*
**********************************************************/
+#include "pipe/p_defines.h"
#include "draw/draw_context.h"
+#include "util/u_bitmask.h"
#include "util/u_inlines.h"
-#include "pipe/p_defines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
+#include "svga_cmd.h"
#include "svga_context.h"
-
#include "svga_hw_reg.h"
+#include "svga_screen.h"
+
/* 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;
}
+static unsigned
+translate_fill_mode(unsigned fill)
+{
+ switch (fill) {
+ case PIPE_POLYGON_MODE_POINT:
+ return SVGA3D_FILLMODE_POINT;
+ case PIPE_POLYGON_MODE_LINE:
+ return SVGA3D_FILLMODE_LINE;
+ case PIPE_POLYGON_MODE_FILL:
+ return SVGA3D_FILLMODE_FILL;
+ default:
+ assert(!"Bad fill mode");
+ return SVGA3D_FILLMODE_FILL;
+ }
+}
+
+
+static unsigned
+translate_cull_mode(unsigned cull)
+{
+ switch (cull) {
+ case PIPE_FACE_NONE:
+ return SVGA3D_CULL_NONE;
+ case PIPE_FACE_FRONT:
+ return SVGA3D_CULL_FRONT;
+ case PIPE_FACE_BACK:
+ return SVGA3D_CULL_BACK;
+ case PIPE_FACE_FRONT_AND_BACK:
+ /* NOTE: we simply no-op polygon drawing in svga_draw_vbo() */
+ return SVGA3D_CULL_NONE;
+ default:
+ assert(!"Bad cull mode");
+ return SVGA3D_CULL_NONE;
+ }
+}
+
+
+static void
+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);
+ 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);
+
+ if (rast->templ.fill_front != rast->templ.fill_back) {
+ /* The VGPU10 device can't handle different front/back fill modes.
+ * We'll handle that with a swtnl/draw fallback. But we need to
+ * make sure we always fill triangles in that case.
+ */
+ fill_mode = SVGA3D_FILLMODE_FILL;
+ }
+
+ 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,
+ fill_mode,
+ cull_mode,
+ rast->templ.front_ccw,
+ depth_bias,
+ depth_bias_clamp,
+ slope_scaled_depth_bias,
+ rast->templ.depth_clip_near,
+ rast->templ.scissor,
+ rast->templ.multisample,
+ rast->templ.line_smooth,
+ line_width,
+ rast->templ.line_stipple_enable,
+ line_factor,
+ line_pattern,
+ pv_last);
+ if (ret == PIPE_OK)
+ return;
+ svga_context_flush(svga, NULL);
+ }
+}
+
+
static void *
svga_create_rasterizer_state(struct pipe_context *pipe,
const struct pipe_rasterizer_state *templ)
{
- struct svga_rasterizer_state *rast = CALLOC_STRUCT( svga_rasterizer_state );
+ 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);
+
+ if (!rast)
+ return NULL;
+
/* 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 - ??? */
- /* bypass_vs_viewport_and_clip - handled by viewport setup */
- /* flatshade_first - handled by index translation */
- /* gl_rasterization_rules - 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->pointsize = templ->point_size;
- rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
+ 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
+ * a 2x2 region. Otherwise the quad we draw may be too small and
+ * we may generate no fragments at all.
+ */
+ rast->pointsize = MAX2(2.0f, templ->point_size);
+ }
+ else {
+ rast->pointsize = templ->point_size;
+ }
+
+ rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
/* Use swtnl + decomposition implement these:
*/
- if (templ->poly_stipple_enable)
- rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
- if (templ->line_width != 1.0 &&
- templ->line_width != 0.0)
+ if (templ->line_width <= screen->maxLineWidth) {
+ /* 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 (!svga_have_vgpu10(svga) && 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
+ }
{
int fill_front = templ->fill_front;
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 = 0;
+ boolean offset = FALSE;
switch (templ->cull_face) {
case PIPE_FACE_FRONT_AND_BACK:
- offset = 0;
+ offset = FALSE;
fill = PIPE_POLYGON_MODE_FILL;
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";
}
/* If we are decomposing to lines, and lines need the pipeline,
* 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";
}
if (offset) {
rast->depthbias = templ->offset_units;
}
- rast->hw_unfilled = fill;
+ rast->hw_fillmode = fill;
}
-
-
-
if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
/* Turn off stuff which will get done in the draw module:
*/
- rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
+ rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
rast->slopescaledepthbias = 0;
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);
+ }
+
+ if (svga_have_vgpu10(svga)) {
+ define_rasterizer_object(svga, rast);
+ }
+
+ if (templ->poly_smooth) {
+ pipe_debug_message(&svga->debug.callback, CONFORMANCE,
+ "GL_POLYGON_SMOOTH not supported");
+ }
+
+ 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) {
+ 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;
- draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL,
- state);
-
svga->dirty |= SVGA_NEW_RAST;
}
-static void svga_delete_rasterizer_state(struct pipe_context *pipe,
- void *raster)
+
+static void
+svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
{
- FREE(raster);
+ struct svga_context *svga = svga_context(pipe);
+ struct svga_rasterizer_state *raster =
+ (struct svga_rasterizer_state *) state;
+
+ if (svga_have_vgpu10(svga)) {
+ enum pipe_error ret =
+ SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
+ if (ret != PIPE_OK) {
+ svga_context_flush(svga, NULL);
+ ret = SVGA3D_vgpu10_DestroyRasterizerState(svga->swc, raster->id);
+ }
+
+ if (raster->id == svga->state.hw_draw.rasterizer_id)
+ svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
+
+ util_bitmask_clear(svga->rast_object_id_bm, raster->id);
+ }
+
+ FREE(state);
+ 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
- */
-