1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
26 #include "util/u_inlines.h"
27 #include "pipe/p_defines.h"
28 #include "util/u_math.h"
29 #include "util/u_pack_color.h"
31 #include "svga_context.h"
32 #include "svga_state.h"
38 SVGA3dRenderState rs
[SVGA3D_RS_MAX
];
42 #define EMIT_RS(svga, value, token, fail) \
44 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \
45 svga_queue_rs( &queue, SVGA3D_RS_##token, value ); \
46 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \
50 #define EMIT_RS_FLOAT(svga, fvalue, token, fail) \
52 unsigned value = fui(fvalue); \
53 if (svga->state.hw_draw.rs[SVGA3D_RS_##token] != value) { \
54 svga_queue_rs( &queue, SVGA3D_RS_##token, value ); \
55 svga->state.hw_draw.rs[SVGA3D_RS_##token] = value; \
61 svga_queue_rs( struct rs_queue
*q
,
65 q
->rs
[q
->rs_count
].state
= rss
;
66 q
->rs
[q
->rs_count
].uintValue
= value
;
71 /* Compare old and new render states and emit differences between them
72 * to hardware. Simplest implementation would be to emit the whole of
75 static int emit_rss( struct svga_context
*svga
,
78 struct rs_queue queue
;
82 if (dirty
& SVGA_NEW_BLEND
) {
83 const struct svga_blend_state
*curr
= svga
->curr
.blend
;
85 EMIT_RS( svga
, curr
->rt
[0].writemask
, COLORWRITEENABLE
, fail
);
86 EMIT_RS( svga
, curr
->rt
[0].blend_enable
, BLENDENABLE
, fail
);
88 if (curr
->rt
[0].blend_enable
) {
89 EMIT_RS( svga
, curr
->rt
[0].srcblend
, SRCBLEND
, fail
);
90 EMIT_RS( svga
, curr
->rt
[0].dstblend
, DSTBLEND
, fail
);
91 EMIT_RS( svga
, curr
->rt
[0].blendeq
, BLENDEQUATION
, fail
);
93 EMIT_RS( svga
, curr
->rt
[0].separate_alpha_blend_enable
,
94 SEPARATEALPHABLENDENABLE
, fail
);
96 if (curr
->rt
[0].separate_alpha_blend_enable
) {
97 EMIT_RS( svga
, curr
->rt
[0].srcblend_alpha
, SRCBLENDALPHA
, fail
);
98 EMIT_RS( svga
, curr
->rt
[0].dstblend_alpha
, DSTBLENDALPHA
, fail
);
99 EMIT_RS( svga
, curr
->rt
[0].blendeq_alpha
, BLENDEQUATIONALPHA
, fail
);
104 if (dirty
& SVGA_NEW_BLEND_COLOR
) {
106 ubyte r
= float_to_ubyte(svga
->curr
.blend_color
.color
[0]);
107 ubyte g
= float_to_ubyte(svga
->curr
.blend_color
.color
[1]);
108 ubyte b
= float_to_ubyte(svga
->curr
.blend_color
.color
[2]);
109 ubyte a
= float_to_ubyte(svga
->curr
.blend_color
.color
[3]);
111 util_pack_color_ub( r
, g
, b
, a
,
112 PIPE_FORMAT_B8G8R8A8_UNORM
, &uc
);
114 EMIT_RS( svga
, uc
.ui
, BLENDCOLOR
, fail
);
117 if (dirty
& (SVGA_NEW_DEPTH_STENCIL
| SVGA_NEW_RAST
)) {
118 const struct svga_depth_stencil_state
*curr
= svga
->curr
.depth
;
119 const struct svga_rasterizer_state
*rast
= svga
->curr
.rast
;
121 if (!curr
->stencil
[0].enabled
)
125 EMIT_RS( svga
, FALSE
, STENCILENABLE
, fail
);
126 EMIT_RS( svga
, FALSE
, STENCILENABLE2SIDED
, fail
);
128 else if (curr
->stencil
[0].enabled
&& !curr
->stencil
[1].enabled
)
132 EMIT_RS( svga
, TRUE
, STENCILENABLE
, fail
);
133 EMIT_RS( svga
, FALSE
, STENCILENABLE2SIDED
, fail
);
135 EMIT_RS( svga
, curr
->stencil
[0].func
, STENCILFUNC
, fail
);
136 EMIT_RS( svga
, curr
->stencil
[0].fail
, STENCILFAIL
, fail
);
137 EMIT_RS( svga
, curr
->stencil
[0].zfail
, STENCILZFAIL
, fail
);
138 EMIT_RS( svga
, curr
->stencil
[0].pass
, STENCILPASS
, fail
);
140 EMIT_RS( svga
, curr
->stencil_mask
, STENCILMASK
, fail
);
141 EMIT_RS( svga
, curr
->stencil_writemask
, STENCILWRITEMASK
, fail
);
147 /* Hardware frontwinding is always CW, so if ours is also CW,
148 * then our definition of front face agrees with hardware.
149 * Otherwise need to flip.
151 if (rast
->templ
.front_winding
== PIPE_WINDING_CW
) {
162 EMIT_RS( svga
, TRUE
, STENCILENABLE
, fail
);
163 EMIT_RS( svga
, TRUE
, STENCILENABLE2SIDED
, fail
);
165 EMIT_RS( svga
, curr
->stencil
[cw
].func
, STENCILFUNC
, fail
);
166 EMIT_RS( svga
, curr
->stencil
[cw
].fail
, STENCILFAIL
, fail
);
167 EMIT_RS( svga
, curr
->stencil
[cw
].zfail
, STENCILZFAIL
, fail
);
168 EMIT_RS( svga
, curr
->stencil
[cw
].pass
, STENCILPASS
, fail
);
170 EMIT_RS( svga
, curr
->stencil
[ccw
].func
, CCWSTENCILFUNC
, fail
);
171 EMIT_RS( svga
, curr
->stencil
[ccw
].fail
, CCWSTENCILFAIL
, fail
);
172 EMIT_RS( svga
, curr
->stencil
[ccw
].zfail
, CCWSTENCILZFAIL
, fail
);
173 EMIT_RS( svga
, curr
->stencil
[ccw
].pass
, CCWSTENCILPASS
, fail
);
175 EMIT_RS( svga
, curr
->stencil_mask
, STENCILMASK
, fail
);
176 EMIT_RS( svga
, curr
->stencil_writemask
, STENCILWRITEMASK
, fail
);
179 EMIT_RS( svga
, curr
->zenable
, ZENABLE
, fail
);
181 EMIT_RS( svga
, curr
->zfunc
, ZFUNC
, fail
);
182 EMIT_RS( svga
, curr
->zwriteenable
, ZWRITEENABLE
, fail
);
185 EMIT_RS( svga
, curr
->alphatestenable
, ALPHATESTENABLE
, fail
);
186 if (curr
->alphatestenable
) {
187 EMIT_RS( svga
, curr
->alphafunc
, ALPHAFUNC
, fail
);
188 EMIT_RS_FLOAT( svga
, curr
->alpharef
, ALPHAREF
, fail
);
192 if (dirty
& SVGA_NEW_STENCIL_REF
) {
193 EMIT_RS( svga
, svga
->curr
.stencil_ref
.ref_value
[0], STENCILREF
, fail
);
196 if (dirty
& SVGA_NEW_RAST
)
198 const struct svga_rasterizer_state
*curr
= svga
->curr
.rast
;
200 /* Shademode: still need to rearrange index list to move
201 * flat-shading PV first vertex.
203 EMIT_RS( svga
, curr
->shademode
, SHADEMODE
, fail
);
204 EMIT_RS( svga
, curr
->cullmode
, CULLMODE
, fail
);
205 EMIT_RS( svga
, curr
->scissortestenable
, SCISSORTESTENABLE
, fail
);
206 EMIT_RS( svga
, curr
->multisampleantialias
, MULTISAMPLEANTIALIAS
, fail
);
207 EMIT_RS( svga
, curr
->lastpixel
, LASTPIXEL
, fail
);
208 EMIT_RS( svga
, curr
->linepattern
, LINEPATTERN
, fail
);
209 EMIT_RS_FLOAT( svga
, curr
->pointsize
, POINTSIZE
, fail
);
210 /* XXX still need to set this? */
211 EMIT_RS_FLOAT( svga
, 0.0, POINTSIZEMIN
, fail
);
212 EMIT_RS_FLOAT( svga
, SVGA_MAX_POINTSIZE
, POINTSIZEMAX
, fail
);
215 if (dirty
& (SVGA_NEW_RAST
| SVGA_NEW_FRAME_BUFFER
| SVGA_NEW_NEED_PIPELINE
))
217 const struct svga_rasterizer_state
*curr
= svga
->curr
.rast
;
221 /* Need to modify depth bias according to bound depthbuffer
222 * format. Don't do hardware depthbias while the software
223 * pipeline is active.
225 if (!svga
->state
.sw
.need_pipeline
&&
226 svga
->curr
.framebuffer
.zsbuf
)
228 slope
= curr
->slopescaledepthbias
;
229 bias
= svga
->curr
.depthscale
* curr
->depthbias
;
232 EMIT_RS_FLOAT( svga
, slope
, SLOPESCALEDEPTHBIAS
, fail
);
233 EMIT_RS_FLOAT( svga
, bias
, DEPTHBIAS
, fail
);
237 if (queue
.rs_count
) {
238 SVGA3dRenderState
*rs
;
240 if (SVGA3D_BeginSetRenderState( svga
->swc
,
242 queue
.rs_count
) != PIPE_OK
)
247 queue
.rs_count
* sizeof queue
.rs
[0]);
249 SVGA_FIFOCommitAll( svga
->swc
);
255 /* XXX: need to poison cached hardware state on failure to ensure
256 * dirty state gets re-emitted. Fix this by re-instating partial
257 * FIFOCommit command and only updating cached hw state once the
258 * initial allocation has succeeded.
260 memset(svga
->state
.hw_draw
.rs
, 0xcd, sizeof(svga
->state
.hw_draw
.rs
));
262 return PIPE_ERROR_OUT_OF_MEMORY
;
266 struct svga_tracked_state svga_hw_rss
=
271 SVGA_NEW_BLEND_COLOR
|
272 SVGA_NEW_DEPTH_STENCIL
|
273 SVGA_NEW_STENCIL_REF
|
275 SVGA_NEW_FRAME_BUFFER
|
276 SVGA_NEW_NEED_PIPELINE
),