#include "util/u_memory.h"
#include "svga_context.h"
+#include "svga_screen.h"
#include "svga_hw_reg.h"
/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
*/
static SVGA3dFace svga_translate_cullmode( unsigned mode,
- unsigned front_winding )
+ unsigned front_ccw )
{
+ const int hw_front_ccw = 0; /* hardware is always CW */
switch (mode) {
- case PIPE_WINDING_NONE:
+ case PIPE_FACE_NONE:
return SVGA3D_FACE_NONE;
- case PIPE_WINDING_CCW:
- return SVGA3D_FACE_BACK;
- case PIPE_WINDING_CW:
- return SVGA3D_FACE_FRONT;
- case PIPE_WINDING_BOTH:
+ case PIPE_FACE_FRONT:
+ return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
+ case PIPE_FACE_BACK:
+ return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
+ case PIPE_FACE_FRONT_AND_BACK:
return SVGA3D_FACE_FRONT_BACK;
default:
assert(0);
svga_create_rasterizer_state(struct pipe_context *pipe,
const struct pipe_rasterizer_state *templ)
{
+ struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *rast = CALLOC_STRUCT( svga_rasterizer_state );
+ struct svga_screen *screen = svga_screen(pipe->screen);
+
/* need this for draw module. */
rast->templ = *templ;
- /* light_twoside - XXX: need fragment shader varient */
+ /* light_twoside - XXX: need fragment shader variant */
/* poly_smooth - XXX: no fallback available */
/* poly_stipple_enable - draw module */
/* sprite_coord_enable - ? */
/* point_quad_rasterization - ? */
/* point_size_per_vertex - ? */
/* sprite_coord_mode - ??? */
- /* bypass_vs_viewport_and_clip - handled by viewport setup */
/* flatshade_first - handled by index translation */
- /* gl_rasterization_rules - XXX - viewport code */
+ /* half_pixel_center - XXX - viewport code */
/* line_width - draw module */
/* fill_cw, fill_ccw - draw module or index translation */
rast->shademode = svga_translate_flatshade( templ->flatshade );
- rast->cullmode = svga_translate_cullmode( templ->cull_mode,
- templ->front_winding );
+ rast->cullmode = svga_translate_cullmode( templ->cull_face,
+ templ->front_ccw );
rast->scissortestenable = templ->scissor;
rast->multisampleantialias = templ->multisample;
rast->antialiasedlineenable = templ->line_smooth;
rast->lastpixel = templ->line_last_pixel;
+ rast->pointsprite = templ->sprite_coord_enable != 0x0;
rast->pointsize = templ->point_size;
rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
/* Use swtnl + decomposition implement these:
*/
- if (templ->poly_stipple_enable)
+ if (templ->poly_stipple_enable) {
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
+ rast->need_pipeline_tris_str = "poly stipple";
+ }
- if (templ->line_width != 1.0 &&
- templ->line_width != 0.0)
+ if (screen->maxLineWidth > 1.0F) {
+ /* pass line width to device */
+ rast->linewidth = MAX2(1.0F, templ->line_width);
+ }
+ else if (svga->debug.no_line_width) {
+ /* nothing */
+ }
+ else {
+ /* use 'draw' pipeline for wide line */
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
+ rast->need_pipeline_lines_str = "line width";
+ }
if (templ->line_stipple_enable) {
- /* LinePattern not implemented on all backends.
- */
- if (0) {
+ if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
SVGA3dLinePattern lp;
lp.repeat = templ->line_stipple_factor + 1;
lp.pattern = templ->line_stipple_pattern;
rast->linepattern = lp.uintValue;
}
else {
+ /* use 'draw' module to decompose into short line segments */
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
+ rast->need_pipeline_lines_str = "line stipple";
}
}
- if (templ->point_smooth)
+ if (templ->point_smooth) {
rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
+ rast->need_pipeline_points_str = "smooth points";
+ }
+
+ if (templ->line_smooth && !screen->haveLineSmooth) {
+ /*
+ * XXX: Enabling the pipeline slows down performance immensely, so ignore
+ * line smooth state, where there is very little visual improvement.
+ * Smooth lines will still be drawn for wide lines.
+ */
+#if 0
+ rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
+ rast->need_pipeline_lines_str = "smooth lines";
+#endif
+ }
{
- boolean offset_cw = templ->offset_cw;
- boolean offset_ccw = templ->offset_ccw;
- boolean offset = 0;
- int fill_cw = templ->fill_cw;
- int fill_ccw = templ->fill_ccw;
+ int fill_front = templ->fill_front;
+ int fill_back = templ->fill_back;
int fill = PIPE_POLYGON_MODE_FILL;
+ boolean offset_front = util_get_offset(templ, fill_front);
+ boolean offset_back = util_get_offset(templ, fill_back);
+ boolean offset = FALSE;
- switch (templ->cull_mode) {
- case PIPE_WINDING_BOTH:
- offset = 0;
+ switch (templ->cull_face) {
+ case PIPE_FACE_FRONT_AND_BACK:
+ offset = FALSE;
fill = PIPE_POLYGON_MODE_FILL;
break;
- case PIPE_WINDING_CW:
- offset = offset_ccw;
- fill = fill_ccw;
+ case PIPE_FACE_FRONT:
+ offset = offset_front;
+ fill = fill_front;
break;
- case PIPE_WINDING_CCW:
- offset = offset_cw;
- fill = fill_cw;
+ case PIPE_FACE_BACK:
+ offset = offset_back;
+ fill = fill_back;
break;
- case PIPE_WINDING_NONE:
- if (fill_cw != fill_ccw || offset_cw != offset_ccw)
+ case PIPE_FACE_NONE:
+ if (fill_front != fill_back || offset_front != offset_back)
{
/* Always need the draw module to work out different
* front/back fill modes:
*/
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
+ rast->need_pipeline_tris_str = "different front/back fillmodes";
}
else {
- offset = offset_ccw;
- fill = fill_ccw;
+ offset = offset_front;
+ fill = fill_front;
}
break;
(templ->flatshade ||
templ->light_twoside ||
offset ||
- templ->cull_mode != PIPE_WINDING_NONE))
+ templ->cull_face != PIPE_FACE_NONE))
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
+ rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
}
/* If we are decomposing to lines, and lines need the pipeline,
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
+ rast->need_pipeline_tris_str = "decomposing lines";
}
/* Similarly for points:
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
+ rast->need_pipeline_tris_str = "decomposing points";
}
if (offset) {
rast->hw_unfilled = fill;
}
-
-
-
if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
/* Turn off stuff which will get done in the draw module:
*/
rast->depthbias = 0;
}
+ if (0 && rast->need_pipeline) {
+ debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
+ debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
+ debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
+ debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
+ }
+
return rast;
}
struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
- svga->curr.rast = raster;
draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL,
state);
-
+ svga->curr.rast = raster;
+
svga->dirty |= SVGA_NEW_RAST;
}