svga: add TGSI_SEMANTIC_FACE switch case in svga_swtnl_update_vdecl()
[mesa.git] / src / gallium / drivers / svga / svga_state_rss.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
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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 "pipe/p_defines.h"
27 #include "util/u_bitmask.h"
28 #include "util/u_format.h"
29 #include "util/u_inlines.h"
30 #include "util/u_memory.h"
31 #include "util/u_math.h"
32 #include "util/u_memory.h"
33
34 #include "svga_context.h"
35 #include "svga_screen.h"
36 #include "svga_state.h"
37 #include "svga_cmd.h"
38 #include "svga_format.h"
39 #include "svga_shader.h"
40
41
42 struct rs_queue {
43 unsigned rs_count;
44 SVGA3dRenderState rs[SVGA3D_RS_MAX];
45 };
46
47
48 #define EMIT_RS(svga, value, token) \
49 do { \
50 STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \
51 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \
52 svga_queue_rs(&queue, SVGA3D_RS_##token, value); \
53 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \
54 } \
55 } while (0)
56
57 #define EMIT_RS_FLOAT(svga, fvalue, token) \
58 do { \
59 unsigned value = fui(fvalue); \
60 STATIC_ASSERT(SVGA3D_RS_##token < ARRAY_SIZE(svga->state.hw_draw.rs)); \
61 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \
62 svga_queue_rs(&queue, SVGA3D_RS_##token, value); \
63 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \
64 } \
65 } while (0)
66
67
68 static inline void
69 svga_queue_rs(struct rs_queue *q, unsigned rss, unsigned value)
70 {
71 assert(q->rs_count < ARRAY_SIZE(q->rs));
72 q->rs[q->rs_count].state = rss;
73 q->rs[q->rs_count].uintValue = value;
74 q->rs_count++;
75 }
76
77
78 /* Compare old and new render states and emit differences between them
79 * to hardware. Simplest implementation would be to emit the whole of
80 * the "to" state.
81 */
82 static enum pipe_error
83 emit_rss_vgpu9(struct svga_context *svga, unsigned dirty)
84 {
85 struct svga_screen *screen = svga_screen(svga->pipe.screen);
86 struct rs_queue queue;
87 float point_size_min;
88
89 queue.rs_count = 0;
90
91 if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) {
92 const struct svga_blend_state *curr = svga->curr.blend;
93
94 EMIT_RS(svga, curr->rt[0].writemask, COLORWRITEENABLE);
95 EMIT_RS(svga, curr->rt[0].blend_enable, BLENDENABLE);
96
97 if (curr->rt[0].blend_enable) {
98 EMIT_RS(svga, curr->rt[0].srcblend, SRCBLEND);
99 EMIT_RS(svga, curr->rt[0].dstblend, DSTBLEND);
100 EMIT_RS(svga, curr->rt[0].blendeq, BLENDEQUATION);
101
102 EMIT_RS(svga, curr->rt[0].separate_alpha_blend_enable,
103 SEPARATEALPHABLENDENABLE);
104
105 if (curr->rt[0].separate_alpha_blend_enable) {
106 EMIT_RS(svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA);
107 EMIT_RS(svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA);
108 EMIT_RS(svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA);
109 }
110 }
111 }
112
113 if (dirty & SVGA_NEW_BLEND_COLOR) {
114 uint32 color;
115 uint32 r = float_to_ubyte(svga->curr.blend_color.color[0]);
116 uint32 g = float_to_ubyte(svga->curr.blend_color.color[1]);
117 uint32 b = float_to_ubyte(svga->curr.blend_color.color[2]);
118 uint32 a = float_to_ubyte(svga->curr.blend_color.color[3]);
119
120 color = (a << 24) | (r << 16) | (g << 8) | b;
121
122 EMIT_RS(svga, color, BLENDCOLOR);
123 }
124
125 if (dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_RAST)) {
126 const struct svga_depth_stencil_state *curr = svga->curr.depth;
127 const struct svga_rasterizer_state *rast = svga->curr.rast;
128
129 if (!curr->stencil[0].enabled) {
130 /* Stencil disabled
131 */
132 EMIT_RS(svga, FALSE, STENCILENABLE);
133 EMIT_RS(svga, FALSE, STENCILENABLE2SIDED);
134 }
135 else if (curr->stencil[0].enabled && !curr->stencil[1].enabled) {
136 /* Regular stencil
137 */
138 EMIT_RS(svga, TRUE, STENCILENABLE);
139 EMIT_RS(svga, FALSE, STENCILENABLE2SIDED);
140
141 EMIT_RS(svga, curr->stencil[0].func, STENCILFUNC);
142 EMIT_RS(svga, curr->stencil[0].fail, STENCILFAIL);
143 EMIT_RS(svga, curr->stencil[0].zfail, STENCILZFAIL);
144 EMIT_RS(svga, curr->stencil[0].pass, STENCILPASS);
145
146 EMIT_RS(svga, curr->stencil_mask, STENCILMASK);
147 EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK);
148 }
149 else {
150 int cw, ccw;
151
152 /* Hardware frontwinding is always CW, so if ours is also CW,
153 * then our definition of front face agrees with hardware.
154 * Otherwise need to flip.
155 */
156 if (rast->templ.front_ccw) {
157 ccw = 0;
158 cw = 1;
159 }
160 else {
161 ccw = 1;
162 cw = 0;
163 }
164
165 /* Twoside stencil
166 */
167 EMIT_RS(svga, TRUE, STENCILENABLE);
168 EMIT_RS(svga, TRUE, STENCILENABLE2SIDED);
169
170 EMIT_RS(svga, curr->stencil[cw].func, STENCILFUNC);
171 EMIT_RS(svga, curr->stencil[cw].fail, STENCILFAIL);
172 EMIT_RS(svga, curr->stencil[cw].zfail, STENCILZFAIL);
173 EMIT_RS(svga, curr->stencil[cw].pass, STENCILPASS);
174
175 EMIT_RS(svga, curr->stencil[ccw].func, CCWSTENCILFUNC);
176 EMIT_RS(svga, curr->stencil[ccw].fail, CCWSTENCILFAIL);
177 EMIT_RS(svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL);
178 EMIT_RS(svga, curr->stencil[ccw].pass, CCWSTENCILPASS);
179
180 EMIT_RS(svga, curr->stencil_mask, STENCILMASK);
181 EMIT_RS(svga, curr->stencil_writemask, STENCILWRITEMASK);
182 }
183
184 EMIT_RS(svga, curr->zenable, ZENABLE);
185 if (curr->zenable) {
186 EMIT_RS(svga, curr->zfunc, ZFUNC);
187 EMIT_RS(svga, curr->zwriteenable, ZWRITEENABLE);
188 }
189
190 EMIT_RS(svga, curr->alphatestenable, ALPHATESTENABLE);
191 if (curr->alphatestenable) {
192 EMIT_RS(svga, curr->alphafunc, ALPHAFUNC);
193 EMIT_RS_FLOAT(svga, curr->alpharef, ALPHAREF);
194 }
195 }
196
197 if (dirty & SVGA_NEW_STENCIL_REF) {
198 EMIT_RS(svga, svga->curr.stencil_ref.ref_value[0], STENCILREF);
199 }
200
201 if (dirty & (SVGA_NEW_RAST | SVGA_NEW_NEED_PIPELINE)) {
202 const struct svga_rasterizer_state *curr = svga->curr.rast;
203 unsigned cullmode = curr->cullmode;
204
205 /* Shademode: still need to rearrange index list to move
206 * flat-shading PV first vertex.
207 */
208 EMIT_RS(svga, curr->shademode, SHADEMODE);
209
210 /* Don't do culling while the software pipeline is active. It
211 * does it for us, and additionally introduces potentially
212 * back-facing triangles.
213 */
214 if (svga->state.sw.need_pipeline)
215 cullmode = SVGA3D_FACE_NONE;
216
217 point_size_min = util_get_min_point_size(&curr->templ);
218
219 EMIT_RS(svga, cullmode, CULLMODE);
220 EMIT_RS(svga, curr->scissortestenable, SCISSORTESTENABLE);
221 EMIT_RS(svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS);
222 EMIT_RS(svga, curr->lastpixel, LASTPIXEL);
223 EMIT_RS_FLOAT(svga, curr->pointsize, POINTSIZE);
224 EMIT_RS_FLOAT(svga, point_size_min, POINTSIZEMIN);
225 EMIT_RS_FLOAT(svga, screen->maxPointSize, POINTSIZEMAX);
226 EMIT_RS(svga, curr->pointsprite, POINTSPRITEENABLE);
227
228 /* Emit line state, when the device understands it */
229 if (screen->haveLineStipple)
230 EMIT_RS(svga, curr->linepattern, LINEPATTERN);
231 if (screen->haveLineSmooth)
232 EMIT_RS(svga, curr->antialiasedlineenable, ANTIALIASEDLINEENABLE);
233 if (screen->maxLineWidth > 1.0F)
234 EMIT_RS_FLOAT(svga, curr->linewidth, LINEWIDTH);
235 }
236
237 if (dirty & (SVGA_NEW_RAST |
238 SVGA_NEW_FRAME_BUFFER |
239 SVGA_NEW_NEED_PIPELINE)) {
240 const struct svga_rasterizer_state *curr = svga->curr.rast;
241 float slope = 0.0;
242 float bias = 0.0;
243
244 /* Need to modify depth bias according to bound depthbuffer
245 * format. Don't do hardware depthbias while the software
246 * pipeline is active.
247 */
248 if (!svga->state.sw.need_pipeline &&
249 svga->curr.framebuffer.zsbuf)
250 {
251 slope = curr->slopescaledepthbias;
252 bias = svga->curr.depthscale * curr->depthbias;
253 }
254
255 EMIT_RS_FLOAT(svga, slope, SLOPESCALEDEPTHBIAS);
256 EMIT_RS_FLOAT(svga, bias, DEPTHBIAS);
257 }
258
259 if (dirty & SVGA_NEW_FRAME_BUFFER) {
260 /* XXX: we only look at the first color buffer's sRGB state */
261 float gamma = 1.0f;
262 if (svga->curr.framebuffer.cbufs[0] &&
263 util_format_is_srgb(svga->curr.framebuffer.cbufs[0]->format)) {
264 gamma = 2.2f;
265 }
266 EMIT_RS_FLOAT(svga, gamma, OUTPUTGAMMA);
267 }
268
269 if (dirty & SVGA_NEW_RAST) {
270 /* bitmask of the enabled clip planes */
271 unsigned enabled = svga->curr.rast->templ.clip_plane_enable;
272 EMIT_RS(svga, enabled, CLIPPLANEENABLE);
273 }
274
275 if (queue.rs_count) {
276 SVGA3dRenderState *rs;
277
278 if (SVGA3D_BeginSetRenderState(svga->swc, &rs, queue.rs_count)
279 != PIPE_OK) {
280 /* XXX: need to poison cached hardware state on failure to ensure
281 * dirty state gets re-emitted. Fix this by re-instating partial
282 * FIFOCommit command and only updating cached hw state once the
283 * initial allocation has succeeded.
284 */
285 memset(svga->state.hw_draw.rs, 0xcd, sizeof(svga->state.hw_draw.rs));
286
287 return PIPE_ERROR_OUT_OF_MEMORY;
288 }
289
290 memcpy(rs, queue.rs, queue.rs_count * sizeof queue.rs[0]);
291
292 SVGA_FIFOCommitAll(svga->swc);
293 }
294
295 return PIPE_OK;
296 }
297
298
299 /** Returns a non-culling rasterizer state object to be used with
300 * point sprite.
301 */
302 static struct svga_rasterizer_state *
303 get_no_cull_rasterizer_state(struct svga_context *svga)
304 {
305 const struct svga_rasterizer_state *r = svga->curr.rast;
306 unsigned int aa_point = r->templ.point_smooth;
307
308 if (!svga->rasterizer_no_cull[aa_point]) {
309 struct pipe_rasterizer_state rast;
310
311 memset(&rast, 0, sizeof(rast));
312 rast.flatshade = 1;
313 rast.front_ccw = 1;
314 rast.point_smooth = r->templ.point_smooth;
315
316 /* All rasterizer states have the same half_pixel_center,
317 * bottom_edge_rule and clip_halfz values since they are
318 * constant for a context. If we ever implement
319 * GL_ARB_clip_control, the clip_halfz field would have to be observed.
320 */
321 rast.half_pixel_center = r->templ.half_pixel_center;
322 rast.bottom_edge_rule = r->templ.bottom_edge_rule;
323 rast.clip_halfz = r->templ.clip_halfz;
324
325 svga->rasterizer_no_cull[aa_point] =
326 svga->pipe.create_rasterizer_state(&svga->pipe, &rast);
327 }
328 return svga->rasterizer_no_cull[aa_point];
329 }
330
331
332 /** Returns a depth stencil state object with depth and stencil test disabled.
333 */
334 static struct svga_depth_stencil_state *
335 get_no_depth_stencil_test_state(struct svga_context *svga)
336 {
337 if (!svga->depthstencil_disable) {
338 struct pipe_depth_stencil_alpha_state ds = {{0}};
339 svga->depthstencil_disable =
340 svga->pipe.create_depth_stencil_alpha_state(&svga->pipe, &ds);
341 }
342 return svga->depthstencil_disable;
343 }
344
345
346 static enum pipe_error
347 emit_rss_vgpu10(struct svga_context *svga, unsigned dirty)
348 {
349 enum pipe_error ret = PIPE_OK;
350
351 svga_hwtnl_flush_retry(svga);
352
353 if (dirty & (SVGA_NEW_BLEND | SVGA_NEW_BLEND_COLOR)) {
354 const struct svga_blend_state *curr;
355 float blend_factor[4];
356
357 if (svga_has_any_integer_cbufs(svga)) {
358 /* Blending is not supported in integer-valued render targets. */
359 curr = svga->noop_blend;
360 blend_factor[0] =
361 blend_factor[1] =
362 blend_factor[2] =
363 blend_factor[3] = 0;
364 }
365 else {
366 curr = svga->curr.blend;
367
368 if (curr->blend_color_alpha) {
369 blend_factor[0] =
370 blend_factor[1] =
371 blend_factor[2] =
372 blend_factor[3] = svga->curr.blend_color.color[3];
373 }
374 else {
375 blend_factor[0] = svga->curr.blend_color.color[0];
376 blend_factor[1] = svga->curr.blend_color.color[1];
377 blend_factor[2] = svga->curr.blend_color.color[2];
378 blend_factor[3] = svga->curr.blend_color.color[3];
379 }
380 }
381
382 /* Set/bind the blend state object */
383 if (svga->state.hw_draw.blend_id != curr->id ||
384 svga->state.hw_draw.blend_factor[0] != blend_factor[0] ||
385 svga->state.hw_draw.blend_factor[1] != blend_factor[1] ||
386 svga->state.hw_draw.blend_factor[2] != blend_factor[2] ||
387 svga->state.hw_draw.blend_factor[3] != blend_factor[3] ||
388 svga->state.hw_draw.blend_sample_mask != svga->curr.sample_mask) {
389 ret = SVGA3D_vgpu10_SetBlendState(svga->swc, curr->id,
390 blend_factor,
391 svga->curr.sample_mask);
392 if (ret != PIPE_OK)
393 return ret;
394
395 svga->state.hw_draw.blend_id = curr->id;
396 svga->state.hw_draw.blend_factor[0] = blend_factor[0];
397 svga->state.hw_draw.blend_factor[1] = blend_factor[1];
398 svga->state.hw_draw.blend_factor[2] = blend_factor[2];
399 svga->state.hw_draw.blend_factor[3] = blend_factor[3];
400 svga->state.hw_draw.blend_sample_mask = svga->curr.sample_mask;
401 }
402 }
403
404 if (svga->disable_rasterizer) {
405 if (!svga->state.hw_draw.rasterizer_discard) {
406 struct svga_depth_stencil_state *ds;
407
408 /* If rasterization is to be disabled, disable depth and stencil
409 * testing as well.
410 */
411 ds = get_no_depth_stencil_test_state(svga);
412 if (ds->id != svga->state.hw_draw.depth_stencil_id) {
413 ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, ds->id, 0);
414 if (ret != PIPE_OK)
415 return ret;
416
417 svga->state.hw_draw.depth_stencil_id = ds->id;
418 svga->state.hw_draw.stencil_ref = 0;
419 }
420 svga->state.hw_draw.rasterizer_discard = TRUE;
421 }
422 } else {
423 if ((dirty & (SVGA_NEW_DEPTH_STENCIL_ALPHA | SVGA_NEW_STENCIL_REF)) ||
424 svga->state.hw_draw.rasterizer_discard) {
425 const struct svga_depth_stencil_state *curr = svga->curr.depth;
426 unsigned curr_ref = svga->curr.stencil_ref.ref_value[0];
427
428 if (curr->id != svga->state.hw_draw.depth_stencil_id ||
429 curr_ref != svga->state.hw_draw.stencil_ref) {
430 /* Set/bind the depth/stencil state object */
431 ret = SVGA3D_vgpu10_SetDepthStencilState(svga->swc, curr->id,
432 curr_ref);
433 if (ret != PIPE_OK)
434 return ret;
435
436 svga->state.hw_draw.depth_stencil_id = curr->id;
437 svga->state.hw_draw.stencil_ref = curr_ref;
438 }
439 }
440
441 if (dirty & (SVGA_NEW_REDUCED_PRIMITIVE | SVGA_NEW_RAST)) {
442 const struct svga_rasterizer_state *rast;
443
444 if (svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
445 svga->curr.gs && svga->curr.gs->wide_point) {
446
447 /* If we are drawing a point sprite, we will need to
448 * bind a non-culling rasterizer state object
449 */
450 rast = get_no_cull_rasterizer_state(svga);
451 }
452 else {
453 rast = svga->curr.rast;
454 }
455
456 if (svga->state.hw_draw.rasterizer_id != rast->id) {
457 /* Set/bind the rasterizer state object */
458 ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, rast->id);
459 if (ret != PIPE_OK)
460 return ret;
461 svga->state.hw_draw.rasterizer_id = rast->id;
462 }
463 }
464 svga->state.hw_draw.rasterizer_discard = FALSE;
465 }
466 return PIPE_OK;
467 }
468
469
470 static enum pipe_error
471 emit_rss(struct svga_context *svga, unsigned dirty)
472 {
473 if (svga_have_vgpu10(svga)) {
474 return emit_rss_vgpu10(svga, dirty);
475 }
476 else {
477 return emit_rss_vgpu9(svga, dirty);
478 }
479 }
480
481
482 struct svga_tracked_state svga_hw_rss =
483 {
484 "hw rss state",
485
486 (SVGA_NEW_BLEND |
487 SVGA_NEW_BLEND_COLOR |
488 SVGA_NEW_DEPTH_STENCIL_ALPHA |
489 SVGA_NEW_STENCIL_REF |
490 SVGA_NEW_RAST |
491 SVGA_NEW_FRAME_BUFFER |
492 SVGA_NEW_NEED_PIPELINE |
493 SVGA_NEW_FS |
494 SVGA_NEW_REDUCED_PRIMITIVE),
495
496 emit_rss
497 };