1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
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:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
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
24 **********************************************************/
26 #include "pipe/p_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_math.h"
30 #include "svga_context.h"
31 #include "svga_state.h"
33 #include "svga_debug.h"
35 #include "svga_hw_reg.h"
38 /***********************************************************************
39 * Hardware state update
43 static int emit_framebuffer( struct svga_context
*svga
,
46 const struct pipe_framebuffer_state
*curr
= &svga
->curr
.framebuffer
;
47 struct pipe_framebuffer_state
*hw
= &svga
->state
.hw_clear
.framebuffer
;
51 /* XXX: Need shadow state in svga->hw to eliminate redundant
52 * uploads, especially of NULL buffers.
55 for(i
= 0; i
< PIPE_MAX_COLOR_BUFS
; ++i
) {
56 if (curr
->cbufs
[i
] != hw
->cbufs
[i
]) {
57 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_COLOR0
+ i
, curr
->cbufs
[i
]);
61 pipe_surface_reference(&hw
->cbufs
[i
], curr
->cbufs
[i
]);
66 if (curr
->zsbuf
!= hw
->zsbuf
) {
67 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_DEPTH
, curr
->zsbuf
);
72 curr
->zsbuf
->format
== PIPE_FORMAT_Z24S8_UNORM
) {
73 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_STENCIL
, curr
->zsbuf
);
78 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_STENCIL
, NULL
);
83 pipe_surface_reference(&hw
->zsbuf
, curr
->zsbuf
);
91 struct svga_tracked_state svga_hw_framebuffer
=
93 "hw framebuffer state",
94 SVGA_NEW_FRAME_BUFFER
,
101 /***********************************************************************
104 static int emit_viewport( struct svga_context
*svga
,
107 const struct pipe_viewport_state
*viewport
= &svga
->curr
.viewport
;
108 struct svga_prescale prescale
;
110 /* Not sure if this state is relevant with POSITIONT. Probably
111 * not, but setting to 0,1 avoids some state pingponging.
113 float range_min
= 0.0;
114 float range_max
= 1.0;
116 boolean degenerate
= FALSE
;
119 float fb_width
= svga
->curr
.framebuffer
.width
;
120 float fb_height
= svga
->curr
.framebuffer
.height
;
122 memset( &prescale
, 0, sizeof(prescale
) );
124 if (svga
->curr
.rast
->templ
.bypass_vs_clip_and_viewport
) {
126 /* Avoid POSITIONT as it has a non trivial implementation outside the D3D
127 * API. Always generate a vertex shader.
131 rect
.w
= svga
->curr
.framebuffer
.width
;
132 rect
.h
= svga
->curr
.framebuffer
.height
;
134 prescale
.scale
[0] = 2.0 / (float)rect
.w
;
135 prescale
.scale
[1] = - 2.0 / (float)rect
.h
;
136 prescale
.scale
[2] = 1.0;
137 prescale
.scale
[3] = 1.0;
138 prescale
.translate
[0] = -1.0f
;
139 prescale
.translate
[1] = 1.0f
;
140 prescale
.translate
[2] = 0;
141 prescale
.translate
[3] = 0;
142 prescale
.enabled
= TRUE
;
145 /* Examine gallium viewport transformation and produce a screen
146 * rectangle and possibly vertex shader pre-transformation to
147 * get the same results.
149 float fx
= viewport
->scale
[0] * -1.0 + viewport
->translate
[0];
150 float fy
= flip
* viewport
->scale
[1] * -1.0 + viewport
->translate
[1];
151 float fw
= viewport
->scale
[0] * 2;
152 float fh
= flip
* viewport
->scale
[1] * 2;
154 SVGA_DBG(DEBUG_VIEWPORT
,
155 "\ninitial %f,%f %fx%f\n",
161 prescale
.scale
[0] = 1.0;
162 prescale
.scale
[1] = 1.0;
163 prescale
.scale
[2] = 1.0;
164 prescale
.scale
[3] = 1.0;
165 prescale
.translate
[0] = 0;
166 prescale
.translate
[1] = 0;
167 prescale
.translate
[2] = 0;
168 prescale
.translate
[3] = 0;
169 prescale
.enabled
= TRUE
;
174 prescale
.scale
[0] *= -1.0;
175 prescale
.translate
[0] += -fw
;
177 fx
= viewport
->scale
[0] * 1.0 + viewport
->translate
[0];
181 prescale
.scale
[1] *= -1.0;
182 prescale
.translate
[1] += -fh
;
184 fy
= flip
* viewport
->scale
[1] * 1.0 + viewport
->translate
[1];
188 prescale
.translate
[0] += fx
;
189 prescale
.scale
[0] *= fw
/ (fw
+ fx
);
195 prescale
.translate
[1] += fy
;
196 prescale
.scale
[1] *= fh
/ (fh
+ fy
);
201 if (fx
+ fw
> fb_width
) {
202 prescale
.scale
[0] *= fw
/ (fb_width
- fx
);
203 prescale
.translate
[0] -= fx
* (fw
/ (fb_width
- fx
));
204 prescale
.translate
[0] += fx
;
209 if (fy
+ fh
> fb_height
) {
210 prescale
.scale
[1] *= fh
/ (fb_height
- fy
);
211 prescale
.translate
[1] -= fy
* (fh
/ (fb_height
- fy
));
212 prescale
.translate
[1] += fy
;
216 if (fw
< 0 || fh
< 0) {
217 fw
= fh
= fx
= fy
= 0;
223 /* D3D viewport is integer space. Convert fx,fy,etc. to
226 * TODO: adjust pretranslate correct for any subpixel error
227 * introduced converting to integers.
234 SVGA_DBG(DEBUG_VIEWPORT
,
235 "viewport error %f,%f %fx%f\n",
236 fabs((float)rect
.x
- fx
),
237 fabs((float)rect
.y
- fy
),
238 fabs((float)rect
.w
- fw
),
239 fabs((float)rect
.h
- fh
));
241 SVGA_DBG(DEBUG_VIEWPORT
,
242 "viewport %d,%d %dx%d\n",
249 /* Finally, to get GL rasterization rules, need to tweak the
250 * screen-space coordinates slightly relative to D3D which is
251 * what hardware implements natively.
253 if (svga
->curr
.rast
->templ
.gl_rasterization_rules
) {
254 float adjust_x
= 0.0;
255 float adjust_y
= 0.0;
257 switch (svga
->curr
.reduced_prim
) {
258 case PIPE_PRIM_LINES
:
262 case PIPE_PRIM_POINTS
:
263 case PIPE_PRIM_TRIANGLES
:
269 prescale
.translate
[0] += adjust_x
;
270 prescale
.translate
[1] += adjust_y
;
271 prescale
.translate
[2] = 0.5; /* D3D clip space */
272 prescale
.scale
[2] = 0.5; /* D3D clip space */
276 range_min
= viewport
->scale
[2] * -1.0 + viewport
->translate
[2];
277 range_max
= viewport
->scale
[2] * 1.0 + viewport
->translate
[2];
279 /* D3D (and by implication SVGA) doesn't like dealing with zmax
280 * less than zmin. Detect that case, flip the depth range and
281 * invert our z-scale factor to achieve the same effect.
283 if (range_min
> range_max
) {
285 range_tmp
= range_min
;
286 range_min
= range_max
;
287 range_max
= range_tmp
;
288 prescale
.scale
[2] = -prescale
.scale
[2];
292 if (prescale
.enabled
) {
297 SVGA_DBG(DEBUG_VIEWPORT
,
298 "prescale %f,%f %fx%f\n",
299 prescale
.translate
[0],
300 prescale
.translate
[1],
304 H
[0] = (float)rect
.w
/ 2.0;
305 H
[1] = -(float)rect
.h
/ 2.0;
306 J
[0] = (float)rect
.x
+ (float)rect
.w
/ 2.0;
307 J
[1] = (float)rect
.y
+ (float)rect
.h
/ 2.0;
309 SVGA_DBG(DEBUG_VIEWPORT
,
317 /* Adjust prescale to take into account the fact that it is
318 * going to be applied prior to the perspective divide and
319 * viewport transformation.
321 * Vwin = H(Vc/Vc.w) + J
323 * We want to tweak Vwin with scale and translation from above,
328 * But we can only modify the values at Vc. Plugging all the
329 * above together, and rearranging, eventually we get:
331 * Vwin' = H(Vc'/Vc'.w) + J
334 * K = (T + (S-1)J) / H
336 * Overwrite prescale.translate with values for K:
338 for (i
= 0; i
< 2; i
++) {
339 prescale
.translate
[i
] = ((prescale
.translate
[i
] +
340 (prescale
.scale
[i
] - 1.0) * J
[i
]) / H
[i
]);
343 SVGA_DBG(DEBUG_VIEWPORT
,
344 "clipspace %f,%f %fx%f\n",
345 prescale
.translate
[0],
346 prescale
.translate
[1],
357 prescale
.enabled
= FALSE
;
360 if (memcmp(&rect
, &svga
->state
.hw_clear
.viewport
, sizeof(rect
)) != 0) {
361 ret
= SVGA3D_SetViewport(svga
->swc
, &rect
);
365 memcpy(&svga
->state
.hw_clear
.viewport
, &rect
, sizeof(rect
));
366 assert(sizeof(rect
) == sizeof(svga
->state
.hw_clear
.viewport
));
369 if (svga
->state
.hw_clear
.depthrange
.zmin
!= range_min
||
370 svga
->state
.hw_clear
.depthrange
.zmax
!= range_max
)
372 ret
= SVGA3D_SetZRange(svga
->swc
, range_min
, range_max
);
376 svga
->state
.hw_clear
.depthrange
.zmin
= range_min
;
377 svga
->state
.hw_clear
.depthrange
.zmax
= range_max
;
380 if (memcmp(&prescale
, &svga
->state
.hw_clear
.prescale
, sizeof prescale
) != 0) {
381 svga
->dirty
|= SVGA_NEW_PRESCALE
;
382 svga
->state
.hw_clear
.prescale
= prescale
;
389 struct svga_tracked_state svga_hw_viewport
=
392 ( SVGA_NEW_FRAME_BUFFER
|
395 SVGA_NEW_REDUCED_PRIMITIVE
),
400 /***********************************************************************
403 static int emit_scissor_rect( struct svga_context
*svga
,
406 const struct pipe_scissor_state
*scissor
= &svga
->curr
.scissor
;
409 rect
.x
= scissor
->minx
;
410 rect
.y
= scissor
->miny
;
411 rect
.w
= scissor
->maxx
- scissor
->minx
; /* + 1 ?? */
412 rect
.h
= scissor
->maxy
- scissor
->miny
; /* + 1 ?? */
414 return SVGA3D_SetScissorRect(svga
->swc
, &rect
);
418 struct svga_tracked_state svga_hw_scissor
=
426 /***********************************************************************
430 static int emit_clip_planes( struct svga_context
*svga
,
436 /* TODO: just emit directly from svga_set_clip_state()?
438 for (i
= 0; i
< svga
->curr
.clip
.nr
; i
++) {
439 ret
= SVGA3D_SetClipPlane( svga
->swc
,
441 svga
->curr
.clip
.ucp
[i
] );
450 struct svga_tracked_state svga_hw_clip_planes
=