*
**********************************************************/
-#include "pipe/p_inlines.h"
#include "pipe/p_defines.h"
+#include "util/u_bitmask.h"
+#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "svga_context.h"
-#include "svga_state.h"
#include "svga_hw_reg.h"
+#include "svga_cmd.h"
-static INLINE unsigned
+static inline unsigned
svga_translate_compare_func(unsigned func)
{
switch (func) {
}
}
-static INLINE unsigned
+static inline unsigned
svga_translate_stencil_op(unsigned op)
{
switch (op) {
case PIPE_STENCIL_OP_KEEP: return SVGA3D_STENCILOP_KEEP;
case PIPE_STENCIL_OP_ZERO: return SVGA3D_STENCILOP_ZERO;
case PIPE_STENCIL_OP_REPLACE: return SVGA3D_STENCILOP_REPLACE;
- case PIPE_STENCIL_OP_INCR: return SVGA3D_STENCILOP_INCR;
- case PIPE_STENCIL_OP_DECR: return SVGA3D_STENCILOP_DECR;
- case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCRSAT; /* incorrect? */
- case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECRSAT; /* incorrect? */
+ case PIPE_STENCIL_OP_INCR: return SVGA3D_STENCILOP_INCRSAT;
+ case PIPE_STENCIL_OP_DECR: return SVGA3D_STENCILOP_DECRSAT;
+ case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCR;
+ case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECR;
case PIPE_STENCIL_OP_INVERT: return SVGA3D_STENCILOP_INVERT;
default:
assert(0);
}
+/**
+ * Define a vgpu10 depth/stencil state object for the given
+ * svga depth/stencil state.
+ */
+static void
+define_depth_stencil_state_object(struct svga_context *svga,
+ struct svga_depth_stencil_state *ds)
+{
+ unsigned try;
+
+ assert(svga_have_vgpu10(svga));
+
+ ds->id = util_bitmask_add(svga->ds_object_id_bm);
+
+ /* spot check that these comparision tokens are the same */
+ STATIC_ASSERT(SVGA3D_COMPARISON_NEVER == SVGA3D_CMP_NEVER);
+ STATIC_ASSERT(SVGA3D_COMPARISON_LESS == SVGA3D_CMP_LESS);
+ STATIC_ASSERT(SVGA3D_COMPARISON_NOT_EQUAL == SVGA3D_CMP_NOTEQUAL);
+
+ /* Loop in case command buffer is full and we need to flush and retry */
+ for (try = 0; try < 2; try++) {
+ enum pipe_error ret;
+
+ /* Note: we use the ds->stencil[0].enabled value for both the front
+ * and back-face enables. If single-side stencil is used, we'll have
+ * set the back state the same as the front state.
+ */
+ ret = SVGA3D_vgpu10_DefineDepthStencilState(svga->swc,
+ ds->id,
+ /* depth/Z */
+ ds->zenable,
+ ds->zwriteenable,
+ ds->zfunc,
+ /* Stencil */
+ ds->stencil[0].enabled, /*f|b*/
+ ds->stencil[0].enabled, /*f*/
+ ds->stencil[0].enabled, /*b*/
+ ds->stencil_mask,
+ ds->stencil_writemask,
+ /* front stencil */
+ ds->stencil[0].fail,
+ ds->stencil[0].zfail,
+ ds->stencil[0].pass,
+ ds->stencil[0].func,
+ /* back stencil */
+ ds->stencil[1].fail,
+ ds->stencil[1].zfail,
+ ds->stencil[1].pass,
+ ds->stencil[1].func);
+ if (ret == PIPE_OK)
+ return;
+ svga_context_flush(svga, NULL);
+ }
+}
+
+
static void *
svga_create_depth_stencil_state(struct pipe_context *pipe,
const struct pipe_depth_stencil_alpha_state *templ)
{
- struct svga_depth_stencil_state *ds = CALLOC_STRUCT( svga_depth_stencil_state );
+ struct svga_context *svga = svga_context(pipe);
+ struct svga_depth_stencil_state *ds = CALLOC_STRUCT(svga_depth_stencil_state);
+
+ if (!ds)
+ return NULL;
/* Don't try to figure out CW/CCW correspondence with
* stencil[0]/[1] at this point. Presumably this can change as
ds->stencil[0].fail = svga_translate_stencil_op(templ->stencil[0].fail_op);
ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
ds->stencil[0].pass = svga_translate_stencil_op(templ->stencil[0].zpass_op);
-
+
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
- ds->stencil_ref = templ->stencil[0].ref_value & 0xff;
ds->stencil_mask = templ->stencil[0].valuemask & 0xff;
ds->stencil_writemask = templ->stencil[0].writemask & 0xff;
}
-
+ else {
+ ds->stencil[0].func = SVGA3D_CMP_ALWAYS;
+ ds->stencil[0].fail = SVGA3D_STENCILOP_KEEP;
+ ds->stencil[0].zfail = SVGA3D_STENCILOP_KEEP;
+ ds->stencil[0].pass = SVGA3D_STENCILOP_KEEP;
+ }
ds->stencil[1].enabled = templ->stencil[1].enabled;
if (templ->stencil[1].enabled) {
+ assert(templ->stencil[0].enabled);
+ /* two-sided stencil */
ds->stencil[1].func = svga_translate_compare_func(templ->stencil[1].func);
ds->stencil[1].fail = svga_translate_stencil_op(templ->stencil[1].fail_op);
ds->stencil[1].zfail = svga_translate_stencil_op(templ->stencil[1].zfail_op);
ds->stencil[1].pass = svga_translate_stencil_op(templ->stencil[1].zpass_op);
- ds->stencil_ref = templ->stencil[1].ref_value & 0xff;
ds->stencil_mask = templ->stencil[1].valuemask & 0xff;
ds->stencil_writemask = templ->stencil[1].writemask & 0xff;
+
+ if (templ->stencil[1].valuemask != templ->stencil[0].valuemask) {
+ pipe_debug_message(&svga->debug.callback, CONFORMANCE,
+ "two-sided stencil mask not supported "
+ "(front=0x%x, back=0x%x)",
+ templ->stencil[0].valuemask,
+ templ->stencil[1].valuemask);
+ }
+ if (templ->stencil[1].writemask != templ->stencil[0].writemask) {
+ pipe_debug_message(&svga->debug.callback, CONFORMANCE,
+ "two-sided stencil writemask not supported "
+ "(front=0x%x, back=0x%x)",
+ templ->stencil[0].writemask,
+ templ->stencil[1].writemask);
+ }
+ }
+ else {
+ /* back face state is same as front-face state */
+ ds->stencil[1].func = ds->stencil[0].func;
+ ds->stencil[1].fail = ds->stencil[0].fail;
+ ds->stencil[1].zfail = ds->stencil[0].zfail;
+ ds->stencil[1].pass = ds->stencil[0].pass;
}
ds->zfunc = svga_translate_compare_func(templ->depth.func);
ds->zwriteenable = templ->depth.writemask;
}
+ else {
+ ds->zfunc = SVGA3D_CMP_ALWAYS;
+ }
ds->alphatestenable = templ->alpha.enabled;
if (ds->alphatestenable) {
ds->alphafunc = svga_translate_compare_func(templ->alpha.func);
ds->alpharef = templ->alpha.ref_value;
}
+ else {
+ ds->alphafunc = SVGA3D_CMP_ALWAYS;
+ }
+
+ if (svga_have_vgpu10(svga)) {
+ define_depth_stencil_state_object(svga, ds);
+ }
+
+ svga->hud.num_depthstencil_objects++;
+
+ SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
+ SVGA_STATS_COUNT_DEPTHSTENCILSTATE);
return ds;
}
-static void svga_bind_depth_stencil_state(struct pipe_context *pipe,
- void *depth_stencil)
+
+static void
+svga_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
{
struct svga_context *svga = svga_context(pipe);
+ if (svga_have_vgpu10(svga)) {
+ /* flush any previously queued drawing before changing state */
+ svga_hwtnl_flush_retry(svga);
+ }
+
svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil;
- svga->dirty |= SVGA_NEW_DEPTH_STENCIL;
+ svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
}
-static void svga_delete_depth_stencil_state(struct pipe_context *pipe,
- void *depth_stencil)
+
+static void
+svga_delete_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
{
+ struct svga_context *svga = svga_context(pipe);
+ struct svga_depth_stencil_state *ds =
+ (struct svga_depth_stencil_state *) depth_stencil;
+
+ if (svga_have_vgpu10(svga)) {
+ enum pipe_error ret;
+
+ svga_hwtnl_flush_retry(svga);
+
+ assert(ds->id != SVGA3D_INVALID_ID);
+
+ ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
+ assert(ret == PIPE_OK);
+ }
+
+ if (ds->id == svga->state.hw_draw.depth_stencil_id)
+ svga->state.hw_draw.depth_stencil_id = SVGA3D_INVALID_ID;
+
+ util_bitmask_clear(svga->ds_object_id_bm, ds->id);
+ ds->id = SVGA3D_INVALID_ID;
+ }
+
FREE(depth_stencil);
+ svga->hud.num_depthstencil_objects--;
}
-
-void svga_init_depth_stencil_functions( struct svga_context *svga )
+static void
+svga_set_stencil_ref(struct pipe_context *pipe,
+ const struct pipe_stencil_ref *stencil_ref)
{
- svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
- svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
- svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state;
+ struct svga_context *svga = svga_context(pipe);
+
+ if (svga_have_vgpu10(svga)) {
+ /* flush any previously queued drawing before changing state */
+ svga_hwtnl_flush_retry(svga);
+ }
+
+ svga->curr.stencil_ref = *stencil_ref;
+
+ svga->dirty |= SVGA_NEW_STENCIL_REF;
}
+static void
+svga_set_sample_mask(struct pipe_context *pipe,
+ unsigned sample_mask)
+{
+ struct svga_context *svga = svga_context(pipe);
+
+ svga->curr.sample_mask = sample_mask;
+
+ svga->dirty |= SVGA_NEW_BLEND; /* See emit_rss_vgpu10() */
+}
+void
+svga_init_depth_stencil_functions(struct svga_context *svga)
+{
+ svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
+ svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
+ svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state;
+
+ svga->pipe.set_stencil_ref = svga_set_stencil_ref;
+ svga->pipe.set_sample_mask = svga_set_sample_mask;
+}