/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
*/
-static SVGA3dFace svga_translate_cullmode( unsigned mode,
- unsigned front_ccw )
+static SVGA3dFace
+svga_translate_cullmode(unsigned mode, unsigned front_ccw)
{
const int hw_front_ccw = 0; /* hardware is always CW */
switch (mode) {
}
}
-static SVGA3dShadeMode svga_translate_flatshade( unsigned mode )
+static SVGA3dShadeMode
+svga_translate_flatshade(unsigned mode)
{
return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
}
define_rasterizer_object(struct svga_context *svga,
struct svga_rasterizer_state *rast)
{
+ struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
- unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
- int depth_bias = rast->templ.offset_units;
- float slope_scaled_depth_bias = rast->templ.offset_scale;
- float depth_bias_clamp = 0.0; /* XXX fix me */
- unsigned try;
+ const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
+ const int depth_bias = rast->templ.offset_units;
+ const float slope_scaled_depth_bias = rast->templ.offset_scale;
+ /* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */
+ const float depth_bias_clamp = 0.0;
const float line_width = rast->templ.line_width > 0.0f ?
rast->templ.line_width : 1.0f;
const uint8 line_factor = rast->templ.line_stipple_enable ?
rast->templ.line_stipple_factor : 0;
const uint16 line_pattern = rast->templ.line_stipple_enable ?
rast->templ.line_stipple_pattern : 0;
+ unsigned try;
rast->id = util_bitmask_add(svga->rast_object_id_bm);
}
for (try = 0; try < 2; try++) {
+ const uint8 pv_last = !rast->templ.flatshade_first &&
+ svgascreen->haveProvokingVertex;
enum pipe_error ret =
SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
rast->id,
depth_bias,
depth_bias_clamp,
slope_scaled_depth_bias,
- rast->templ.depth_clip,
+ rast->templ.depth_clip_near,
rast->templ.scissor,
rast->templ.multisample,
rast->templ.line_smooth,
rast->templ.line_stipple_enable,
line_factor,
line_pattern,
- !rast->templ.flatshade_first);
+ pv_last);
if (ret == PIPE_OK)
return;
svga_context_flush(svga, NULL);
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_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
struct svga_screen *screen = svga_screen(pipe->screen);
if (!rast)
/* need this for draw module. */
rast->templ = *templ;
- /* 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 - ??? */
- /* flatshade_first - handled by index translation */
- /* 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_face,
- templ->front_ccw );
+ rast->shademode = svga_translate_flatshade(templ->flatshade);
+ 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->pointsprite = templ->point_quad_rasterization;
+
+ if (rast->templ.multisample) {
+ /* The OpenGL 3.0 spec says points are always drawn as circles when
+ * MSAA is enabled. Note that our implementation isn't 100% correct,
+ * though. Our smooth point implementation involves drawing a square,
+ * computing fragment distance from point center, then attenuating
+ * the fragment alpha value. We should not attenuate alpha if msaa
+ * is enabled. We should kill fragments entirely outside the circle
+ * and let the GPU compute per-fragment coverage.
+ * But as-is, our implementation gives acceptable results and passes
+ * Piglit's MSAA point smooth test.
+ */
+ rast->templ.point_smooth = TRUE;
+ }
if (templ->point_smooth) {
/* For smooth points we need to generate fragments for at least
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
rast->need_pipeline_lines_str = "line stipple";
}
- }
+ }
if (!svga_have_vgpu10(svga) && templ->point_smooth) {
rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
break;
case PIPE_FACE_FRONT:
- offset = offset_front;
- fill = fill_front;
+ offset = offset_back;
+ fill = fill_back;
break;
case PIPE_FACE_BACK:
- offset = offset_back;
- fill = fill_back;
+ offset = offset_front;
+ fill = fill_front;
break;
case PIPE_FACE_NONE:
- if (fill_front != fill_back || offset_front != offset_back)
- {
+ 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";
+ fill = PIPE_POLYGON_MODE_FILL;
}
else {
offset = offset_front;
if (fill != PIPE_POLYGON_MODE_FILL &&
(templ->flatshade ||
templ->light_twoside ||
- offset ||
- templ->cull_face != PIPE_FACE_NONE))
- {
+ offset)) {
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
* then we also need the pipeline for tris.
*/
if (fill == PIPE_POLYGON_MODE_LINE &&
- (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
- {
+ (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "decomposing lines";
/* Similarly for points:
*/
if (fill == PIPE_POLYGON_MODE_POINT &&
- (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
- {
+ (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
rast->need_pipeline_tris_str = "decomposing points";
"GL_POLYGON_SMOOTH not supported");
}
- svga->hud.num_state_objects++;
+ svga->hud.num_rasterizer_objects++;
+ SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
+ SVGA_STATS_COUNT_RASTERIZERSTATE);
return rast;
}
-static void svga_bind_rasterizer_state( struct pipe_context *pipe,
- void *state )
+
+static void
+svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
{
struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
- if (!raster ||
- !svga->curr.rast ||
- raster->templ.poly_stipple_enable !=
- svga->curr.rast->templ.poly_stipple_enable) {
- svga->dirty |= SVGA_NEW_STIPPLE;
+ if (!raster || !svga->curr.rast) {
+ svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
+ }
+ else {
+ if (raster->templ.poly_stipple_enable !=
+ svga->curr.rast->templ.poly_stipple_enable) {
+ svga->dirty |= SVGA_NEW_STIPPLE;
+ }
+ if (raster->templ.rasterizer_discard !=
+ svga->curr.rast->templ.rasterizer_discard) {
+ svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
+ }
}
svga->curr.rast = raster;
svga->dirty |= SVGA_NEW_RAST;
}
+
static void
svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
{
}
FREE(state);
- svga->hud.num_state_objects--;
+ svga->hud.num_rasterizer_objects--;
}
-void svga_init_rasterizer_functions( struct svga_context *svga )
+void
+svga_init_rasterizer_functions(struct svga_context *svga)
{
svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
}
-
-
-/***********************************************************************
- * Hardware state update
- */
-