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 "util/u_inlines.h"
27 #include "pipe/p_state.h"
28 #include "svga_context.h"
29 #include "svga_state.h"
30 #include "svga_debug.h"
31 #include "svga_hw_reg.h"
35 * Given a gallium vertex element format, return the corresponding SVGA3D
36 * format. Return SVGA3D_DECLTYPE_MAX for unsupported gallium formats.
38 static INLINE SVGA3dDeclType
39 svga_translate_vertex_format(enum pipe_format format
)
42 case PIPE_FORMAT_R32_FLOAT
: return SVGA3D_DECLTYPE_FLOAT1
;
43 case PIPE_FORMAT_R32G32_FLOAT
: return SVGA3D_DECLTYPE_FLOAT2
;
44 case PIPE_FORMAT_R32G32B32_FLOAT
: return SVGA3D_DECLTYPE_FLOAT3
;
45 case PIPE_FORMAT_R32G32B32A32_FLOAT
: return SVGA3D_DECLTYPE_FLOAT4
;
46 case PIPE_FORMAT_B8G8R8A8_UNORM
: return SVGA3D_DECLTYPE_D3DCOLOR
;
47 case PIPE_FORMAT_R8G8B8A8_USCALED
: return SVGA3D_DECLTYPE_UBYTE4
;
48 case PIPE_FORMAT_R16G16_SSCALED
: return SVGA3D_DECLTYPE_SHORT2
;
49 case PIPE_FORMAT_R16G16B16A16_SSCALED
: return SVGA3D_DECLTYPE_SHORT4
;
50 case PIPE_FORMAT_R8G8B8A8_UNORM
: return SVGA3D_DECLTYPE_UBYTE4N
;
51 case PIPE_FORMAT_R16G16_SNORM
: return SVGA3D_DECLTYPE_SHORT2N
;
52 case PIPE_FORMAT_R16G16B16A16_SNORM
: return SVGA3D_DECLTYPE_SHORT4N
;
53 case PIPE_FORMAT_R16G16_UNORM
: return SVGA3D_DECLTYPE_USHORT2N
;
54 case PIPE_FORMAT_R16G16B16A16_UNORM
: return SVGA3D_DECLTYPE_USHORT4N
;
55 case PIPE_FORMAT_R10G10B10X2_USCALED
: return SVGA3D_DECLTYPE_UDEC3
;
56 case PIPE_FORMAT_R10G10B10X2_SNORM
: return SVGA3D_DECLTYPE_DEC3N
;
57 case PIPE_FORMAT_R16G16_FLOAT
: return SVGA3D_DECLTYPE_FLOAT16_2
;
58 case PIPE_FORMAT_R16G16B16A16_FLOAT
: return SVGA3D_DECLTYPE_FLOAT16_4
;
61 /* There are many formats without hardware support. This case
62 * will be hit regularly, meaning we'll need swvfetch.
64 return SVGA3D_DECLTYPE_MAX
;
69 static enum pipe_error
70 update_need_swvfetch(struct svga_context
*svga
, unsigned dirty
)
73 boolean need_swvfetch
= FALSE
;
75 if (!svga
->curr
.velems
) {
76 /* No vertex elements bound. */
80 for (i
= 0; i
< svga
->curr
.velems
->count
; i
++) {
81 svga
->state
.sw
.ve_format
[i
] = svga_translate_vertex_format(svga
->curr
.velems
->velem
[i
].src_format
);
82 if (svga
->state
.sw
.ve_format
[i
] == SVGA3D_DECLTYPE_MAX
) {
83 /* Unsupported format - use software fetch */
89 if (need_swvfetch
!= svga
->state
.sw
.need_swvfetch
) {
90 svga
->state
.sw
.need_swvfetch
= need_swvfetch
;
91 svga
->dirty
|= SVGA_NEW_NEED_SWVFETCH
;
97 struct svga_tracked_state svga_update_need_swvfetch
=
99 "update need_swvfetch",
100 ( SVGA_NEW_VELEMENT
),
106 static enum pipe_error
107 update_need_pipeline(struct svga_context
*svga
, unsigned dirty
)
109 boolean need_pipeline
= FALSE
;
110 struct svga_vertex_shader
*vs
= svga
->curr
.vs
;
112 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
114 if (svga
->curr
.rast
->need_pipeline
& (1 << svga
->curr
.reduced_prim
)) {
115 SVGA_DBG(DEBUG_SWTNL
, "%s: rast need_pipeline (0x%x) & prim (0x%x)\n",
117 svga
->curr
.rast
->need_pipeline
,
118 (1 << svga
->curr
.reduced_prim
) );
119 SVGA_DBG(DEBUG_SWTNL
, "%s: rast need_pipeline tris (%s), lines (%s), points (%s)\n",
121 svga
->curr
.rast
->need_pipeline_tris_str
,
122 svga
->curr
.rast
->need_pipeline_lines_str
,
123 svga
->curr
.rast
->need_pipeline_points_str
);
124 need_pipeline
= TRUE
;
129 if (vs
&& vs
->base
.info
.writes_edgeflag
) {
130 SVGA_DBG(DEBUG_SWTNL
, "%s: edgeflags\n", __FUNCTION__
);
131 need_pipeline
= TRUE
;
134 /* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
136 if (svga
->curr
.reduced_prim
== PIPE_PRIM_POINTS
) {
137 unsigned sprite_coord_gen
= svga
->curr
.rast
->templ
.sprite_coord_enable
;
138 unsigned generic_inputs
=
139 svga
->curr
.fs
? svga
->curr
.fs
->generic_inputs
: 0;
141 if (sprite_coord_gen
&&
142 (generic_inputs
& ~sprite_coord_gen
)) {
143 /* The fragment shader is using some generic inputs that are
144 * not being replaced by auto-generated point/sprite coords (and
145 * auto sprite coord generation is turned on).
146 * The SVGA3D interface does not support that: if we enable
147 * SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
148 * texture coordinate sets.
149 * To solve this, we have to use the draw-module's wide/sprite
152 need_pipeline
= TRUE
;
156 if (need_pipeline
!= svga
->state
.sw
.need_pipeline
) {
157 svga
->state
.sw
.need_pipeline
= need_pipeline
;
158 svga
->dirty
|= SVGA_NEW_NEED_PIPELINE
;
162 if (0 && svga
->state
.sw
.need_pipeline
)
163 debug_printf("sw.need_pipeline = %d\n", svga
->state
.sw
.need_pipeline
);
169 struct svga_tracked_state svga_update_need_pipeline
=
175 SVGA_NEW_REDUCED_PRIMITIVE
),
180 static enum pipe_error
181 update_need_swtnl(struct svga_context
*svga
, unsigned dirty
)
185 if (svga
->debug
.no_swtnl
) {
186 svga
->state
.sw
.need_swvfetch
= FALSE
;
187 svga
->state
.sw
.need_pipeline
= FALSE
;
190 need_swtnl
= (svga
->state
.sw
.need_swvfetch
||
191 svga
->state
.sw
.need_pipeline
);
193 if (svga
->debug
.force_swtnl
) {
198 * Some state changes the draw module does makes us believe we
199 * we don't need swtnl. This causes the vdecl code to pickup
200 * the wrong buffers and vertex formats. Try trivial/line-wide.
202 if (svga
->state
.sw
.in_swtnl_draw
)
205 if (need_swtnl
!= svga
->state
.sw
.need_swtnl
) {
206 SVGA_DBG(DEBUG_SWTNL
|DEBUG_PERF
,
207 "%s: need_swvfetch %s, need_pipeline %s\n",
209 svga
->state
.sw
.need_swvfetch
? "true" : "false",
210 svga
->state
.sw
.need_pipeline
? "true" : "false");
212 svga
->state
.sw
.need_swtnl
= need_swtnl
;
213 svga
->dirty
|= SVGA_NEW_NEED_SWTNL
;
214 svga
->swtnl
.new_vdecl
= TRUE
;
221 struct svga_tracked_state svga_update_need_swtnl
=
224 (SVGA_NEW_NEED_PIPELINE
|
225 SVGA_NEW_NEED_SWVFETCH
),