prescale.translate[1] += adjust_y;
329 prescale.translate[2] = 0.5; /* D3D clip space */
330 prescale.scale[2] = 0.5; /* D3D clip space */
331 }
332
333
334 range_min = viewport->scale[2] * -1.0f + viewport->translate[2];
335 range_max = viewport->scale[2] * 1.0f + viewport->translate[2];
336
337 /* D3D (and by implication SVGA) doesn't like dealing with zmax
338 * less than zmin. Detect that case, flip the depth range and
339 * invert our z-scale factor to achieve the same effect.
340 */
341 if (range_min > range_max) {
342 float range_tmp;
343 range_tmp = range_min;
344 range_min = range_max;
345 range_max = range_tmp;
346 prescale.scale[2] = -prescale.scale[2];
347 }
348
349 if (prescale.enabled) {
350 float H[2];
351 float J[2];
352 int i;
353
354 SVGA_DBG(DEBUG_VIEWPORT,
355 "prescale %f,%f %fx%f\n",
356 prescale.translate[0],
357 prescale.translate[1],
358 prescale.scale[0],
359 prescale.scale[1]);
360
361 H[0] = (float)rect.w / 2.0f;
362 H[1] = -(float)rect.h / 2.0f;
363 J[0] = (float)rect.x + (float)rect.w / 2.0f;
364 J[1] = (float)rect.y + (float)rect.h / 2.0f;
365
366 SVGA_DBG(DEBUG_VIEWPORT,
367 "H %f,%f\n"
368 "J %fx%f\n",
369 H[0],
370 H[1],
371 J[0],
372 J[1]);
373
374 /* Adjust prescale to take into account the fact that it is
375 * going to be applied prior to the perspective divide and
376 * viewport transformation.
377 *
378 * Vwin = H(Vc/Vc.w) + J
379 *
380 * We want to tweak Vwin with scale and translation from above,
381 * as in:
382 *
383 * Vwin' = S Vwin + T
384 *
385 * But we can only modify the values at Vc. Plugging all the
386 * above together, and rearranging, eventually we get:
387 *
388 * Vwin' = H(Vc'/Vc'.w) + J
389 * where:
390 * Vc' = SVc + KVc.w
391 * K = (T + (S-1)J) / H
392 *
393 * Overwrite prescale.translate with values for K:
394 */
395 for (i = 0; i < 2; i++) {
396 prescale.translate[i] = ((prescale.translate[i] +
397 (prescale.scale[i] - 1.0f) * J[i]) / H[i]);
398 }
399
400 SVGA_DBG(DEBUG_VIEWPORT,
401 "clipspace %f,%f %fx%f\n",
402 prescale.translate[0],
403 prescale.translate[1],
404 prescale.scale[0],
405 prescale.scale[1]);
406 }
407
408 out:
409 if (degenerate) {
410 rect.x = 0;
411 rect.y = 0;
412 rect.w = 1;
413 rect.h = 1;
414 prescale.enabled = FALSE;
415 }
416
417 if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
418 ret = SVGA3D_SetViewport(svga->swc, &rect);
419 if(ret != PIPE_OK)
420 return ret;
421
422 memcpy(&svga->state.hw_clear.viewport, &rect, sizeof(rect));
423 assert(sizeof(rect) == sizeof(svga->state.hw_clear.viewport));
424 }
425
426 if (svga->state.hw_clear.depthrange.zmin != range_min ||
427 svga->state.hw_clear.depthrange.zmax != range_max)
428 {
429 ret = SVGA3D_SetZRange(svga->swc, range_min, range_max );
430 if(ret != PIPE_OK)
431 return ret;
432
433 svga->state.hw_clear.depthrange.zmin = range_min;
434 svga->state.hw_clear.depthrange.zmax = range_max;
435 }
436
437 if (memcmp(&prescale, &svga->state.hw_clear.prescale, sizeof prescale) != 0) {
438 svga->dirty |= SVGA_NEW_PRESCALE;
439 svga->state.hw_clear.prescale = prescale;
440 }
441
442 return PIPE_OK;
443 }
444
445
446 struct svga_tracked_state svga_hw_viewport =
447 {
448 "hw viewport state",
449 ( SVGA_NEW_FRAME_BUFFER |
450 SVGA_NEW_VIEWPORT |
451 SVGA_NEW_RAST |
452 SVGA_NEW_REDUCED_PRIMITIVE ),
453 emit_viewport
454 };
455
456
457 /***********************************************************************
458 * Scissor state
459 */
460 static enum pipe_error
461 emit_scissor_rect( struct svga_context *svga,
462 unsigned dirty )
463 {
464 const struct pipe_scissor_state *scissor = &svga->curr.scissor;
465 SVGA3dRect rect;
466
467 rect.x = scissor->minx;
468 rect.y = scissor->miny;
469 rect.w = scissor->maxx - scissor->minx; /* + 1 ?? */
470 rect.h = scissor->maxy - scissor->miny; /* + 1 ?? */
471
472 return SVGA3D_SetScissorRect(svga->swc, &rect);
473 }
474
475
476 struct svga_tracked_state svga_hw_scissor =
477 {
478 "hw scissor state",
479 SVGA_NEW_SCISSOR,
480 emit_scissor_rect
481 };
482
483
484 /***********************************************************************
485 * Userclip state
486 */
487
488 static enum pipe_error
489 emit_clip_planes( struct svga_context *svga,
490 unsigned dirty )
491 {
492 unsigned i;
493 enum pipe_error ret;
494
495 /* TODO: just emit directly from svga_set_clip_state()?
496 */
497 for (i = 0; i < SVGA3D_MAX_CLIP_PLANES; i++) {
498 /* need to express the plane in D3D-style coordinate space.
499 * GL coords get converted to D3D coords with the matrix:
500 * [ 1 0 0 0 ]
501 * [ 0 -1 0 0 ]
502 * [ 0 0 2 0 ]
503 * [ 0 0 -1 1 ]
504 * Apply that matrix to our plane equation, and invert Y.
505 */
506 float a = svga->curr.clip.ucp[i][0];
507 float b = svga->curr.clip.ucp[i][1];
508 float c = svga->curr.clip.ucp[i][2];
509 float d = svga->curr.clip.ucp[i][3];
510 float plane[4];
511
512 plane[0] = a;
513 plane[1] = b;
514 plane[2] = 2.0f * c;
515 plane[3] = d - c;
516
517 ret = SVGA3D_SetClipPlane(svga->swc, i, plane);
518 if(ret != PIPE_OK)
519 return ret;
520 }
521
522 return PIPE_OK;
523 }
524
525
526 struct svga_tracked_state svga_hw_clip_planes =
527 {
528 "hw viewport state",
529 SVGA_NEW_CLIP,
530 emit_clip_planes
531 };