#include "util/u_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
+#include "util/u_format.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_cmd.h"
#include "svga_debug.h"
+#include "svga_screen.h"
+#include "svga_surface.h"
+#include "svga_resource_texture.h"
-/***********************************************************************
- * Hardware state update
+/*
+ * flush our command buffer after the 8th distinct render target
+ *
+ * This helps improve the surface cache behaviour in the face of the
+ * large number of single-use render targets generated by EXA and the xorg
+ * state tracker. Without this we can reference hundreds of individual
+ * render targets from a command buffer, which leaves little scope for
+ * sharing or reuse of those targets.
*/
+#define MAX_RT_PER_BATCH 8
-static int emit_framebuffer( struct svga_context *svga,
- unsigned dirty )
+
+static enum pipe_error
+emit_fb_vgpu9(struct svga_context *svga)
{
+ struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
- boolean reemit = !!(dirty & SVGA_NEW_COMMAND_BUFFER);
+ boolean reemit = svga->rebind.flags.rendertargets;
unsigned i;
enum pipe_error ret;
+ assert(!svga_have_vgpu10(svga));
+
/*
* We need to reemit non-null surface bindings, even when they are not
* dirty, to ensure that the resources are paged in.
*/
-
- for(i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) {
- if (curr->cbufs[i] != hw->cbufs[i] ||
- (reemit && hw->cbufs[i])) {
- if (svga->curr.nr_fbs++ > 8)
+
+ for (i = 0; i < svgascreen->max_color_buffers; i++) {
+ if ((curr->cbufs[i] != hw->cbufs[i]) || (reemit && hw->cbufs[i])) {
+ if (svga->curr.nr_fbs++ > MAX_RT_PER_BATCH)
return PIPE_ERROR_OUT_OF_MEMORY;
- ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, curr->cbufs[i]);
+ /* Check to see if we need to propagate the render target surface */
+ if (hw->cbufs[i] && svga_surface_needs_propagation(hw->cbufs[i]))
+ svga_propagate_surface(svga, hw->cbufs[i], TRUE);
+
+ ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i,
+ curr->cbufs[i]);
if (ret != PIPE_OK)
return ret;
-
+
pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
}
+
+ /* Set the rendered-to flag */
+ struct pipe_surface *s = curr->cbufs[i];
+ if (s) {
+ svga_set_texture_rendered_to(svga_texture(s->texture),
+ s->u.tex.first_layer, s->u.tex.level);
+ }
}
-
- if (curr->zsbuf != hw->zsbuf ||
- (reemit && hw->zsbuf)) {
+ if ((curr->zsbuf != hw->zsbuf) || (reemit && hw->zsbuf)) {
ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf);
if (ret != PIPE_OK)
return ret;
+ /* Check to see if we need to propagate the depth stencil surface */
+ if (hw->zsbuf && svga_surface_needs_propagation(hw->zsbuf))
+ svga_propagate_surface(svga, hw->zsbuf, TRUE);
+
if (curr->zsbuf &&
- curr->zsbuf->format == PIPE_FORMAT_S8_USCALED_Z24_UNORM) {
- ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, curr->zsbuf);
+ util_format_is_depth_and_stencil(curr->zsbuf->format)) {
+ ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL,
+ curr->zsbuf);
if (ret != PIPE_OK)
return ret;
}
if (ret != PIPE_OK)
return ret;
}
-
+
pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
- }
+ /* Set the rendered-to flag */
+ struct pipe_surface *s = curr->zsbuf;
+ if (s) {
+ svga_set_texture_rendered_to(svga_texture(s->texture),
+ s->u.tex.first_layer, s->u.tex.level);
+ }
+ }
- return 0;
+ return PIPE_OK;
}
* Called at the beginning of every new command buffer to ensure that
* non-dirty rendertargets are properly paged-in.
*/
-enum pipe_error
-svga_reemit_framebuffer_bindings(struct svga_context *svga)
+static enum pipe_error
+svga_reemit_framebuffer_bindings_vgpu9(struct svga_context *svga)
{
+ struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
unsigned i;
enum pipe_error ret;
- for (i = 0; i < MIN2(PIPE_MAX_COLOR_BUFS, 8); ++i) {
+ assert(!svga_have_vgpu10(svga));
+
+ for (i = 0; i < svgascreen->max_color_buffers; i++) {
if (hw->cbufs[i]) {
- ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, hw->cbufs[i]);
+ ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i,
+ hw->cbufs[i]);
if (ret != PIPE_OK) {
return ret;
}
}
if (hw->zsbuf &&
- hw->zsbuf->format == PIPE_FORMAT_S8_USCALED_Z24_UNORM) {
+ util_format_is_depth_and_stencil(hw->zsbuf->format)) {
ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, hw->zsbuf);
if (ret != PIPE_OK) {
return ret;
}
-struct svga_tracked_state svga_hw_framebuffer =
+
+static enum pipe_error
+emit_fb_vgpu10(struct svga_context *svga)
+{
+ const struct svga_screen *ss = svga_screen(svga->pipe.screen);
+ struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
+ struct pipe_surface *dsv;
+ struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
+ struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
+ const unsigned num_color = MAX2(curr->nr_cbufs, hw->nr_cbufs);
+ int last_rtv = -1;
+ unsigned i;
+ enum pipe_error ret = PIPE_OK;
+
+ assert(svga_have_vgpu10(svga));
+
+ /* Reset the has_backed_views flag.
+ * The flag is set in svga_validate_surface_view() if
+ * a backed surface view is used.
+ */
+ svga->state.hw_draw.has_backed_views = FALSE;
+
+ /* Setup render targets array. Note that we loop over the max of the
+ * number of previously bound buffers and the new buffers to unbind
+ * any previously bound buffers when the new number of buffers is less
+ * than the old number of buffers.
+ */
+ for (i = 0; i < num_color; i++) {
+ if (curr->cbufs[i]) {
+ struct pipe_surface *s = curr->cbufs[i];
+
+ rtv[i] = svga_validate_surface_view(svga, svga_surface(s));
+ if (rtv[i] == NULL) {
+ return PIPE_ERROR_OUT_OF_MEMORY;
+ }
+
+ assert(svga_surface(rtv[i])->view_id != SVGA3D_INVALID_ID);
+ last_rtv = i;
+
+ /* Set the rendered-to flag */
+ svga_set_texture_rendered_to(svga_texture(s->texture),
+ s->u.tex.first_layer, s->u.tex.level);
+ }
+ else {
+ rtv[i] = NULL;
+ }
+ }
+
+ /* Setup depth stencil view */
+ if (curr->zsbuf) {
+ struct pipe_surface *s = curr->zsbuf;
+
+ dsv = svga_validate_surface_view(svga, svga_surface(curr->zsbuf));
+ if (!dsv) {
+ return PIPE_ERROR_OUT_OF_MEMORY;
+ }
+
+ /* Set the rendered-to flag */
+ svga_set_texture_rendered_to(svga_texture(s->texture),
+ s->u.tex.first_layer, s->u.tex.level);
+ }
+ else {
+ dsv = NULL;
+ }
+
+ /* avoid emitting redundant SetRenderTargets command */
+ if ((num_color != svga->state.hw_clear.num_rendertargets) ||
+ (dsv != svga->state.hw_clear.dsv) ||
+ memcmp(rtv, svga->state.hw_clear.rtv, num_color * sizeof(rtv[0]))) {
+
+ ret = SVGA3D_vgpu10_SetRenderTargets(svga->swc, num_color, rtv, dsv);
+ if (ret != PIPE_OK)
+ return ret;
+
+ /* number of render targets sent to the device, not including trailing
+ * unbound render targets.
+ */
+ svga->state.hw_clear.num_rendertargets = last_rtv + 1;
+ svga->state.hw_clear.dsv = dsv;
+ memcpy(svga->state.hw_clear.rtv, rtv, num_color * sizeof(rtv[0]));
+
+ for (i = 0; i < ss->max_color_buffers; i++) {
+ if (hw->cbufs[i] != curr->cbufs[i]) {
+ /* propagate the backed view surface before unbinding it */
+ if (hw->cbufs[i] && svga_surface(hw->cbufs[i])->backed) {
+ svga_propagate_surface(svga,
+ &svga_surface(hw->cbufs[i])->backed->base,
+ TRUE);
+ }
+ pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
+ }
+ }
+ hw->nr_cbufs = curr->nr_cbufs;
+
+ if (hw->zsbuf != curr->zsbuf) {
+ /* propagate the backed view surface before unbinding it */
+ if (hw->zsbuf && svga_surface(hw->zsbuf)->backed) {
+ svga_propagate_surface(svga, &svga_surface(hw->zsbuf)->backed->base,
+ TRUE);
+ }
+ pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
+ }
+ }
+
+ return ret;
+}
+
+
+static enum pipe_error
+emit_framebuffer(struct svga_context *svga, unsigned dirty)
+{
+ if (svga_have_vgpu10(svga)) {
+ return emit_fb_vgpu10(svga);
+ }
+ else {
+ return emit_fb_vgpu9(svga);
+ }
+}
+
+
+/*
+ * Rebind rendertargets.
+ *
+ * Similar to emit_framebuffer, but without any state checking/update.
+ *
+ * Called at the beginning of every new command buffer to ensure that
+ * non-dirty rendertargets are properly paged-in.
+ */
+enum pipe_error
+svga_reemit_framebuffer_bindings(struct svga_context *svga)
+{
+ enum pipe_error ret;
+
+ assert(svga->rebind.flags.rendertargets);
+
+ if (svga_have_vgpu10(svga)) {
+ ret = emit_fb_vgpu10(svga);
+ }
+ else {
+ ret = svga_reemit_framebuffer_bindings_vgpu9(svga);
+ }
+
+ svga->rebind.flags.rendertargets = FALSE;
+
+ return ret;
+}
+
+
+/*
+ * Send a private allocation command to page in rendertargets resource.
+ */
+enum pipe_error
+svga_rebind_framebuffer_bindings(struct svga_context *svga)
+{
+ struct svga_hw_clear_state *hw = &svga->state.hw_clear;
+ unsigned i;
+ enum pipe_error ret;
+
+ assert(svga_have_vgpu10(svga));
+
+ if (!svga->rebind.flags.rendertargets)
+ return PIPE_OK;
+
+ for (i = 0; i < hw->num_rendertargets; i++) {
+ if (hw->rtv[i]) {
+ ret = svga->swc->resource_rebind(svga->swc,
+ svga_surface(hw->rtv[i])->handle,
+ NULL,
+ SVGA_RELOC_WRITE);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ }
+
+ if (hw->dsv) {
+ ret = svga->swc->resource_rebind(svga->swc,
+ svga_surface(hw->dsv)->handle,
+ NULL,
+ SVGA_RELOC_WRITE);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+
+ svga->rebind.flags.rendertargets = 0;
+
+ return PIPE_OK;
+}
+
+
+struct svga_tracked_state svga_hw_framebuffer =
{
"hw framebuffer state",
- SVGA_NEW_FRAME_BUFFER |
- SVGA_NEW_COMMAND_BUFFER,
+ SVGA_NEW_FRAME_BUFFER,
emit_framebuffer
};
-/***********************************************************************
+/***********************************************************************
*/
-static int emit_viewport( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+emit_viewport( struct svga_context *svga,
+ unsigned dirty )
{
const struct pipe_viewport_state *viewport = &svga->curr.viewport;
struct svga_prescale prescale;
float range_max = 1.0;
float flip = -1.0;
boolean degenerate = FALSE;
+ boolean invertY = FALSE;
enum pipe_error ret;
- float fb_width = svga->curr.framebuffer.width;
- float fb_height = svga->curr.framebuffer.height;
+ float fb_width = (float) svga->curr.framebuffer.width;
+ float fb_height = (float) svga->curr.framebuffer.height;
- float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
- float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
- float fw = viewport->scale[0] * 2;
- float fh = flip * viewport->scale[1] * 2;
+ float fx = viewport->scale[0] * -1.0f + viewport->translate[0];
+ float fy = flip * viewport->scale[1] * -1.0f + viewport->translate[1];
+ float fw = viewport->scale[0] * 2.0f;
+ float fh = flip * viewport->scale[1] * 2.0f;
+ boolean emit_vgpu10_viewport = FALSE;
memset( &prescale, 0, sizeof(prescale) );
prescale.translate[1] = 0;
prescale.translate[2] = 0;
prescale.translate[3] = 0;
- prescale.enabled = TRUE;
-
+ /* Enable prescale to adjust vertex positions to match
+ VGPU10 convention only if rasterization is enabled.
+ */
+ if (svga->curr.rast && svga->curr.rast->templ.rasterizer_discard) {
+ degenerate = TRUE;
+ goto out;
+ } else {
+ prescale.enabled = TRUE;
+ }
if (fw < 0) {
- prescale.scale[0] *= -1.0;
+ prescale.scale[0] *= -1.0f;
prescale.translate[0] += -fw;
fw = -fw;
- fx = viewport->scale[0] * 1.0 + viewport->translate[0];
+ fx = viewport->scale[0] * 1.0f + viewport->translate[0];
}
- if (fh < 0) {
- prescale.scale[1] *= -1.0;
- prescale.translate[1] += -fh;
+ if (fh < 0.0) {
+ if (svga_have_vgpu10(svga)) {
+ /* floating point viewport params below */
+ prescale.translate[1] = fh + fy * 2.0f;
+ }
+ else {
+ /* integer viewport params below */
+ prescale.translate[1] = fh - 1.0f + fy * 2.0f;
+ }
fh = -fh;
- fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1];
+ fy -= fh;
+ prescale.scale[1] = -1.0f;
+ invertY = TRUE;
}
if (fx < 0) {
prescale.translate[0] += fx;
- prescale.scale[0] *= fw / (fw + fx);
+ prescale.scale[0] *= fw / (fw + fx);
fw += fx;
- fx = 0;
+ fx = 0.0f;
}
if (fy < 0) {
- prescale.translate[1] += fy;
- prescale.scale[1] *= fh / (fh + fy);
+ if (invertY) {
+ prescale.translate[1] -= fy;
+ }
+ else {
+ prescale.translate[1] += fy;
+ }
+ prescale.scale[1] *= fh / (fh + fy);
fh += fy;
- fy = 0;
+ fy = 0.0f;
}
if (fx + fw > fb_width) {
- prescale.scale[0] *= fw / (fb_width - fx);
+ prescale.scale[0] *= fw / (fb_width - fx);
prescale.translate[0] -= fx * (fw / (fb_width - fx));
prescale.translate[0] += fx;
fw = fb_width - fx;
-
}
if (fy + fh > fb_height) {
prescale.scale[1] *= fh / (fb_height - fy);
- prescale.translate[1] -= fy * (fh / (fb_height - fy));
- prescale.translate[1] += fy;
+ if (invertY) {
+ float in = fb_height - fy; /* number of vp pixels inside view */
+ float out = fy + fh - fb_height; /* number of vp pixels out of view */
+ prescale.translate[1] += fy * out / in;
+ }
+ else {
+ prescale.translate[1] -= fy * (fh / (fb_height - fy));
+ prescale.translate[1] += fy;
+ }
fh = fb_height - fy;
}
goto out;
}
-
/* D3D viewport is integer space. Convert fx,fy,etc. to
* integers.
*
* TODO: adjust pretranslate correct for any subpixel error
* introduced converting to integers.
*/
- rect.x = fx;
- rect.y = fy;
- rect.w = fw;
- rect.h = fh;
+ rect.x = (uint32) fx;
+ rect.y = (uint32) fy;
+ rect.w = (uint32) fw;
+ rect.h = (uint32) fh;
SVGA_DBG(DEBUG_VIEWPORT,
"viewport error %f,%f %fx%f\n",
rect.w,
rect.h);
-
/* Finally, to get GL rasterization rules, need to tweak the
* screen-space coordinates slightly relative to D3D which is
* what hardware implements natively.
*/
- if (svga->curr.rast->templ.gl_rasterization_rules) {
+ if (svga->curr.rast && svga->curr.rast->templ.half_pixel_center) {
float adjust_x = 0.0;
float adjust_y = 0.0;
- switch (svga->curr.reduced_prim) {
- case PIPE_PRIM_LINES:
- adjust_x = -0.5;
- adjust_y = 0;
- break;
- case PIPE_PRIM_POINTS:
- case PIPE_PRIM_TRIANGLES:
- adjust_x = -0.25;
- adjust_y = -0.5;
- break;
+ if (svga_have_vgpu10(svga)) {
+ /* Normally, we don't have to do any sub-pixel coordinate
+ * adjustments for VGPU10. But when we draw wide points with
+ * a GS we need an X adjustment in order to be conformant.
+ */
+ if (svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
+ svga->curr.rast->pointsize > 1.0f) {
+ adjust_x = 0.5;
+ }
+ }
+ else {
+ switch (svga->curr.reduced_prim) {
+ case PIPE_PRIM_POINTS:
+ adjust_x = -0.375;
+ adjust_y = -0.75;
+ break;
+ case PIPE_PRIM_LINES:
+ adjust_x = -0.5;
+ adjust_y = 0;
+ break;
+ case PIPE_PRIM_TRIANGLES:
+ adjust_x = -0.5;
+ adjust_y = -0.5;
+ break;
+ default:
+ /* nothing */
+ break;
+ }
}
+ if (invertY)
+ adjust_y = -adjust_y;
+
prescale.translate[0] += adjust_x;
prescale.translate[1] += adjust_y;
prescale.translate[2] = 0.5; /* D3D clip space */
prescale.scale[2] = 0.5; /* D3D clip space */
}
-
- range_min = viewport->scale[2] * -1.0 + viewport->translate[2];
- range_max = viewport->scale[2] * 1.0 + viewport->translate[2];
+ range_min = viewport->scale[2] * -1.0f + viewport->translate[2];
+ range_max = viewport->scale[2] * 1.0f + viewport->translate[2];
/* D3D (and by implication SVGA) doesn't like dealing with zmax
* less than zmin. Detect that case, flip the depth range and
*/
if (range_min > range_max) {
float range_tmp;
- range_tmp = range_min;
- range_min = range_max;
+ range_tmp = range_min;
+ range_min = range_max;
range_max = range_tmp;
- prescale.scale[2] = -prescale.scale[2];
+ prescale.scale[2] = -prescale.scale[2];
+ }
+
+ /* If zmin is less than 0, clamp zmin to 0 and adjust the prescale.
+ * zmin can be set to -1 when viewport->scale[2] is set to 1 and
+ * viewport->translate[2] is set to 0 in the blit code.
+ */
+ if (range_min < 0.0f) {
+ range_min = -0.5f * viewport->scale[2] + 0.5f + viewport->translate[2];
+ range_max = 0.5f * viewport->scale[2] + 0.5f + viewport->translate[2];
+ prescale.scale[2] *= 2.0f;
+ prescale.translate[2] -= 0.5f;
}
if (prescale.enabled) {
prescale.scale[0],
prescale.scale[1]);
- H[0] = (float)rect.w / 2.0;
- H[1] = -(float)rect.h / 2.0;
- J[0] = (float)rect.x + (float)rect.w / 2.0;
- J[1] = (float)rect.y + (float)rect.h / 2.0;
+ H[0] = (float)rect.w / 2.0f;
+ H[1] = -(float)rect.h / 2.0f;
+ J[0] = (float)rect.x + (float)rect.w / 2.0f;
+ J[1] = (float)rect.y + (float)rect.h / 2.0f;
SVGA_DBG(DEBUG_VIEWPORT,
"H %f,%f\n"
/* Adjust prescale to take into account the fact that it is
* going to be applied prior to the perspective divide and
* viewport transformation.
- *
+ *
* Vwin = H(Vc/Vc.w) + J
*
* We want to tweak Vwin with scale and translation from above,
*/
for (i = 0; i < 2; i++) {
prescale.translate[i] = ((prescale.translate[i] +
- (prescale.scale[i] - 1.0) * J[i]) / H[i]);
+ (prescale.scale[i] - 1.0f) * J[i]) / H[i]);
}
SVGA_DBG(DEBUG_VIEWPORT,
prescale.enabled = FALSE;
}
- if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
- ret = SVGA3D_SetViewport(svga->swc, &rect);
- if(ret != PIPE_OK)
- return ret;
+ if (!svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
+ if (svga_have_vgpu10(svga)) {
+ emit_vgpu10_viewport = TRUE;
+ }
+ else {
+ ret = SVGA3D_SetViewport(svga->swc, &rect);
+ if (ret != PIPE_OK)
+ return ret;
- memcpy(&svga->state.hw_clear.viewport, &rect, sizeof(rect));
- assert(sizeof(rect) == sizeof(svga->state.hw_clear.viewport));
+ svga->state.hw_clear.viewport = rect;
+ }
}
if (svga->state.hw_clear.depthrange.zmin != range_min ||
- svga->state.hw_clear.depthrange.zmax != range_max)
+ svga->state.hw_clear.depthrange.zmax != range_max)
{
- ret = SVGA3D_SetZRange(svga->swc, range_min, range_max );
- if(ret != PIPE_OK)
+ if (svga_have_vgpu10(svga)) {
+ emit_vgpu10_viewport = TRUE;
+ }
+ else {
+ ret = SVGA3D_SetZRange(svga->swc, range_min, range_max );
+ if (ret != PIPE_OK)
+ return ret;
+
+ svga->state.hw_clear.depthrange.zmin = range_min;
+ svga->state.hw_clear.depthrange.zmax = range_max;
+ }
+ }
+
+ if (emit_vgpu10_viewport) {
+ SVGA3dViewport vp;
+ vp.x = (float) rect.x;
+ vp.y = (float) rect.y;
+ vp.width = (float) rect.w;
+ vp.height = (float) rect.h;
+ vp.minDepth = range_min;
+ vp.maxDepth = range_max;
+ ret = SVGA3D_vgpu10_SetViewports(svga->swc, 1, &vp);
+ if (ret != PIPE_OK)
return ret;
+ svga->state.hw_clear.viewport = rect;
+
svga->state.hw_clear.depthrange.zmin = range_min;
svga->state.hw_clear.depthrange.zmax = range_max;
}
svga->state.hw_clear.prescale = prescale;
}
- return 0;
+ return PIPE_OK;
}
-struct svga_tracked_state svga_hw_viewport =
+struct svga_tracked_state svga_hw_viewport =
{
"hw viewport state",
( SVGA_NEW_FRAME_BUFFER |
/***********************************************************************
* Scissor state
*/
-static int emit_scissor_rect( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+emit_scissor_rect( struct svga_context *svga,
+ unsigned dirty )
{
const struct pipe_scissor_state *scissor = &svga->curr.scissor;
- SVGA3dRect rect;
- rect.x = scissor->minx;
- rect.y = scissor->miny;
- rect.w = scissor->maxx - scissor->minx; /* + 1 ?? */
- rect.h = scissor->maxy - scissor->miny; /* + 1 ?? */
-
- return SVGA3D_SetScissorRect(svga->swc, &rect);
+ if (svga_have_vgpu10(svga)) {
+ SVGASignedRect rect;
+
+ rect.left = scissor->minx;
+ rect.top = scissor->miny;
+ rect.right = scissor->maxx;
+ rect.bottom = scissor->maxy;
+
+ return SVGA3D_vgpu10_SetScissorRects(svga->swc, 1, &rect);
+ }
+ else {
+ SVGA3dRect rect;
+
+ rect.x = scissor->minx;
+ rect.y = scissor->miny;
+ rect.w = scissor->maxx - scissor->minx; /* + 1 ?? */
+ rect.h = scissor->maxy - scissor->miny; /* + 1 ?? */
+
+ return SVGA3D_SetScissorRect(svga->swc, &rect);
+ }
}
-struct svga_tracked_state svga_hw_scissor =
+struct svga_tracked_state svga_hw_scissor =
{
"hw scissor state",
SVGA_NEW_SCISSOR,
* Userclip state
*/
-static int emit_clip_planes( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+emit_clip_planes( struct svga_context *svga,
+ unsigned dirty )
{
unsigned i;
enum pipe_error ret;
/* TODO: just emit directly from svga_set_clip_state()?
*/
- for (i = 0; i < svga->curr.clip.nr; i++) {
- ret = SVGA3D_SetClipPlane( svga->swc,
- i,
- svga->curr.clip.ucp[i] );
- if(ret != PIPE_OK)
- return ret;
+ for (i = 0; i < SVGA3D_MAX_CLIP_PLANES; i++) {
+ /* need to express the plane in D3D-style coordinate space.
+ * GL coords get converted to D3D coords with the matrix:
+ * [ 1 0 0 0 ]
+ * [ 0 -1 0 0 ]
+ * [ 0 0 2 0 ]
+ * [ 0 0 -1 1 ]
+ * Apply that matrix to our plane equation, and invert Y.
+ */
+ float a = svga->curr.clip.ucp[i][0];
+ float b = svga->curr.clip.ucp[i][1];
+ float c = svga->curr.clip.ucp[i][2];
+ float d = svga->curr.clip.ucp[i][3];
+ float plane[4];
+
+ plane[0] = a;
+ plane[1] = b;
+ plane[2] = 2.0f * c;
+ plane[3] = d - c;
+
+ if (svga_have_vgpu10(svga)) {
+ //debug_printf("XXX emit DX10 clip plane\n");
+ ret = PIPE_OK;
+ }
+ else {
+ ret = SVGA3D_SetClipPlane(svga->swc, i, plane);
+ if (ret != PIPE_OK)
+ return ret;
+ }
}
- return 0;
+ return PIPE_OK;
}
-struct svga_tracked_state svga_hw_clip_planes =
+struct svga_tracked_state svga_hw_clip_planes =
{
"hw viewport state",
SVGA_NEW_CLIP,