svga_need_unfilled_fallback(const struct svga_hwtnl *hwtnl,
enum pipe_prim_type prim)
{
- const struct svga_context *svga = hwtnl->svga;
-
if (u_reduced_prim(prim) != PIPE_PRIM_TRIANGLES) {
/* if we're drawing points or lines, no fallback needed */
return FALSE;
}
- if (svga_have_vgpu10(svga)) {
- /* vgpu10 supports polygon fill and line modes */
- if ((prim == PIPE_PRIM_QUADS ||
- prim == PIPE_PRIM_QUAD_STRIP ||
- prim == PIPE_PRIM_POLYGON) &&
- hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
- /* VGPU10 doesn't directly render quads or polygons. They're
- * converted to triangles. If we let the device draw the triangle
- * outlines we'll get an extra, stray lines in the interiors.
- * So, to draw unfilled quads correctly, we need the fallback.
- */
- return true;
- }
- return hwtnl->api_fillmode == PIPE_POLYGON_MODE_POINT;
- } else {
- /* vgpu9 doesn't support line or point fill modes */
- return hwtnl->api_fillmode != PIPE_POLYGON_MODE_FILL;
+ if ((prim == PIPE_PRIM_QUADS ||
+ prim == PIPE_PRIM_QUAD_STRIP ||
+ prim == PIPE_PRIM_POLYGON) &&
+ hwtnl->api_fillmode == PIPE_POLYGON_MODE_LINE) {
+ /* We can't directly render quads or polygons. They're
+ * converted to triangles. If we let the device draw the triangle
+ * outlines we'll get an extra, stray lines in the interiors.
+ * So, to draw unfilled quads correctly, we need the fallback.
+ */
+ return true;
}
+ return false;
}
{
int fill_front = templ->fill_front;
int fill_back = templ->fill_back;
- int fill = PIPE_POLYGON_MODE_FILL;
+ int fill;
boolean offset_front = util_get_offset(templ, fill_front);
boolean offset_back = util_get_offset(templ, fill_back);
boolean offset = FALSE;
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:
*/
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";
}
+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;
+ }
+}
+
+
/* Compare old and new render states and emit differences between them
* to hardware. Simplest implementation would be to emit the whole of
* the "to" state.
*/
EMIT_RS(svga, curr->shademode, SHADEMODE);
+ EMIT_RS(svga, translate_fill_mode(curr->hw_fillmode), FILLMODE);
+
/* Don't do culling while the software pipeline is active. It
* does it for us, and additionally introduces potentially
* back-facing triangles.