X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_screen.c;h=7359165621ef68138abb5ba7e9b7f8237459c20c;hb=a9eda41539bd63ed1835556ad3afc77ee01f6a6a;hp=54d9faeb72a7d4596a7d2ccdc8b5fe29d554380f;hpb=992382762a74fd834926fd2c3cd9e14a186e2dd5;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_screen.c b/src/gallium/drivers/svga/svga_screen.c index 54d9faeb72a..7359165621e 100644 --- a/src/gallium/drivers/svga/svga_screen.c +++ b/src/gallium/drivers/svga/svga_screen.c @@ -29,12 +29,13 @@ #include "util/u_math.h" #include "svga_winsys.h" +#include "svga_public.h" #include "svga_context.h" +#include "svga_format.h" #include "svga_screen.h" #include "svga_resource_texture.h" #include "svga_resource.h" #include "svga_debug.h" -#include "svga_surface.h" #include "svga3d_shaderdefs.h" @@ -71,57 +72,76 @@ svga_get_vendor( struct pipe_screen *pscreen ) static const char * svga_get_name( struct pipe_screen *pscreen ) { + const char *build = "", *llvm = "", *mutex = ""; + static char name[100]; #ifdef DEBUG /* Only return internal details in the DEBUG version: */ - return "SVGA3D; build: DEBUG; mutex: " PIPE_ATOMIC; + build = "build: DEBUG;"; + mutex = "mutex: " PIPE_ATOMIC ";"; +#ifdef HAVE_LLVM + llvm = "LLVM;"; +#endif #else - return "SVGA3D; build: RELEASE; "; + build = "build: RELEASE;"; #endif + + util_snprintf(name, sizeof(name), "SVGA3D; %s %s %s", build, mutex, llvm); + return name; } static float -svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param) +svga_get_paramf(struct pipe_screen *screen, enum pipe_capf param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; SVGA3dDevCapResult result; switch (param) { - case PIPE_CAP_MAX_LINE_WIDTH: + case PIPE_CAPF_MAX_LINE_WIDTH: /* fall-through */ - case PIPE_CAP_MAX_LINE_WIDTH_AA: + case PIPE_CAPF_MAX_LINE_WIDTH_AA: return 7.0; - case PIPE_CAP_MAX_POINT_WIDTH: + case PIPE_CAPF_MAX_POINT_WIDTH: /* fall-through */ - case PIPE_CAP_MAX_POINT_WIDTH_AA: + case PIPE_CAPF_MAX_POINT_WIDTH_AA: /* Keep this to a reasonable size to avoid failures in * conform/pntaa.c: */ return SVGA_MAX_POINTSIZE; - case PIPE_CAP_MAX_TEXTURE_ANISOTROPY: + case PIPE_CAPF_MAX_TEXTURE_ANISOTROPY: if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY, &result)) return 4.0; return result.u; - case PIPE_CAP_MAX_TEXTURE_LOD_BIAS: - return 16.0; + case PIPE_CAPF_MAX_TEXTURE_LOD_BIAS: + return 15.0; - case PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS: - return 16; + default: + return 0; + } +} + + +static int +svga_get_param(struct pipe_screen *screen, enum pipe_cap param) +{ + struct svga_screen *svgascreen = svga_screen(screen); + struct svga_winsys_screen *sws = svgascreen->sws; + SVGA3dDevCapResult result; + + switch (param) { case PIPE_CAP_MAX_COMBINED_SAMPLERS: return 16; case PIPE_CAP_NPOT_TEXTURES: return 1; case PIPE_CAP_TWO_SIDED_STENCIL: return 1; - case PIPE_CAP_GLSL: - return svgascreen->use_ps30 && svgascreen->use_vs30; case PIPE_CAP_ANISOTROPIC_FILTER: return 1; case PIPE_CAP_POINT_SPRITE: @@ -138,6 +158,8 @@ svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param) return 0; case PIPE_CAP_TEXTURE_SHADOW_MAP: return 1; + case PIPE_CAP_TEXTURE_SWIZZLE: + return 1; case PIPE_CAP_MAX_TEXTURE_2D_LEVELS: { @@ -163,11 +185,8 @@ svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param) * No mechanism to query the host, and at least limited to 2048x2048 on * certain hardware. */ - return MIN2(screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS), - 12.0 /* 2048x2048 */); - - case PIPE_CAP_TEXTURE_MIRROR_REPEAT: /* req. for GL 1.4 */ - return 1; + return MIN2(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS), + 12 /* 2048x2048 */); case PIPE_CAP_BLEND_EQUATION_SEPARATE: /* req. for GL 1.5 */ return 1; @@ -179,115 +198,122 @@ svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param) case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER: return 0; - /* - * Fragment shader limits - */ - - case PIPE_CAP_MAX_FS_INSTRUCTIONS: - case PIPE_CAP_MAX_FS_ALU_INSTRUCTIONS: - case PIPE_CAP_MAX_FS_TEX_INSTRUCTIONS: - case PIPE_CAP_MAX_FS_TEX_INDIRECTIONS: - return svgascreen->use_ps30 ? 512 : 96; - case PIPE_CAP_MAX_FS_CONTROL_FLOW_DEPTH: - return SVGA3D_MAX_NESTING_LEVEL; - case PIPE_CAP_MAX_FS_INPUTS: - return 10; - case PIPE_CAP_MAX_FS_CONSTS: - return svgascreen->use_vs30 ? 224 : 16; - case PIPE_CAP_MAX_FS_TEMPS: - if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result)) - return svgascreen->use_ps30 ? 32 : 12; - return result.u; - case PIPE_CAP_MAX_FS_ADDRS: - return svgascreen->use_ps30 ? 1 : 0; - case PIPE_CAP_MAX_FS_PREDS: - return svgascreen->use_ps30 ? 1 : 0; - - /* - * Vertex shader limits - */ - case PIPE_CAP_MAX_VS_INSTRUCTIONS: - case PIPE_CAP_MAX_VS_ALU_INSTRUCTIONS: - if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result)) - return svgascreen->use_vs30 ? 512 : 256; - return result.u; - case PIPE_CAP_MAX_VS_TEX_INSTRUCTIONS: - case PIPE_CAP_MAX_VS_TEX_INDIRECTIONS: - /* XXX: until we have vertex texture support */ - return 0; - case PIPE_CAP_MAX_VS_CONTROL_FLOW_DEPTH: - return SVGA3D_MAX_NESTING_LEVEL; - case PIPE_CAP_MAX_VS_INPUTS: - return 16; - case PIPE_CAP_MAX_VS_CONSTS: - return 256; - case PIPE_CAP_MAX_VS_TEMPS: - if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result)) - return svgascreen->use_vs30 ? 32 : 12; - return result.u; - case PIPE_CAP_MAX_VS_ADDRS: - return svgascreen->use_vs30 ? 1 : 0; - case PIPE_CAP_MAX_VS_PREDS: - return svgascreen->use_vs30 ? 1 : 0; - case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE: return 1; + case PIPE_CAP_MIXED_COLORBUFFER_FORMATS: + return 0; default: return 0; } } - -/* This is a fairly pointless interface - */ -static int -svga_get_param(struct pipe_screen *screen, enum pipe_cap param) -{ - return (int) svga_get_paramf( screen, param ); -} - - -static INLINE SVGA3dDevCapIndex -svga_translate_format_cap(enum pipe_format format) +static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param) { - switch(format) { - - case PIPE_FORMAT_B8G8R8A8_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_A8R8G8B8; - case PIPE_FORMAT_B8G8R8X8_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_X8R8G8B8; - - case PIPE_FORMAT_B5G6R5_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_R5G6B5; - case PIPE_FORMAT_B5G5R5A1_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_A1R5G5B5; - case PIPE_FORMAT_B4G4R4A4_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_A4R4G4B4; - - case PIPE_FORMAT_Z16_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_Z_D16; - case PIPE_FORMAT_S8_USCALED_Z24_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_Z_D24S8; - case PIPE_FORMAT_X8Z24_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_Z_D24X8; - - case PIPE_FORMAT_A8_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_ALPHA8; - case PIPE_FORMAT_L8_UNORM: - return SVGA3D_DEVCAP_SURFACEFMT_LUMINANCE8; - - case PIPE_FORMAT_DXT1_RGB: - case PIPE_FORMAT_DXT1_RGBA: - return SVGA3D_DEVCAP_SURFACEFMT_DXT1; - case PIPE_FORMAT_DXT3_RGBA: - return SVGA3D_DEVCAP_SURFACEFMT_DXT3; - case PIPE_FORMAT_DXT5_RGBA: - return SVGA3D_DEVCAP_SURFACEFMT_DXT5; + struct svga_screen *svgascreen = svga_screen(screen); + struct svga_winsys_screen *sws = svgascreen->sws; + SVGA3dDevCapResult result; + switch (shader) + { + case PIPE_SHADER_FRAGMENT: + switch (param) + { + case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: + case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: + case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: + case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: + return 512; + case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: + return SVGA3D_MAX_NESTING_LEVEL; + case PIPE_SHADER_CAP_MAX_INPUTS: + return 10; + case PIPE_SHADER_CAP_MAX_CONSTS: + return 224; + case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: + return 1; + case PIPE_SHADER_CAP_MAX_TEMPS: + if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result)) + return 32; + return result.u; + case PIPE_SHADER_CAP_MAX_ADDRS: + case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: + /* + * Although PS 3.0 has some addressing abilities it can only represent + * loops that can be statically determined and unrolled. Given we can + * only handle a subset of the cases that the state tracker already + * does it is better to defer loop unrolling to the state tracker. + */ + return 0; + case PIPE_SHADER_CAP_MAX_PREDS: + return 1; + case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: + return 1; + case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: + case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: + case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: + return 0; + case PIPE_SHADER_CAP_SUBROUTINES: + return 0; + case PIPE_SHADER_CAP_INTEGERS: + return 0; + case PIPE_SHADER_CAP_MAX_TEXTURE_SAMPLERS: + return 16; + case PIPE_SHADER_CAP_OUTPUT_READ: + return 0; + } + break; + case PIPE_SHADER_VERTEX: + switch (param) + { + case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: + case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: + if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result)) + return 512; + return result.u; + case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: + case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: + /* XXX: until we have vertex texture support */ + return 0; + case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: + return SVGA3D_MAX_NESTING_LEVEL; + case PIPE_SHADER_CAP_MAX_INPUTS: + return 16; + case PIPE_SHADER_CAP_MAX_CONSTS: + return 256; + case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: + return 1; + case PIPE_SHADER_CAP_MAX_TEMPS: + if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result)) + return 32; + return result.u; + case PIPE_SHADER_CAP_MAX_ADDRS: + return 1; + case PIPE_SHADER_CAP_MAX_PREDS: + return 1; + case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: + return 1; + case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: + case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: + return 1; + case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: + return 0; + case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: + return 1; + case PIPE_SHADER_CAP_SUBROUTINES: + return 0; + case PIPE_SHADER_CAP_INTEGERS: + return 0; + case PIPE_SHADER_CAP_OUTPUT_READ: + return 0; + default: + break; + } + break; default: - return SVGA3D_DEVCAP_MAX; + break; } + return 0; } @@ -296,21 +322,35 @@ svga_is_format_supported( struct pipe_screen *screen, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, - unsigned tex_usage, - unsigned geom_flags ) + unsigned tex_usage) { - struct svga_winsys_screen *sws = svga_screen(screen)->sws; - SVGA3dDevCapIndex index; - SVGA3dDevCapResult result; + struct svga_screen *ss = svga_screen(screen); + SVGA3dSurfaceFormat svga_format; + SVGA3dSurfaceFormatCaps caps; + SVGA3dSurfaceFormatCaps mask; assert(tex_usage); - if (sample_count > 1) + if (sample_count > 1) { + return FALSE; + } + + svga_format = svga_translate_format(ss, format, tex_usage); + if (svga_format == SVGA3D_FORMAT_INVALID) { return FALSE; + } - /* Override host capabilities */ - if (tex_usage & PIPE_BIND_RENDER_TARGET) { - switch(format) { + /* + * Override host capabilities, so that we end up with the same + * visuals for all virtual hardware implementations. + */ + + if (tex_usage & PIPE_BIND_DISPLAY_TARGET) { + switch (svga_format) { + case SVGA3D_A8R8G8B8: + case SVGA3D_X8R8G8B8: + case SVGA3D_R5G6B5: + break; /* Often unsupported/problematic. This means we end up with the same * visuals for all virtual hardware implementations. @@ -319,47 +359,29 @@ svga_is_format_supported( struct pipe_screen *screen, case PIPE_FORMAT_B5G5R5A1_UNORM: return FALSE; - /* Simulate ability to render into compressed textures */ - case PIPE_FORMAT_DXT1_RGB: - case PIPE_FORMAT_DXT1_RGBA: - case PIPE_FORMAT_DXT3_RGBA: - case PIPE_FORMAT_DXT5_RGBA: - return TRUE; - default: - break; + return FALSE; } } - /* Try to query the host */ - index = svga_translate_format_cap(format); - if( index < SVGA3D_DEVCAP_MAX && - sws->get_cap(sws, index, &result) ) - { - SVGA3dSurfaceFormatCaps mask; - - mask.value = 0; - if (tex_usage & PIPE_BIND_RENDER_TARGET) - mask.offscreenRenderTarget = 1; - if (tex_usage & PIPE_BIND_DEPTH_STENCIL) - mask.zStencil = 1; - if (tex_usage & PIPE_BIND_SAMPLER_VIEW) - mask.texture = 1; - - if ((result.u & mask.value) == mask.value) - return TRUE; - else - return FALSE; + /* + * Query the host capabilities. + */ + + svga_get_format_cap(ss, svga_format, &caps); + + mask.value = 0; + if (tex_usage & PIPE_BIND_RENDER_TARGET) { + mask.offscreenRenderTarget = 1; + } + if (tex_usage & PIPE_BIND_DEPTH_STENCIL) { + mask.zStencil = 1; + } + if (tex_usage & PIPE_BIND_SAMPLER_VIEW) { + mask.texture = 1; } - /* Use our translate functions directly rather than relying on a - * duplicated list of supported formats which is prone to getting - * out of sync: - */ - if(tex_usage & (PIPE_BIND_RENDER_TARGET | PIPE_BIND_DEPTH_STENCIL)) - return svga_translate_format_render(format) != SVGA3D_FORMAT_INVALID; - else - return svga_translate_format(format) != SVGA3D_FORMAT_INVALID; + return (caps.value & mask.value) == mask.value; } @@ -373,27 +395,26 @@ svga_fence_reference(struct pipe_screen *screen, } -static int +static boolean svga_fence_signalled(struct pipe_screen *screen, - struct pipe_fence_handle *fence, - unsigned flag) + struct pipe_fence_handle *fence) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; - return sws->fence_signalled(sws, fence, flag); + return sws->fence_signalled(sws, fence, 0) == 0; } -static int +static boolean svga_fence_finish(struct pipe_screen *screen, struct pipe_fence_handle *fence, - unsigned flag) + uint64_t timeout) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; SVGA_DBG(DEBUG_DMA|DEBUG_PERF, "%s fence_ptr %p\n", __FUNCTION__, fence); - return sws->fence_finish(sws, fence, flag); + return sws->fence_finish(sws, fence, 0) == 0; } @@ -422,6 +443,7 @@ svga_screen_create(struct svga_winsys_screen *sws) struct svga_screen *svgascreen; struct pipe_screen *screen; SVGA3dDevCapResult result; + boolean use_vs30, use_ps30; #ifdef DEBUG SVGA_DEBUG = debug_get_flags_option("SVGA_DEBUG", svga_debug_flags, 0 ); @@ -448,6 +470,7 @@ svga_screen_create(struct svga_winsys_screen *sws) screen->get_name = svga_get_name; screen->get_vendor = svga_get_vendor; screen->get_param = svga_get_param; + screen->get_shader_param = svga_get_shader_param; screen->get_paramf = svga_get_paramf; screen->is_format_supported = svga_is_format_supported; screen->context_create = svga_context_create; @@ -456,25 +479,70 @@ svga_screen_create(struct svga_winsys_screen *sws) screen->fence_finish = svga_fence_finish; svgascreen->sws = sws; - svga_screen_init_surface_functions(screen); svga_init_screen_resource_functions(svgascreen); - svgascreen->use_ps30 = + if (sws->get_hw_version) { + svgascreen->hw_version = sws->get_hw_version(sws); + } else { + svgascreen->hw_version = SVGA3D_HWVERSION_WS65_B1; + } + + use_ps30 = sws->get_cap(sws, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION, &result) && result.u >= SVGA3DPSVERSION_30 ? TRUE : FALSE; - svgascreen->use_vs30 = + use_vs30 = sws->get_cap(sws, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION, &result) && result.u >= SVGA3DVSVERSION_30 ? TRUE : FALSE; -#if 1 - /* Shader model 2.0 is unsupported at the moment. */ - if(!svgascreen->use_ps30 || !svgascreen->use_vs30) + /* we require Shader model 3.0 or later */ + if (!use_ps30 || !use_vs30) goto error2; -#else - if(debug_get_bool_option("SVGA_NO_SM30", FALSE)) - svgascreen->use_vs30 = svgascreen->use_ps30 = FALSE; -#endif + + /* + * The D16, D24X8, and D24S8 formats always do an implicit shadow compare + * when sampled from, where as the DF16, DF24, and D24S8_INT do not. So + * we prefer the later when available. + * + * This mimics hardware vendors extensions for D3D depth sampling. See also + * http://aras-p.info/texts/D3D9GPUHacks.html + */ + + { + boolean has_df16, has_df24, has_d24s8_int; + SVGA3dSurfaceFormatCaps caps; + SVGA3dSurfaceFormatCaps mask; + mask.value = 0; + mask.zStencil = 1; + mask.texture = 1; + + svgascreen->depth.z16 = SVGA3D_Z_D16; + svgascreen->depth.x8z24 = SVGA3D_Z_D24X8; + svgascreen->depth.s8z24 = SVGA3D_Z_D24S8; + + svga_get_format_cap(svgascreen, SVGA3D_Z_DF16, &caps); + has_df16 = (caps.value & mask.value) == mask.value; + + svga_get_format_cap(svgascreen, SVGA3D_Z_DF24, &caps); + has_df24 = (caps.value & mask.value) == mask.value; + + svga_get_format_cap(svgascreen, SVGA3D_Z_D24S8_INT, &caps); + has_d24s8_int = (caps.value & mask.value) == mask.value; + + /* XXX: We might want some other logic here. + * Like if we only have d24s8_int we should + * emulate the other formats with that. + */ + if (has_df16) { + svgascreen->depth.z16 = SVGA3D_Z_DF16; + } + if (has_df24) { + svgascreen->depth.x8z24 = SVGA3D_Z_DF24; + } + if (has_d24s8_int) { + svgascreen->depth.s8z24 = SVGA3D_Z_D24S8_INT; + } + } pipe_mutex_init(svgascreen->tex_mutex); pipe_mutex_init(svgascreen->swc_mutex);