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