X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fgallium%2Fdrivers%2Fsvga%2Fsvga_state_framebuffer.c;h=cf3310ac14a70a9f807533ea48096823863ccdd8;hb=80efb524ee94efc7c6b8f849b82305144838eea1;hp=7d7f93d8e3c373407f7f620ac0072f3d072425ce;hpb=3192633d4abe262d413e41feb871fe8deed409d8;p=mesa.git diff --git a/src/gallium/drivers/svga/svga_state_framebuffer.c b/src/gallium/drivers/svga/svga_state_framebuffer.c index 7d7f93d8e3c..cf3310ac14a 100644 --- a/src/gallium/drivers/svga/svga_state_framebuffer.c +++ b/src/gallium/drivers/svga/svga_state_framebuffer.c @@ -23,7 +23,7 @@ * **********************************************************/ -#include "pipe/p_inlines.h" +#include "util/u_inlines.h" #include "pipe/p_defines.h" #include "util/u_math.h" @@ -32,28 +32,33 @@ #include "svga_cmd.h" #include "svga_debug.h" -#include "svga_hw_reg.h" - /*********************************************************************** * Hardware state update */ -static int emit_framebuffer( struct svga_context *svga, - unsigned dirty ) +static enum pipe_error +emit_framebuffer( struct svga_context *svga, + unsigned dirty ) { const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer; struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer; + boolean reemit = svga->rebind.rendertargets; unsigned i; enum pipe_error ret; - /* XXX: Need shadow state in svga->hw to eliminate redundant - * uploads, especially of NULL buffers. + /* + * 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]) { + if (curr->cbufs[i] != hw->cbufs[i] || + (reemit && hw->cbufs[i])) { + if (svga->curr.nr_fbs++ > 8) + return PIPE_ERROR_OUT_OF_MEMORY; + ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, curr->cbufs[i]); if (ret != PIPE_OK) return ret; @@ -63,13 +68,14 @@ static int emit_framebuffer( struct svga_context *svga, } - if (curr->zsbuf != 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; if (curr->zsbuf && - curr->zsbuf->format == PIPE_FORMAT_Z24S8_UNORM) { + curr->zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, curr->zsbuf); if (ret != PIPE_OK) return ret; @@ -83,8 +89,62 @@ static int emit_framebuffer( struct svga_context *svga, pipe_surface_reference(&hw->zsbuf, curr->zsbuf); } + svga->rebind.rendertargets = FALSE; + + return PIPE_OK; +} + + +/* + * 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) +{ + struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer; + unsigned i; + enum pipe_error ret; + + assert(svga->rebind.rendertargets); + + for (i = 0; i < MIN2(PIPE_MAX_COLOR_BUFS, 8); ++i) { + if (hw->cbufs[i]) { + ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, hw->cbufs[i]); + if (ret != PIPE_OK) { + return ret; + } + } + } + + if (hw->zsbuf) { + ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, hw->zsbuf); + if (ret != PIPE_OK) { + return ret; + } - return 0; + if (hw->zsbuf && + hw->zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) { + ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, hw->zsbuf); + if (ret != PIPE_OK) { + return ret; + } + } + else { + ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL); + if (ret != PIPE_OK) { + return ret; + } + } + } + + svga->rebind.rendertargets = FALSE; + + return PIPE_OK; } @@ -101,8 +161,9 @@ struct svga_tracked_state svga_hw_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; @@ -114,179 +175,175 @@ static int emit_viewport( struct svga_context *svga, 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 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; + memset( &prescale, 0, sizeof(prescale) ); - if (svga->curr.rast->templ.bypass_vs_clip_and_viewport) { + /* Examine gallium viewport transformation and produce a screen + * rectangle and possibly vertex shader pre-transformation to + * get the same results. + */ - /* Avoid POSITIONT as it has a non trivial implementation outside the D3D - * API. Always generate a vertex shader. - */ - rect.x = 0; - rect.y = 0; - rect.w = svga->curr.framebuffer.width; - rect.h = svga->curr.framebuffer.height; - - prescale.scale[0] = 2.0 / (float)rect.w; - prescale.scale[1] = - 2.0 / (float)rect.h; - prescale.scale[2] = 1.0; - prescale.scale[3] = 1.0; - prescale.translate[0] = -1.0f; - prescale.translate[1] = 1.0f; - prescale.translate[2] = 0; - prescale.translate[3] = 0; - prescale.enabled = TRUE; - } else { - - /* Examine gallium viewport transformation and produce a screen - * rectangle and possibly vertex shader pre-transformation to - * get the same results. - */ - 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; + SVGA_DBG(DEBUG_VIEWPORT, + "\ninitial %f,%f %fx%f\n", + fx, + fy, + fw, + fh); + + prescale.scale[0] = 1.0; + prescale.scale[1] = 1.0; + prescale.scale[2] = 1.0; + prescale.scale[3] = 1.0; + prescale.translate[0] = 0; + prescale.translate[1] = 0; + prescale.translate[2] = 0; + prescale.translate[3] = 0; + prescale.enabled = TRUE; + + + + if (fw < 0) { + prescale.scale[0] *= -1.0; + prescale.translate[0] += -fw; + fw = -fw; + fx = viewport->scale[0] * 1.0 + viewport->translate[0]; + } - SVGA_DBG(DEBUG_VIEWPORT, - "\ninitial %f,%f %fx%f\n", - fx, - fy, - fw, - fh); - - prescale.scale[0] = 1.0; - prescale.scale[1] = 1.0; - prescale.scale[2] = 1.0; - prescale.scale[3] = 1.0; - prescale.translate[0] = 0; - prescale.translate[1] = 0; - prescale.translate[2] = 0; - prescale.translate[3] = 0; - prescale.enabled = TRUE; - - - - if (fw < 0) { - prescale.scale[0] *= -1.0; - prescale.translate[0] += -fw; - fw = -fw; - fx = viewport->scale[0] * 1.0 + viewport->translate[0]; - } + if (fh < 0.0) { + prescale.translate[1] = fh - 1 + fy * 2; + fh = -fh; + fy -= fh; + prescale.scale[1] = -1.0; + invertY = TRUE; + } - if (fh < 0) { - prescale.scale[1] *= -1.0; - prescale.translate[1] += -fh; - fh = -fh; - fy = flip * viewport->scale[1] * 1.0 + viewport->translate[1]; - } + if (fx < 0) { + prescale.translate[0] += fx; + prescale.scale[0] *= fw / (fw + fx); + fw += fx; + fx = 0; + } - if (fx < 0) { - prescale.translate[0] += fx; - prescale.scale[0] *= fw / (fw + fx); - fw += fx; - fx = 0; + if (fy < 0) { + if (invertY) { + prescale.translate[1] -= fy; } - - if (fy < 0) { + else { prescale.translate[1] += fy; - prescale.scale[1] *= fh / (fh + fy); - fh += fy; - fy = 0; } + prescale.scale[1] *= fh / (fh + fy); + fh += fy; + fy = 0; + } - if (fx + fw > fb_width) { - prescale.scale[0] *= fw / (fb_width - fx); - prescale.translate[0] -= fx * (fw / (fb_width - fx)); - prescale.translate[0] += fx; - fw = fb_width - fx; - - } + if (fx + fw > fb_width) { + 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); + if (fy + fh > fb_height) { + prescale.scale[1] *= fh / (fb_height - 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; - } - - if (fw < 0 || fh < 0) { - fw = fh = fx = fy = 0; - degenerate = TRUE; - goto out; } + fh = fb_height - fy; + } + if (fw < 0 || fh < 0) { + fw = fh = fx = fy = 0; + degenerate = TRUE; + 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; - - SVGA_DBG(DEBUG_VIEWPORT, - "viewport error %f,%f %fx%f\n", - fabs((float)rect.x - fx), - fabs((float)rect.y - fy), - fabs((float)rect.w - fw), - fabs((float)rect.h - fh)); - SVGA_DBG(DEBUG_VIEWPORT, - "viewport %d,%d %dx%d\n", - rect.x, - rect.y, - rect.w, - rect.h); - + /* 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; + + SVGA_DBG(DEBUG_VIEWPORT, + "viewport error %f,%f %fx%f\n", + fabs((float)rect.x - fx), + fabs((float)rect.y - fy), + fabs((float)rect.w - fw), + fabs((float)rect.h - fh)); + + SVGA_DBG(DEBUG_VIEWPORT, + "viewport %d,%d %dx%d\n", + rect.x, + rect.y, + 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) { + 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 = -0.5; + adjust_y = -0.5; + break; + } - /* 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) { - 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 = -0.375; - adjust_y = -0.5; - 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 */ - } + 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] * -1.0 + viewport->translate[2]; + range_max = viewport->scale[2] * 1.0 + 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 - * invert our z-scale factor to achieve the same effect. - */ - if (range_min > range_max) { - float range_tmp; - range_tmp = range_min; - range_min = range_max; - range_max = range_tmp; - prescale.scale[2] = -prescale.scale[2]; - } + /* D3D (and by implication SVGA) doesn't like dealing with zmax + * less than zmin. Detect that case, flip the depth range and + * invert our z-scale factor to achieve the same effect. + */ + if (range_min > range_max) { + float range_tmp; + range_tmp = range_min; + range_min = range_max; + range_max = range_tmp; + prescale.scale[2] = -prescale.scale[2]; } if (prescale.enabled) { @@ -382,7 +439,7 @@ out: svga->state.hw_clear.prescale = prescale; } - return 0; + return PIPE_OK; } @@ -400,8 +457,9 @@ struct svga_tracked_state svga_hw_viewport = /*********************************************************************** * 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; @@ -427,23 +485,41 @@ struct svga_tracked_state svga_hw_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] ); + 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; + + ret = SVGA3D_SetClipPlane(svga->swc, i, plane); if(ret != PIPE_OK) return ret; } - return 0; + return PIPE_OK; }