1/**********************************************************
2 * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3 *
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:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
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
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26#include "pipe/p_defines.h"
27#include "draw/draw_context.h"
28#include "util/u_bitmask.h"
29#include "util/u_inlines.h"
30#include "util/u_math.h"
31#include "util/u_memory.h"
32
33#include "svga_cmd.h"
34#include "svga_context.h"
35#include "svga_hw_reg.h"
36#include "svga_screen.h"
37
38
39/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
40 */
41static SVGA3dFace
42svga_translate_cullmode(unsigned mode, unsigned front_ccw)
43{
44   const int hw_front_ccw = 0;  /* hardware is always CW */
45   switch (mode) {
46   case PIPE_FACE_NONE:
47      return SVGA3D_FACE_NONE;
48   case PIPE_FACE_FRONT:
49      return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
50   case PIPE_FACE_BACK:
51      return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
52   case PIPE_FACE_FRONT_AND_BACK:
53      return SVGA3D_FACE_FRONT_BACK;
54   default:
55      assert(0);
56      return SVGA3D_FACE_NONE;
57   }
58}
59
60static SVGA3dShadeMode
61svga_translate_flatshade(unsigned mode)
62{
63   return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
64}
65
66
67static unsigned
68translate_fill_mode(unsigned fill)
69{
70   switch (fill) {
71   case PIPE_POLYGON_MODE_POINT:
72      return SVGA3D_FILLMODE_POINT;
73   case PIPE_POLYGON_MODE_LINE:
74      return SVGA3D_FILLMODE_LINE;
75   case PIPE_POLYGON_MODE_FILL:
76      return SVGA3D_FILLMODE_FILL;
77   default:
78      assert(!"Bad fill mode");
79      return SVGA3D_FILLMODE_FILL;
80   }
81}
82
83
84static unsigned
85translate_cull_mode(unsigned cull)
86{
87   switch (cull) {
88   case PIPE_FACE_NONE:
89      return SVGA3D_CULL_NONE;
90   case PIPE_FACE_FRONT:
91      return SVGA3D_CULL_FRONT;
92   case PIPE_FACE_BACK:
93      return SVGA3D_CULL_BACK;
94   case PIPE_FACE_FRONT_AND_BACK:
95      /* NOTE: we simply no-op polygon drawing in svga_draw_vbo() */
96      return SVGA3D_CULL_NONE;
97   default:
98      assert(!"Bad cull mode");
99      return SVGA3D_CULL_NONE;
100   }
101}
102
103
104int
105svga_define_rasterizer_object(struct svga_context *svga,
106                              struct svga_rasterizer_state *rast,
107                              unsigned samples)
108{
109   struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
110   unsigned fill_mode = translate_fill_mode(rast->templ.fill_front);
111   const unsigned cull_mode = translate_cull_mode(rast->templ.cull_face);
112   const int depth_bias = rast->templ.offset_units;
113   const float slope_scaled_depth_bias = rast->templ.offset_scale;
114   /* PIPE_CAP_POLYGON_OFFSET_CLAMP not supported: */
115   const float depth_bias_clamp = 0.0;
116   const float line_width = rast->templ.line_width > 0.0f ?
117      rast->templ.line_width : 1.0f;
118   const uint8 line_factor = rast->templ.line_stipple_enable ?
119      rast->templ.line_stipple_factor : 0;
120   const uint16 line_pattern = rast->templ.line_stipple_enable ?
121      rast->templ.line_stipple_pattern : 0;
122   const uint8 pv_last = !rast->templ.flatshade_first &&
123      svgascreen->haveProvokingVertex;
124   int rastId;
125   enum pipe_error ret;
126
127   rastId = util_bitmask_add(svga->rast_object_id_bm);
128
129   if (rast->templ.fill_front != rast->templ.fill_back) {
130      /* The VGPU10 device can't handle different front/back fill modes.
131       * We'll handle that with a swtnl/draw fallback.  But we need to
132       * make sure we always fill triangles in that case.
133       */
134      fill_mode = SVGA3D_FILLMODE_FILL;
135   }
136
137   if (samples > 1 && svga_have_gl43(svga) &&
138       svgascreen->sws->have_rasterizer_state_v2_cmd) {
139
140      ret = SVGA3D_sm5_DefineRasterizerState_v2(svga->swc,
141                  rastId,
142                  fill_mode,
143                  cull_mode,
144                  rast->templ.front_ccw,
145                  depth_bias,
146                  depth_bias_clamp,
147                  slope_scaled_depth_bias,
148                  rast->templ.depth_clip_near,
149                  rast->templ.scissor,
150                  rast->templ.multisample,
151                  rast->templ.line_smooth,
152                  line_width,
153                  rast->templ.line_stipple_enable,
154                  line_factor,
155                  line_pattern,
156                  pv_last,
157                  samples);
158   } else {
159      ret = SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
160                  rastId,
161                  fill_mode,
162                  cull_mode,
163                  rast->templ.front_ccw,
164                  depth_bias,
165                  depth_bias_clamp,
166                  slope_scaled_depth_bias,
167                  rast->templ.depth_clip_near,
168                  rast->templ.scissor,
169                  rast->templ.multisample,
170                  rast->templ.line_smooth,
171                  line_width,
172                  rast->templ.line_stipple_enable,
173                  line_factor,
174                  line_pattern,
175                  pv_last);
176   }
177
178   if (ret != PIPE_OK) {
179      util_bitmask_clear(svga->rast_object_id_bm, rastId);
180      return SVGA3D_INVALID_ID;
181   }
182
183   return rastId;
184}
185
186
187static void *
188svga_create_rasterizer_state(struct pipe_context *pipe,
189                             const struct pipe_rasterizer_state *templ)
190{
191   struct svga_context *svga = svga_context(pipe);
192   struct svga_rasterizer_state *rast = CALLOC_STRUCT(svga_rasterizer_state);
193   struct svga_screen *screen = svga_screen(pipe->screen);
194
195   if (!rast)
196      return NULL;
197
198   /* need this for draw module. */
199   rast->templ = *templ;
200
201   rast->shademode = svga_translate_flatshade(templ->flatshade);
202   rast->cullmode = svga_translate_cullmode(templ->cull_face, templ->front_ccw);
203   rast->scissortestenable = templ->scissor;
204   rast->multisampleantialias = templ->multisample;
205   rast->antialiasedlineenable = templ->line_smooth;
206   rast->lastpixel = templ->line_last_pixel;
207   rast->pointsprite = templ->point_quad_rasterization;
208
209   if (rast->templ.multisample) {
210      /* The OpenGL 3.0 spec says points are always drawn as circles when
211       * MSAA is enabled.  Note that our implementation isn't 100% correct,
212       * though.  Our smooth point implementation involves drawing a square,
213       * computing fragment distance from point center, then attenuating
214       * the fragment alpha value.  We should not attenuate alpha if msaa
215       * is enabled.  We should discard fragments entirely outside the circle
216       * and let the GPU compute per-fragment coverage.
217       * But as-is, our implementation gives acceptable results and passes
218       * Piglit's MSAA point smooth test.
219       */
220      rast->templ.point_smooth = TRUE;
221   }
222
223   if (rast->templ.point_smooth &&
224       rast->templ.point_size_per_vertex == 0 &&
225       rast->templ.point_size <= screen->pointSmoothThreshold) {
226      /* If the point size is less than the threshold, deactivate smoothing.
227       * Note that this only effects point rendering when we use the
228       * pipe_rasterizer_state::point_size value, not when the point size
229       * is set in the VS.
230       */
231      rast->templ.point_smooth = FALSE;
232   }
233
234   if (rast->templ.point_smooth) {
235      /* For smooth points we need to generate fragments for at least
236       * a 2x2 region.  Otherwise the quad we draw may be too small and
237       * we may generate no fragments at all.
238       */
239      rast->pointsize = MAX2(2.0f, templ->point_size);
240   }
241   else {
242      rast->pointsize = templ->point_size;
243   }
244
245   rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
246
247   /* Use swtnl + decomposition implement these:
248    */
249
250   if (templ->line_width <= screen->maxLineWidth) {
251      /* pass line width to device */
252      rast->linewidth = MAX2(1.0F, templ->line_width);
253   }
254   else if (svga->debug.no_line_width) {
255      /* nothing */
256   }
257   else {
258      /* use 'draw' pipeline for wide line */
259      rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
260      rast->need_pipeline_lines_str = "line width";
261   }
262
263   if (templ->line_stipple_enable) {
264      if (screen->haveLineStipple || svga->debug.force_hw_line_stipple) {
265         SVGA3dLinePattern lp;
266         lp.repeat = templ->line_stipple_factor + 1;
267         lp.pattern = templ->line_stipple_pattern;
268         rast->linepattern = lp.uintValue;
269      }
270      else {
271         /* use 'draw' module to decompose into short line segments */
272         rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
273         rast->need_pipeline_lines_str = "line stipple";
274      }
275   }
276
277   if (!svga_have_vgpu10(svga) && rast->templ.point_smooth) {
278      rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
279      rast->need_pipeline_points_str = "smooth points";
280   }
281
282   if (templ->line_smooth && !screen->haveLineSmooth) {
283      /*
284       * XXX: Enabling the pipeline slows down performance immensely, so ignore
285       * line smooth state, where there is very little visual improvement.
286       * Smooth lines will still be drawn for wide lines.
287       */
288#if 0
289      rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
290      rast->need_pipeline_lines_str = "smooth lines";
291#endif
292   }
293
294   {
295      int fill_front = templ->fill_front;
296      int fill_back = templ->fill_back;
297      int fill = PIPE_POLYGON_MODE_FILL;
298      boolean offset_front = util_get_offset(templ, fill_front);
299      boolean offset_back = util_get_offset(templ, fill_back);
300      boolean offset = FALSE;
301
302      switch (templ->cull_face) {
303      case PIPE_FACE_FRONT_AND_BACK:
304         offset = FALSE;
305         fill = PIPE_POLYGON_MODE_FILL;
306         break;
307
308      case PIPE_FACE_FRONT:
309         offset = offset_back;
310         fill = fill_back;
311         break;
312
313      case PIPE_FACE_BACK:
314         offset = offset_front;
315         fill = fill_front;
316         break;
317
318      case PIPE_FACE_NONE:
319         if (fill_front != fill_back || offset_front != offset_back) {
320            /* Always need the draw module to work out different
321             * front/back fill modes:
322             */
323            rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
324            rast->need_pipeline_tris_str = "different front/back fillmodes";
325            fill = PIPE_POLYGON_MODE_FILL;
326         }
327         else {
328            offset = offset_front;
329            fill = fill_front;
330         }
331         break;
332
333      default:
334         assert(0);
335         break;
336      }
337
338      /* Unfilled primitive modes aren't implemented on all virtual
339       * hardware.  We can do some unfilled processing with index
340       * translation, but otherwise need the draw module:
341       */
342      if (fill != PIPE_POLYGON_MODE_FILL &&
343          (templ->flatshade ||
344           templ->light_twoside ||
345           offset)) {
346         fill = PIPE_POLYGON_MODE_FILL;
347         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
348         rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
349      }
350
351      /* If we are decomposing to lines, and lines need the pipeline,
352       * then we also need the pipeline for tris.
353       */
354      if (fill == PIPE_POLYGON_MODE_LINE &&
355          (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES)) {
356         fill = PIPE_POLYGON_MODE_FILL;
357         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
358         rast->need_pipeline_tris_str = "decomposing lines";
359      }
360
361      /* Similarly for points:
362       */
363      if (fill == PIPE_POLYGON_MODE_POINT &&
364          (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS)) {
365         fill = PIPE_POLYGON_MODE_FILL;
366         rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
367         rast->need_pipeline_tris_str = "decomposing points";
368      }
369
370      if (offset) {
371         rast->slopescaledepthbias = templ->offset_scale;
372         rast->depthbias = templ->offset_units;
373      }
374
375      rast->hw_fillmode = fill;
376   }
377
378   if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
379      /* Turn off stuff which will get done in the draw module:
380       */
381      rast->hw_fillmode = PIPE_POLYGON_MODE_FILL;
382      rast->slopescaledepthbias = 0;
383      rast->depthbias = 0;
384   }
385
386   if (0 && rast->need_pipeline) {
387      debug_printf("svga: rast need_pipeline = 0x%x\n", rast->need_pipeline);
388      debug_printf(" pnts: %s \n", rast->need_pipeline_points_str);
389      debug_printf(" lins: %s \n", rast->need_pipeline_lines_str);
390      debug_printf(" tris: %s \n", rast->need_pipeline_tris_str);
391   }
392
393   if (svga_have_vgpu10(svga)) {
394      rast->id = svga_define_rasterizer_object(svga, rast, 0);
395      if (rast->id == SVGA3D_INVALID_ID) {
396         svga_context_flush(svga, NULL);
397         rast->id = svga_define_rasterizer_object(svga, rast, 0);
398         assert(rast->id != SVGA3D_INVALID_ID);
399      }
400   }
401
402   if (svga_have_gl43(svga)) {
403      /* initialize the alternate rasterizer state ids.
404       * For 0 and 1 sample count, we can use the same rasterizer object.
405       */
406      rast->altRastIds[0] = rast->altRastIds[1] = rast->id;
407
408      for (unsigned i = 2; i < ARRAY_SIZE(rast->altRastIds); i++) {
409         rast->altRastIds[i] = SVGA3D_INVALID_ID;
410      }
411   }
412
413   if (templ->poly_smooth) {
414      util_debug_message(&svga->debug.callback, CONFORMANCE,
415                         "GL_POLYGON_SMOOTH not supported");
416   }
417
418   svga->hud.num_rasterizer_objects++;
419   SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
420                        SVGA_STATS_COUNT_RASTERIZERSTATE);
421
422   return rast;
423}
424
425
426static void
427svga_bind_rasterizer_state(struct pipe_context *pipe, void *state)
428{
429   struct svga_context *svga = svga_context(pipe);
430   struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
431
432   if (!raster || !svga->curr.rast) {
433      svga->dirty |= SVGA_NEW_STIPPLE | SVGA_NEW_DEPTH_STENCIL_ALPHA;
434   }
435   else {
436      if (raster->templ.poly_stipple_enable !=
437          svga->curr.rast->templ.poly_stipple_enable) {
438         svga->dirty |= SVGA_NEW_STIPPLE;
439      }
440      if (raster->templ.rasterizer_discard !=
441          svga->curr.rast->templ.rasterizer_discard) {
442         svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
443      }
444   }
445
446   svga->curr.rast = raster;
447
448   svga->dirty |= SVGA_NEW_RAST;
449}
450
451
452static void
453svga_delete_rasterizer_state(struct pipe_context *pipe, void *state)
454{
455   struct svga_context *svga = svga_context(pipe);
456   struct svga_rasterizer_state *raster =
457      (struct svga_rasterizer_state *) state;
458
459   /* free any alternate rasterizer state used for point sprite */
460   if (raster->no_cull_rasterizer)
461      svga_delete_rasterizer_state(pipe, (void *)(raster->no_cull_rasterizer));
462
463   if (svga_have_vgpu10(svga)) {
464      SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyRasterizerState(svga->swc,
465                                                            raster->id));
466
467      if (raster->id == svga->state.hw_draw.rasterizer_id)
468         svga->state.hw_draw.rasterizer_id = SVGA3D_INVALID_ID;
469
470      util_bitmask_clear(svga->rast_object_id_bm, raster->id);
471   }
472
473   FREE(state);
474   svga->hud.num_rasterizer_objects--;
475}
476
477
478void
479svga_init_rasterizer_functions(struct svga_context *svga)
480{
481   svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
482   svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
483   svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
484}
485