*
**********************************************************/
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "pipe/p_state.h"
-
-
#include "svga_context.h"
+#include "svga_shader.h"
#include "svga_state.h"
#include "svga_debug.h"
#include "svga_hw_reg.h"
-/***********************************************************************
- */
-static INLINE SVGA3dDeclType
-svga_translate_vertex_format(enum pipe_format format)
+static enum pipe_error
+update_need_swvfetch(struct svga_context *svga, uint64_t dirty)
{
- switch (format) {
- case PIPE_FORMAT_R32_FLOAT: return SVGA3D_DECLTYPE_FLOAT1;
- case PIPE_FORMAT_R32G32_FLOAT: return SVGA3D_DECLTYPE_FLOAT2;
- case PIPE_FORMAT_R32G32B32_FLOAT: return SVGA3D_DECLTYPE_FLOAT3;
- case PIPE_FORMAT_R32G32B32A32_FLOAT: return SVGA3D_DECLTYPE_FLOAT4;
- case PIPE_FORMAT_B8G8R8A8_UNORM: return SVGA3D_DECLTYPE_D3DCOLOR;
- case PIPE_FORMAT_R8G8B8A8_USCALED: return SVGA3D_DECLTYPE_UBYTE4;
- case PIPE_FORMAT_R16G16_SSCALED: return SVGA3D_DECLTYPE_SHORT2;
- case PIPE_FORMAT_R16G16B16A16_SSCALED: return SVGA3D_DECLTYPE_SHORT4;
- case PIPE_FORMAT_R8G8B8A8_UNORM: return SVGA3D_DECLTYPE_UBYTE4N;
- case PIPE_FORMAT_R16G16_SNORM: return SVGA3D_DECLTYPE_SHORT2N;
- case PIPE_FORMAT_R16G16B16A16_SNORM: return SVGA3D_DECLTYPE_SHORT4N;
- case PIPE_FORMAT_R16G16_UNORM: return SVGA3D_DECLTYPE_USHORT2N;
- case PIPE_FORMAT_R16G16B16A16_UNORM: return SVGA3D_DECLTYPE_USHORT4N;
-
- /* These formats don't exist yet:
- *
- case PIPE_FORMAT_R10G10B10_USCALED: return SVGA3D_DECLTYPE_UDEC3;
- case PIPE_FORMAT_R10G10B10_SNORM: return SVGA3D_DECLTYPE_DEC3N;
- case PIPE_FORMAT_R16G16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_2;
- case PIPE_FORMAT_R16G16B16A16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_4;
- */
-
- default:
- /* There are many formats without hardware support. This case
- * will be hit regularly, meaning we'll need swvfetch.
- */
- return SVGA3D_DECLTYPE_MAX;
+ if (!svga->curr.velems) {
+ /* No vertex elements bound. */
+ return PIPE_OK;
}
-}
-
-static int update_need_swvfetch( struct svga_context *svga,
- unsigned dirty )
-{
- unsigned i;
- boolean need_swvfetch = FALSE;
-
- for (i = 0; i < svga->curr.num_vertex_elements; i++) {
- svga->state.sw.ve_format[i] = svga_translate_vertex_format(svga->curr.ve[i].src_format);
- if (svga->state.sw.ve_format[i] == SVGA3D_DECLTYPE_MAX) {
- need_swvfetch = TRUE;
- break;
- }
- }
-
- if (need_swvfetch != svga->state.sw.need_swvfetch) {
- svga->state.sw.need_swvfetch = need_swvfetch;
+ if (svga->state.sw.need_swvfetch != svga->curr.velems->need_swvfetch) {
+ svga->state.sw.need_swvfetch = svga->curr.velems->need_swvfetch;
svga->dirty |= SVGA_NEW_NEED_SWVFETCH;
}
-
- return 0;
+
+ return PIPE_OK;
}
-struct svga_tracked_state svga_update_need_swvfetch =
+struct svga_tracked_state svga_update_need_swvfetch =
{
"update need_swvfetch",
( SVGA_NEW_VELEMENT ),
};
-/***********************************************************************
- */
-static int update_need_pipeline( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+update_need_pipeline(struct svga_context *svga, uint64_t dirty)
{
-
boolean need_pipeline = FALSE;
struct svga_vertex_shader *vs = svga->curr.vs;
+ const char *reason = "";
/* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
*/
- if (svga->curr.rast->need_pipeline & (1 << svga->curr.reduced_prim)) {
- SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline (%d) & prim (%x)\n",
+ if (svga->curr.rast &&
+ (svga->curr.rast->need_pipeline & (1 << svga->curr.reduced_prim))) {
+ SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline (0x%x) & prim (0x%x)\n",
__FUNCTION__,
svga->curr.rast->need_pipeline,
(1 << svga->curr.reduced_prim) );
+ SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline tris (%s), lines (%s), points (%s)\n",
+ __FUNCTION__,
+ svga->curr.rast->need_pipeline_tris_str,
+ svga->curr.rast->need_pipeline_lines_str,
+ svga->curr.rast->need_pipeline_points_str);
need_pipeline = TRUE;
+
+ switch (svga->curr.reduced_prim) {
+ case PIPE_PRIM_POINTS:
+ reason = svga->curr.rast->need_pipeline_points_str;
+ break;
+ case PIPE_PRIM_LINES:
+ reason = svga->curr.rast->need_pipeline_lines_str;
+ break;
+ case PIPE_PRIM_TRIANGLES:
+ reason = svga->curr.rast->need_pipeline_tris_str;
+ break;
+ default:
+ assert(!"Unexpected reduced prim type");
+ }
}
/* EDGEFLAGS
*/
- if (vs->base.info.writes_edgeflag) {
+ if (vs && vs->base.info.writes_edgeflag) {
SVGA_DBG(DEBUG_SWTNL, "%s: edgeflags\n", __FUNCTION__);
need_pipeline = TRUE;
+ reason = "edge flags";
}
- /* SVGA_NEW_CLIP
+ /* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
*/
- if (!svga->curr.rast->templ.bypass_vs_clip_and_viewport &&
- svga->curr.clip.nr) {
- SVGA_DBG(DEBUG_SWTNL, "%s: userclip\n", __FUNCTION__);
- need_pipeline = TRUE;
+ if (svga->curr.rast && svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
+ unsigned sprite_coord_gen = svga->curr.rast->templ.sprite_coord_enable;
+ unsigned generic_inputs =
+ svga->curr.fs ? svga->curr.fs->generic_inputs : 0;
+
+ if (!svga_have_vgpu10(svga) && sprite_coord_gen &&
+ (generic_inputs & ~sprite_coord_gen)) {
+ /* The fragment shader is using some generic inputs that are
+ * not being replaced by auto-generated point/sprite coords (and
+ * auto sprite coord generation is turned on).
+ * The SVGA3D interface does not support that: if we enable
+ * SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
+ * texture coordinate sets.
+ * To solve this, we have to use the draw-module's wide/sprite
+ * point stage.
+ */
+ need_pipeline = TRUE;
+ reason = "point sprite coordinate generation";
+ }
}
if (need_pipeline != svga->state.sw.need_pipeline) {
svga->dirty |= SVGA_NEW_NEED_PIPELINE;
}
- return 0;
+ /* DEBUG */
+ if (0 && svga->state.sw.need_pipeline)
+ debug_printf("sw.need_pipeline = %d\n", svga->state.sw.need_pipeline);
+
+ if (svga->state.sw.need_pipeline) {
+ assert(reason);
+ pipe_debug_message(&svga->debug.callback, FALLBACK,
+ "Using semi-fallback for %s", reason);
+ }
+
+ return PIPE_OK;
}
-struct svga_tracked_state svga_update_need_pipeline =
+struct svga_tracked_state svga_update_need_pipeline =
{
"need pipeline",
(SVGA_NEW_RAST |
- SVGA_NEW_CLIP |
+ SVGA_NEW_FS |
SVGA_NEW_VS |
SVGA_NEW_REDUCED_PRIMITIVE),
update_need_pipeline
};
-/***********************************************************************
- */
-
-static int update_need_swtnl( struct svga_context *svga,
- unsigned dirty )
+static enum pipe_error
+update_need_swtnl(struct svga_context *svga, uint64_t dirty)
{
boolean need_swtnl;
if (svga->debug.no_swtnl) {
- svga->state.sw.need_swvfetch = 0;
- svga->state.sw.need_pipeline = 0;
+ svga->state.sw.need_swvfetch = FALSE;
+ svga->state.sw.need_pipeline = FALSE;
}
need_swtnl = (svga->state.sw.need_swvfetch ||
svga->state.sw.need_pipeline);
if (svga->debug.force_swtnl) {
- need_swtnl = 1;
+ need_swtnl = TRUE;
}
+ /*
+ * Some state changes the draw module does makes us believe we
+ * we don't need swtnl. This causes the vdecl code to pickup
+ * the wrong buffers and vertex formats. Try trivial/line-wide.
+ */
+ if (svga->state.sw.in_swtnl_draw)
+ need_swtnl = TRUE;
+
if (need_swtnl != svga->state.sw.need_swtnl) {
SVGA_DBG(DEBUG_SWTNL|DEBUG_PERF,
- "%s need_swvfetch: %s, need_pipeline %s\n",
+ "%s: need_swvfetch %s, need_pipeline %s\n",
__FUNCTION__,
svga->state.sw.need_swvfetch ? "true" : "false",
svga->state.sw.need_pipeline ? "true" : "false");
svga->dirty |= SVGA_NEW_NEED_SWTNL;
svga->swtnl.new_vdecl = TRUE;
}
-
- return 0;
+
+ return PIPE_OK;
}