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 if (svga
->curr
.nr_fbs
++ > 8)
58 return PIPE_ERROR_OUT_OF_MEMORY
;
60 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_COLOR0
+ i
, curr
->cbufs
[i
]);
64 pipe_surface_reference(&hw
->cbufs
[i
], curr
->cbufs
[i
]);
69 if (curr
->zsbuf
!= hw
->zsbuf
) {
70 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_DEPTH
, curr
->zsbuf
);
75 curr
->zsbuf
->format
== PIPE_FORMAT_Z24S8_UNORM
) {
76 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_STENCIL
, curr
->zsbuf
);
81 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_STENCIL
, NULL
);
86 pipe_surface_reference(&hw
->zsbuf
, curr
->zsbuf
);
94 struct svga_tracked_state svga_hw_framebuffer
=
96 "hw framebuffer state",
97 SVGA_NEW_FRAME_BUFFER
,
104 /***********************************************************************
107 static int emit_viewport( struct svga_context
*svga
,
110 const struct pipe_viewport_state
*viewport
= &svga
->curr
.viewport
;
111 struct svga_prescale prescale
;
113 /* Not sure if this state is relevant with POSITIONT. Probably
114 * not, but setting to 0,1 avoids some state pingponging.
116 float range_min
= 0.0;
117 float range_max
= 1.0;
119 boolean degenerate
= FALSE
;
122 float fb_width
= svga
->curr
.framebuffer
.width
;
123 float fb_height
= svga
->curr
.framebuffer
.height
;
125 memset( &prescale
, 0, sizeof(prescale
) );
127 if (svga
->curr
.rast
->templ
.bypass_vs_clip_and_viewport
) {
129 /* Avoid POSITIONT as it has a non trivial implementation outside the D3D
130 * API. Always generate a vertex shader.
134 rect
.w
= svga
->curr
.framebuffer
.width
;
135 rect
.h
= svga
->curr
.framebuffer
.height
;
137 prescale
.scale
[0] = 2.0 / (float)rect
.w
;
138 prescale
.scale
[1] = - 2.0 / (float)rect
.h
;
139 prescale
.scale
[2] = 1.0;
140 prescale
.scale
[3] = 1.0;
141 prescale
.translate
[0] = -1.0f
;
142 prescale
.translate
[1] = 1.0f
;
143 prescale
.translate
[2] = 0;
144 prescale
.translate
[3] = 0;
145 prescale
.enabled
= TRUE
;
148 /* Examine gallium viewport transformation and produce a screen
149 * rectangle and possibly vertex shader pre-transformation to
150 * get the same results.
152 float fx
= viewport
->scale
[0] * -1.0 + viewport
->translate
[0];
153 float fy
= flip
* viewport
->scale
[1] * -1.0 + viewport
->translate
[1];
154 float fw
= viewport
->scale
[0] * 2;
155 float fh
= flip
* viewport
->scale
[1] * 2;
157 SVGA_DBG(DEBUG_VIEWPORT
,
158 "\ninitial %f,%f %fx%f\n",
164 prescale
.scale
[0] = 1.0;
165 prescale
.scale
[1] = 1.0;
166 prescale
.scale
[2] = 1.0;
167 prescale
.scale
[3] = 1.0;
168 prescale
.translate
[0] = 0;
169 prescale
.translate
[1] = 0;
170 prescale
.translate
[2] = 0;
171 prescale
.translate
[3] = 0;
172 prescale
.enabled
= TRUE
;
177 prescale
.scale
[0] *= -1.0;
178 prescale
.translate
[0] += -fw
;
180 fx
= viewport
->scale
[0] * 1.0 + viewport
->translate
[0];
184 prescale
.scale
[1] *= -1.0;
185 prescale
.translate
[1] += -fh
;
187 fy
= flip
* viewport
->scale
[1] * 1.0 + viewport
->translate
[1];
191 prescale
.translate
[0] += fx
;
192 prescale
.scale
[0] *= fw
/ (fw
+ fx
);
198 prescale
.translate
[1] += fy
;
199 prescale
.scale
[1] *= fh
/ (fh
+ fy
);
204 if (fx
+ fw
> fb_width
) {
205 prescale
.scale
[0] *= fw
/ (fb_width
- fx
);
206 prescale
.translate
[0] -= fx
* (fw
/ (fb_width
- fx
));
207 prescale
.translate
[0] += fx
;
212 if (fy
+ fh
> fb_height
) {
213 prescale
.scale
[1] *= fh
/ (fb_height
- fy
);
214 prescale
.translate
[1] -= fy
* (fh
/ (fb_height
- fy
));
215 prescale
.translate
[1] += fy
;
219 if (fw
< 0 || fh
< 0) {
220 fw
= fh
= fx
= fy
= 0;
226 /* D3D viewport is integer space. Convert fx,fy,etc. to
229 * TODO: adjust pretranslate correct for any subpixel error
230 * introduced converting to integers.
237 SVGA_DBG(DEBUG_VIEWPORT
,
238 "viewport error %f,%f %fx%f\n",
239 fabs((float)rect
.x
- fx
),
240 fabs((float)rect
.y
- fy
),
241 fabs((float)rect
.w
- fw
),
242 fabs((float)rect
.h
- fh
));
244 SVGA_DBG(DEBUG_VIEWPORT
,
245 "viewport %d,%d %dx%d\n",
252 /* Finally, to get GL rasterization rules, need to tweak the
253 * screen-space coordinates slightly relative to D3D which is
254 * what hardware implements natively.
256 if (svga
->curr
.rast
->templ
.gl_rasterization_rules
) {
257 float adjust_x
= 0.0;
258 float adjust_y
= 0.0;
260 switch (svga
->curr
.reduced_prim
) {
261 case PIPE_PRIM_LINES
:
265 case PIPE_PRIM_POINTS
:
266 case PIPE_PRIM_TRIANGLES
:
272 prescale
.translate
[0] += adjust_x
;
273 prescale
.translate
[1] += adjust_y
;
274 prescale
.translate
[2] = 0.5; /* D3D clip space */
275 prescale
.scale
[2] = 0.5; /* D3D clip space */
279 range_min
= viewport
->scale
[2] * -1.0 + viewport
->translate
[2];
280 range_max
= viewport
->scale
[2] * 1.0 + viewport
->translate
[2];
282 /* D3D (and by implication SVGA) doesn't like dealing with zmax
283 * less than zmin. Detect that case, flip the depth range and
284 * invert our z-scale factor to achieve the same effect.
286 if (range_min
> range_max
) {
288 range_tmp
= range_min
;
289 range_min
= range_max
;
290 range_max
= range_tmp
;
291 prescale
.scale
[2] = -prescale
.scale
[2];
295 if (prescale
.enabled
) {
300 SVGA_DBG(DEBUG_VIEWPORT
,
301 "prescale %f,%f %fx%f\n",
302 prescale
.translate
[0],
303 prescale
.translate
[1],
307 H
[0] = (float)rect
.w
/ 2.0;
308 H
[1] = -(float)rect
.h
/ 2.0;
309 J
[0] = (float)rect
.x
+ (float)rect
.w
/ 2.0;
310 J
[1] = (float)rect
.y
+ (float)rect
.h
/ 2.0;
312 SVGA_DBG(DEBUG_VIEWPORT
,
320 /* Adjust prescale to take into account the fact that it is
321 * going to be applied prior to the perspective divide and
322 * viewport transformation.
324 * Vwin = H(Vc/Vc.w) + J
326 * We want to tweak Vwin with scale and translation from above,
331 * But we can only modify the values at Vc. Plugging all the
332 * above together, and rearranging, eventually we get:
334 * Vwin' = H(Vc'/Vc'.w) + J
337 * K = (T + (S-1)J) / H
339 * Overwrite prescale.translate with values for K:
341 for (i
= 0; i
< 2; i
++) {
342 prescale
.translate
[i
] = ((prescale
.translate
[i
] +
343 (prescale
.scale
[i
] - 1.0) * J
[i
]) / H
[i
]);
346 SVGA_DBG(DEBUG_VIEWPORT
,
347 "clipspace %f,%f %fx%f\n",
348 prescale
.translate
[0],
349 prescale
.translate
[1],
360 prescale
.enabled
= FALSE
;
363 if (memcmp(&rect
, &svga
->state
.hw_clear
.viewport
, sizeof(rect
)) != 0) {
364 ret
= SVGA3D_SetViewport(svga
->swc
, &rect
);
368 memcpy(&svga
->state
.hw_clear
.viewport
, &rect
, sizeof(rect
));
369 assert(sizeof(rect
) == sizeof(svga
->state
.hw_clear
.viewport
));
372 if (svga
->state
.hw_clear
.depthrange
.zmin
!= range_min
||
373 svga
->state
.hw_clear
.depthrange
.zmax
!= range_max
)
375 ret
= SVGA3D_SetZRange(svga
->swc
, range_min
, range_max
);
379 svga
->state
.hw_clear
.depthrange
.zmin
= range_min
;
380 svga
->state
.hw_clear
.depthrange
.zmax
= range_max
;
383 if (memcmp(&prescale
, &svga
->state
.hw_clear
.prescale
, sizeof prescale
) != 0) {
384 svga
->dirty
|= SVGA_NEW_PRESCALE
;
385 svga
->state
.hw_clear
.prescale
= prescale
;
392 struct svga_tracked_state svga_hw_viewport
=
395 ( SVGA_NEW_FRAME_BUFFER
|
398 SVGA_NEW_REDUCED_PRIMITIVE
),
403 /***********************************************************************
406 static int emit_scissor_rect( struct svga_context
*svga
,
409 const struct pipe_scissor_state
*scissor
= &svga
->curr
.scissor
;
412 rect
.x
= scissor
->minx
;
413 rect
.y
= scissor
->miny
;
414 rect
.w
= scissor
->maxx
- scissor
->minx
; /* + 1 ?? */
415 rect
.h
= scissor
->maxy
- scissor
->miny
; /* + 1 ?? */
417 return SVGA3D_SetScissorRect(svga
->swc
, &rect
);
421 struct svga_tracked_state svga_hw_scissor
=
429 /***********************************************************************
433 static int emit_clip_planes( struct svga_context
*svga
,
439 /* TODO: just emit directly from svga_set_clip_state()?
441 for (i
= 0; i
< svga
->curr
.clip
.nr
; i
++) {
442 ret
= SVGA3D_SetClipPlane( svga
->swc
,
444 svga
->curr
.clip
.ucp
[i
] );
453 struct svga_tracked_state svga_hw_clip_planes
=