static enum pipe_error
try_clear(struct svga_context *svga, 
          unsigned buffers,
          const float *rgba,
          double depth,
          unsigned stencil)
{
   int ret = PIPE_OK;
   SVGA3dRect rect = { 0, 0, 0, 0 };
   boolean restore_viewport = FALSE;
   SVGA3dClearFlag flags = 0;
   struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
   unsigned color = 0;

   ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
   if (ret)
      return ret;

   if ((buffers & PIPE_CLEAR_COLOR) && fb->cbufs[0]) {
      flags |= SVGA3D_CLEAR_COLOR;
      util_pack_color(rgba, PIPE_FORMAT_A8R8G8B8_UNORM, &color);

      rect.w = fb->cbufs[0]->width;
      rect.h = fb->cbufs[0]->height;
   }

   if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
      flags |= SVGA3D_CLEAR_DEPTH;

      if (svga->curr.framebuffer.zsbuf->format == PIPE_FORMAT_Z24S8_UNORM)
         flags |= SVGA3D_CLEAR_STENCIL;

      rect.w = MAX2(rect.w, fb->zsbuf->width);
      rect.h = MAX2(rect.h, fb->zsbuf->height);
   }

   if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
      restore_viewport = TRUE;
      ret = SVGA3D_SetViewport(svga->swc, &rect);
      if (ret)
         return ret;
   }

   ret = SVGA3D_ClearRect(svga->swc, flags, color, depth, stencil,
                          rect.x, rect.y, rect.w, rect.h);
   if (ret != PIPE_OK)
      return ret;

   if (restore_viewport) {
      memcpy(&rect, &svga->state.hw_clear.viewport, sizeof rect);
      ret = SVGA3D_SetViewport(svga->swc, &rect);
   }
   
   return ret;
}
Example #2
0
void
SVGA3DUtil_InitFullscreen(uint32 cid,     // IN
                          uint32 width,   // IN
                          uint32 height)  // IN
{
   SVGA3dRenderState *rs;

   gFullscreen.screen.x = 0;
   gFullscreen.screen.y = 0;
   gFullscreen.screen.w = width;
   gFullscreen.screen.h = height;

   Intr_Init();
   Intr_SetFaultHandlers(SVGA_DefaultFaultHandler);

   SVGA_Init();
   SVGA_SetMode(width, height, 32);
   VMBackdoor_MouseInit(TRUE);
   SVGA3D_Init();

   gFullscreen.colorImage.sid = SVGA3DUtil_DefineSurface2D(width, height,
                                                           SVGA3D_X8R8G8B8);

   gFullscreen.depthImage.sid = SVGA3DUtil_DefineSurface2D(width, height,
                                                           SVGA3D_Z_D16);

   SVGA3D_DefineContext(cid);

   SVGA3D_SetRenderTarget(cid, SVGA3D_RT_COLOR0, &gFullscreen.colorImage);
   SVGA3D_SetRenderTarget(cid, SVGA3D_RT_DEPTH, &gFullscreen.depthImage);

   SVGA3D_SetViewport(cid, &gFullscreen.screen);
   SVGA3D_SetZRange(cid, 0.0f, 1.0f);

   /*
    * The device defaults to flat shading, but to retain compatibility
    * across OpenGL and Direct3D it may be much slower in this
    * mode. Usually we don't want flat shading, so go ahead and switch
    * into smooth shading mode.
    *
    * Note that this is a per-context render state.
    *
    * XXX: There is also a bug in VMware Workstation 6.5.2 which shows
    *      up if you're in flat shading mode and you're using a drawing
    *      command which does not include an SVGA3dVertexDivisor array.
    *      Avoiding flat shading is one workaround, another is to include
    *      a dummy SVGA3dVertexDivisor array on every draw.
    */

   SVGA3D_BeginSetRenderState(cid, &rs, 1);
   {
      rs[0].state     = SVGA3D_RS_SHADEMODE;
      rs[0].uintValue = SVGA3D_SHADEMODE_SMOOTH;
   }
   SVGA_FIFOCommitAll();
}
Example #3
0
static enum pipe_error
try_clear(struct svga_context *svga, 
          unsigned buffers,
          const union pipe_color_union *color,
          double depth,
          unsigned stencil)
{
   enum pipe_error ret = PIPE_OK;
   SVGA3dRect rect = { 0, 0, 0, 0 };
   boolean restore_viewport = FALSE;
   SVGA3dClearFlag flags = 0;
   struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
   union util_color uc = {0};

   ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
   if (ret != PIPE_OK)
      return ret;

   if (svga->rebind.rendertargets) {
      ret = svga_reemit_framebuffer_bindings(svga);
      if (ret != PIPE_OK) {
         return ret;
      }
   }

   if (buffers & PIPE_CLEAR_COLOR) {
      flags |= SVGA3D_CLEAR_COLOR;
      util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);

      rect.w = fb->width;
      rect.h = fb->height;
   }

   if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
      if (buffers & PIPE_CLEAR_DEPTH)
         flags |= SVGA3D_CLEAR_DEPTH;

      if ((svga->curr.framebuffer.zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) &&
          (buffers & PIPE_CLEAR_STENCIL))
         flags |= SVGA3D_CLEAR_STENCIL;

      rect.w = MAX2(rect.w, fb->zsbuf->width);
      rect.h = MAX2(rect.h, fb->zsbuf->height);
   }

   if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
      restore_viewport = TRUE;
      ret = SVGA3D_SetViewport(svga->swc, &rect);
      if (ret != PIPE_OK)
         return ret;
   }

   ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui, (float) depth, stencil,
                          rect.x, rect.y, rect.w, rect.h);
   if (ret != PIPE_OK)
      return ret;

   if (restore_viewport) {
      memcpy(&rect, &svga->state.hw_clear.viewport, sizeof rect);
      ret = SVGA3D_SetViewport(svga->swc, &rect);
   }
   
   return ret;
}
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;
   SVGA3dRect rect;
   /* Not sure if this state is relevant with POSITIONT.  Probably
    * not, but setting to 0,1 avoids some state pingponging.
    */
   float range_min = 0.0;
   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) );

   /* Examine gallium viewport transformation and produce a screen
    * rectangle and possibly vertex shader pre-transformation to
    * get the same results.
    */

   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 (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;
      }
      else {
         prescale.translate[1] += fy;
      }
      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 (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;
   }


   /* 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;
      }

      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 */
   }


   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];
   }

   if (prescale.enabled) {
      float H[2];
      float J[2];
      int i;

      SVGA_DBG(DEBUG_VIEWPORT,
               "prescale %f,%f %fx%f\n",
               prescale.translate[0],
               prescale.translate[1],
               prescale.scale[0],
               prescale.scale[1]);

      H[0] = (float)rect.w / 2.0;
      H[1] = -(float)rect.h / 2.0;
      J[0] = (float)rect.x + (float)rect.w / 2.0;
      J[1] = (float)rect.y + (float)rect.h / 2.0;

      SVGA_DBG(DEBUG_VIEWPORT,
               "H %f,%f\n"
               "J %fx%f\n",
               H[0],
               H[1],
               J[0],
               J[1]);

      /* Adjust prescale to take into account the fact that it is
       * going to be applied prior to the perspective divide and
       * viewport transformation.
       * 
       * Vwin = H(Vc/Vc.w) + J
       *
       * We want to tweak Vwin with scale and translation from above,
       * as in:
       *
       * Vwin' = S Vwin + T
       *
       * But we can only modify the values at Vc.  Plugging all the
       * above together, and rearranging, eventually we get:
       *
       *   Vwin' = H(Vc'/Vc'.w) + J
       * where:
       *   Vc' = SVc + KVc.w
       *   K = (T + (S-1)J) / H
       *
       * Overwrite prescale.translate with values for K:
       */
      for (i = 0; i < 2; i++) {
         prescale.translate[i] = ((prescale.translate[i] +
                                   (prescale.scale[i] - 1.0) * J[i]) / H[i]);
      }

      SVGA_DBG(DEBUG_VIEWPORT,
               "clipspace %f,%f %fx%f\n",
               prescale.translate[0],
               prescale.translate[1],
               prescale.scale[0],
               prescale.scale[1]);
   }

out:
   if (degenerate) {
      rect.x = 0;
      rect.y = 0;
      rect.w = 1;
      rect.h = 1;
      prescale.enabled = FALSE;
   }

   if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
      ret = SVGA3D_SetViewport(svga->swc, &rect);
      if(ret != PIPE_OK)
         return ret;

      memcpy(&svga->state.hw_clear.viewport, &rect, sizeof(rect));
      assert(sizeof(rect) == sizeof(svga->state.hw_clear.viewport));
   }

   if (svga->state.hw_clear.depthrange.zmin != range_min ||
       svga->state.hw_clear.depthrange.zmax != range_max) 
   {
      ret = SVGA3D_SetZRange(svga->swc, range_min, range_max );
      if(ret != PIPE_OK)
         return ret;

      svga->state.hw_clear.depthrange.zmin = range_min;
      svga->state.hw_clear.depthrange.zmax = range_max;
   }

   if (memcmp(&prescale, &svga->state.hw_clear.prescale, sizeof prescale) != 0) {
      svga->dirty |= SVGA_NEW_PRESCALE;
      svga->state.hw_clear.prescale = prescale;
   }

   return PIPE_OK;
}
Example #5
0
static void
drawCube(void)
{
   static float angle = 0.5f;
   SVGA3dRect *rect;
   Matrix perspectiveMat;
   SVGA3dTextureState *ts;
   SVGA3dRenderState *rs;
   SVGA3dRect viewport = { 0, 0, surfWidth, surfHeight };

   SVGA3D_SetRenderTarget(CID, SVGA3D_RT_COLOR0, &colorImage);
   SVGA3D_SetRenderTarget(CID, SVGA3D_RT_DEPTH, &depthImage);

   SVGA3D_SetViewport(CID, &viewport);
   SVGA3D_SetZRange(CID, 0.0f, 1.0f);

   SVGA3D_BeginSetRenderState(CID, &rs, 5);
   {
      rs[0].state     = SVGA3D_RS_BLENDENABLE;
      rs[0].uintValue = FALSE;

      rs[1].state     = SVGA3D_RS_ZENABLE;
      rs[1].uintValue = TRUE;

      rs[2].state     = SVGA3D_RS_ZWRITEENABLE;
      rs[2].uintValue = TRUE;

      rs[3].state     = SVGA3D_RS_ZFUNC;
      rs[3].uintValue = SVGA3D_CMP_LESS;

      rs[4].state     = SVGA3D_RS_LIGHTINGENABLE;
      rs[4].uintValue = FALSE;
   }
   SVGA_FIFOCommitAll();

   SVGA3D_BeginSetTextureState(CID, &ts, 4);
   {
      ts[0].stage = 0;
      ts[0].name  = SVGA3D_TS_BIND_TEXTURE;
      ts[0].value = SVGA3D_INVALID_ID;

      ts[1].stage = 0;
      ts[1].name  = SVGA3D_TS_COLOROP;
      ts[1].value = SVGA3D_TC_SELECTARG1;

      ts[2].stage = 0;
      ts[2].name  = SVGA3D_TS_COLORARG1;
      ts[2].value = SVGA3D_TA_DIFFUSE;

      ts[3].stage = 0;
      ts[3].name  = SVGA3D_TS_ALPHAARG1;
      ts[3].value = SVGA3D_TA_DIFFUSE;
   }
   SVGA_FIFOCommitAll();

   /*
    * Draw a red border around the render target, to test edge
    * accuracy in Present.
    */
   SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
                     0xFF0000, 1.0f, 0, &rect, 1);
   *rect = viewport;
   SVGA_FIFOCommitAll();

   /*
    * Draw the background color
    */
   SVGA3D_BeginClear(CID, SVGA3D_CLEAR_COLOR | SVGA3D_CLEAR_DEPTH,
                     0x336699, 1.0f, 0, &rect, 1);
   rect->x = viewport.x + 1;
   rect->y = viewport.y + 1;
   rect->w = viewport.w - 2;
   rect->h = viewport.h - 2;
   SVGA_FIFOCommitAll();

   SVGA3dVertexDecl *decls;
   SVGA3dPrimitiveRange *ranges;
   Matrix view;

   Matrix_Copy(view, gIdentityMatrix);
   Matrix_Scale(view, 0.5, 0.5, 0.5, 1.0);
   Matrix_RotateX(view, 30.0 * M_PI / 180.0);
   Matrix_RotateY(view, angle);
   Matrix_Translate(view, 0, 0, 2.2);

   angle += 0.02;

   Matrix_Perspective(perspectiveMat, 45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
   SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_WORLD, gIdentityMatrix);
   SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_PROJECTION, perspectiveMat);
   SVGA3D_SetTransform(CID, SVGA3D_TRANSFORM_VIEW, view);

   SVGA3D_BeginDrawPrimitives(CID, &decls, 2, &ranges, 1);
   {
      decls[0].identity.type = SVGA3D_DECLTYPE_FLOAT3;
      decls[0].identity.usage = SVGA3D_DECLUSAGE_POSITION;
      decls[0].array.surfaceId = vertexSid;
      decls[0].array.stride = sizeof(MyVertex);
      decls[0].array.offset = offsetof(MyVertex, position);

      decls[1].identity.type = SVGA3D_DECLTYPE_D3DCOLOR;
      decls[1].identity.usage = SVGA3D_DECLUSAGE_COLOR;
      decls[1].array.surfaceId = vertexSid;
      decls[1].array.stride = sizeof(MyVertex);
      decls[1].array.offset = offsetof(MyVertex, color);

      ranges[0].primType = SVGA3D_PRIMITIVE_LINELIST;
      ranges[0].primitiveCount = numLines;
      ranges[0].indexArray.surfaceId = indexSid;
      ranges[0].indexArray.stride = sizeof(uint16);
      ranges[0].indexWidth = sizeof(uint16);
   }
   SVGA_FIFOCommitAll();
}
static enum pipe_error
try_clear(struct svga_context *svga, 
          unsigned buffers,
          const union pipe_color_union *color,
          double depth,
          unsigned stencil)
{
   enum pipe_error ret = PIPE_OK;
   SVGA3dRect rect = { 0, 0, 0, 0 };
   boolean restore_viewport = FALSE;
   SVGA3dClearFlag flags = 0;
   struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
   union util_color uc = {0};

   ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
   if (ret != PIPE_OK)
      return ret;

   if (svga->rebind.flags.rendertargets) {
      ret = svga_reemit_framebuffer_bindings(svga);
      if (ret != PIPE_OK) {
         return ret;
      }
   }

   if (buffers & PIPE_CLEAR_COLOR) {
      flags |= SVGA3D_CLEAR_COLOR;
      util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);

      rect.w = fb->width;
      rect.h = fb->height;
   }

   if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
      if (buffers & PIPE_CLEAR_DEPTH)
         flags |= SVGA3D_CLEAR_DEPTH;

      if (buffers & PIPE_CLEAR_STENCIL)
         flags |= SVGA3D_CLEAR_STENCIL;

      rect.w = MAX2(rect.w, fb->zsbuf->width);
      rect.h = MAX2(rect.h, fb->zsbuf->height);
   }

   if (!svga_have_vgpu10(svga) &&
       !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
      restore_viewport = TRUE;
      ret = SVGA3D_SetViewport(svga->swc, &rect);
      if (ret != PIPE_OK)
         return ret;
   }

   if (svga_have_vgpu10(svga)) {
      if (flags & SVGA3D_CLEAR_COLOR) {
         unsigned i;

         if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) {
            clear_buffers_with_quad(svga, buffers, color, depth, stencil);
            /* We also cleared depth/stencil, so that's done */
            flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
         }
         else {
            struct pipe_surface *rtv;

            /* Issue VGPU10 Clear commands */
            for (i = 0; i < fb->nr_cbufs; i++) {
               if ((fb->cbufs[i] == NULL) ||
                   !(buffers & (PIPE_CLEAR_COLOR0 << i)))
                  continue;

               rtv = svga_validate_surface_view(svga,
                                                svga_surface(fb->cbufs[i]));
               if (!rtv)
                  return PIPE_ERROR_OUT_OF_MEMORY;

               ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc,
                                                         rtv, color->f);
               if (ret != PIPE_OK)
                  return ret;
            }
         }
      }
      if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
         struct pipe_surface *dsv =
            svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
         if (!dsv)
            return PIPE_ERROR_OUT_OF_MEMORY;

         ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
                                                   stencil, (float) depth);
         if (ret != PIPE_OK)
            return ret;
      }
   }
   else {
      ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
                             rect.x, rect.y, rect.w, rect.h);
      if (ret != PIPE_OK)
         return ret;
   }

   if (restore_viewport) {
      ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
   }
   
   return ret;
}