u_blitter: add a msaa parameter to util_blitter_clear
[mesa.git] / src / gallium / drivers / svga / svga_state_need_swtnl.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
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12 * The above copyright notice and this permission notice shall be
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15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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22 * SOFTWARE.
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24 **********************************************************/
25
26 #include "util/u_inlines.h"
27 #include "pipe/p_state.h"
28 #include "svga_context.h"
29 #include "svga_shader.h"
30 #include "svga_state.h"
31 #include "svga_debug.h"
32 #include "svga_hw_reg.h"
33
34
35 static enum pipe_error
36 update_need_swvfetch(struct svga_context *svga, unsigned dirty)
37 {
38 if (!svga->curr.velems) {
39 /* No vertex elements bound. */
40 return PIPE_OK;
41 }
42
43 if (svga->state.sw.need_swvfetch != svga->curr.velems->need_swvfetch) {
44 svga->state.sw.need_swvfetch = svga->curr.velems->need_swvfetch;
45 svga->dirty |= SVGA_NEW_NEED_SWVFETCH;
46 }
47
48 return PIPE_OK;
49 }
50
51 struct svga_tracked_state svga_update_need_swvfetch =
52 {
53 "update need_swvfetch",
54 ( SVGA_NEW_VELEMENT ),
55 update_need_swvfetch
56 };
57
58
59
60 static enum pipe_error
61 update_need_pipeline(struct svga_context *svga, unsigned dirty)
62 {
63 boolean need_pipeline = FALSE;
64 struct svga_vertex_shader *vs = svga->curr.vs;
65 const char *reason = "";
66
67 /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
68 */
69 if (svga->curr.rast &&
70 (svga->curr.rast->need_pipeline & (1 << svga->curr.reduced_prim))) {
71 SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline (0x%x) & prim (0x%x)\n",
72 __FUNCTION__,
73 svga->curr.rast->need_pipeline,
74 (1 << svga->curr.reduced_prim) );
75 SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline tris (%s), lines (%s), points (%s)\n",
76 __FUNCTION__,
77 svga->curr.rast->need_pipeline_tris_str,
78 svga->curr.rast->need_pipeline_lines_str,
79 svga->curr.rast->need_pipeline_points_str);
80 need_pipeline = TRUE;
81
82 switch (svga->curr.reduced_prim) {
83 case PIPE_PRIM_POINTS:
84 reason = svga->curr.rast->need_pipeline_points_str;
85 break;
86 case PIPE_PRIM_LINES:
87 reason = svga->curr.rast->need_pipeline_lines_str;
88 break;
89 case PIPE_PRIM_TRIANGLES:
90 reason = svga->curr.rast->need_pipeline_tris_str;
91 break;
92 default:
93 assert(!"Unexpected reduced prim type");
94 }
95 }
96
97 /* EDGEFLAGS
98 */
99 if (vs && vs->base.info.writes_edgeflag) {
100 SVGA_DBG(DEBUG_SWTNL, "%s: edgeflags\n", __FUNCTION__);
101 need_pipeline = TRUE;
102 reason = "edge flags";
103 }
104
105 /* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
106 */
107 if (svga->curr.rast && svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
108 unsigned sprite_coord_gen = svga->curr.rast->templ.sprite_coord_enable;
109 unsigned generic_inputs =
110 svga->curr.fs ? svga->curr.fs->generic_inputs : 0;
111
112 if (!svga_have_vgpu10(svga) && sprite_coord_gen &&
113 (generic_inputs & ~sprite_coord_gen)) {
114 /* The fragment shader is using some generic inputs that are
115 * not being replaced by auto-generated point/sprite coords (and
116 * auto sprite coord generation is turned on).
117 * The SVGA3D interface does not support that: if we enable
118 * SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
119 * texture coordinate sets.
120 * To solve this, we have to use the draw-module's wide/sprite
121 * point stage.
122 */
123 need_pipeline = TRUE;
124 reason = "point sprite coordinate generation";
125 }
126 }
127
128 if (need_pipeline != svga->state.sw.need_pipeline) {
129 svga->state.sw.need_pipeline = need_pipeline;
130 svga->dirty |= SVGA_NEW_NEED_PIPELINE;
131 }
132
133 /* DEBUG */
134 if (0 && svga->state.sw.need_pipeline)
135 debug_printf("sw.need_pipeline = %d\n", svga->state.sw.need_pipeline);
136
137 if (svga->state.sw.need_pipeline) {
138 assert(reason);
139 pipe_debug_message(&svga->debug.callback, FALLBACK,
140 "Using semi-fallback for %s", reason);
141 }
142
143 return PIPE_OK;
144 }
145
146
147 struct svga_tracked_state svga_update_need_pipeline =
148 {
149 "need pipeline",
150 (SVGA_NEW_RAST |
151 SVGA_NEW_FS |
152 SVGA_NEW_VS |
153 SVGA_NEW_REDUCED_PRIMITIVE),
154 update_need_pipeline
155 };
156
157
158 static enum pipe_error
159 update_need_swtnl(struct svga_context *svga, unsigned dirty)
160 {
161 boolean need_swtnl;
162
163 if (svga->debug.no_swtnl) {
164 svga->state.sw.need_swvfetch = FALSE;
165 svga->state.sw.need_pipeline = FALSE;
166 }
167
168 need_swtnl = (svga->state.sw.need_swvfetch ||
169 svga->state.sw.need_pipeline);
170
171 if (svga->debug.force_swtnl) {
172 need_swtnl = TRUE;
173 }
174
175 /*
176 * Some state changes the draw module does makes us believe we
177 * we don't need swtnl. This causes the vdecl code to pickup
178 * the wrong buffers and vertex formats. Try trivial/line-wide.
179 */
180 if (svga->state.sw.in_swtnl_draw)
181 need_swtnl = TRUE;
182
183 if (need_swtnl != svga->state.sw.need_swtnl) {
184 SVGA_DBG(DEBUG_SWTNL|DEBUG_PERF,
185 "%s: need_swvfetch %s, need_pipeline %s\n",
186 __FUNCTION__,
187 svga->state.sw.need_swvfetch ? "true" : "false",
188 svga->state.sw.need_pipeline ? "true" : "false");
189
190 svga->state.sw.need_swtnl = need_swtnl;
191 svga->dirty |= SVGA_NEW_NEED_SWTNL;
192 svga->swtnl.new_vdecl = TRUE;
193 }
194
195 return PIPE_OK;
196 }
197
198
199 struct svga_tracked_state svga_update_need_swtnl =
200 {
201 "need swtnl",
202 (SVGA_NEW_NEED_PIPELINE |
203 SVGA_NEW_NEED_SWVFETCH),
204 update_need_swtnl
205 };