Exemple #1
0
/* Setup any hardware state which will be constant through the life of
 * a context.
 */
enum pipe_error svga_emit_initial_state( struct svga_context *svga )
{
   if (svga_have_vgpu10(svga)) {
      SVGA3dRasterizerStateId id = util_bitmask_add(svga->rast_object_id_bm);
      enum pipe_error ret;

      /* XXX preliminary code */
      ret = SVGA3D_vgpu10_DefineRasterizerState(svga->swc,
                                             id,
                                             SVGA3D_FILLMODE_FILL,
                                             SVGA3D_CULL_NONE,
                                             1, /* frontCounterClockwise */
                                             0, /* depthBias */
                                             0.0f, /* depthBiasClamp */
                                             0.0f, /* slopeScaledDepthBiasClamp */
                                             0, /* depthClampEnable */
                                             0, /* scissorEnable */
                                             0, /* multisampleEnable */
                                             0, /* aalineEnable */
                                             1.0f, /* lineWidth */
                                             0, /* lineStippleEnable */
                                             0, /* lineStippleFactor */
                                             0, /* lineStipplePattern */
                                             0); /* provokingVertexLast */


      assert(ret == PIPE_OK);

      ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, id);
      return ret;
   }
   else {
      SVGA3dRenderState *rs;
      unsigned count = 0;
      const unsigned COUNT = 2;
      enum pipe_error ret;

      ret = SVGA3D_BeginSetRenderState( svga->swc, &rs, COUNT );
      if (ret != PIPE_OK)
         return ret;

      /* Always use D3D style coordinate space as this is the only one
       * which is implemented on all backends.
       */
      EMIT_RS(rs, count, SVGA3D_RS_COORDINATETYPE,
              SVGA3D_COORDINATE_LEFTHANDED );
      EMIT_RS(rs, count, SVGA3D_RS_FRONTWINDING, SVGA3D_FRONTWINDING_CW );

      assert( COUNT == count );
      SVGA_FIFOCommitAll( svga->swc );

      return PIPE_OK;
   }
}
/* Setup any hardware state which will be constant through the life of
 * a context.
 */
enum pipe_error svga_emit_initial_state( struct svga_context *svga )
{
   SVGA3dRenderState *rs;
   unsigned count = 0;
   const unsigned COUNT = 2;
   enum pipe_error ret;

   ret = SVGA3D_BeginSetRenderState( svga->swc, &rs, COUNT );
   if (ret != PIPE_OK)
      return ret;

   /* Always use D3D style coordinate space as this is the only one
    * which is implemented on all backends.
    */
   EMIT_RS(rs, count, SVGA3D_RS_COORDINATETYPE, SVGA3D_COORDINATE_LEFTHANDED );
   EMIT_RS(rs, count, SVGA3D_RS_FRONTWINDING, SVGA3D_FRONTWINDING_CW );
   
   assert( COUNT == count );
   SVGA_FIFOCommitAll( svga->swc );

   return PIPE_OK;
}
/* 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.
 */
static enum pipe_error
emit_rss(struct svga_context *svga, unsigned dirty)
{
   struct svga_screen *screen = svga_screen(svga->pipe.screen);
   struct rs_queue queue;
   float point_size_min;

   queue.rs_count = 0;

   if (dirty & SVGA_NEW_BLEND) {
      const struct svga_blend_state *curr = svga->curr.blend;

      EMIT_RS( svga, curr->rt[0].writemask, COLORWRITEENABLE, fail );
      EMIT_RS( svga, curr->rt[0].blend_enable, BLENDENABLE, fail );

      if (curr->rt[0].blend_enable) {
         EMIT_RS( svga, curr->rt[0].srcblend, SRCBLEND, fail );
         EMIT_RS( svga, curr->rt[0].dstblend, DSTBLEND, fail );
         EMIT_RS( svga, curr->rt[0].blendeq, BLENDEQUATION, fail );

         EMIT_RS( svga, curr->rt[0].separate_alpha_blend_enable, 
                  SEPARATEALPHABLENDENABLE, fail );

         if (curr->rt[0].separate_alpha_blend_enable) {
            EMIT_RS( svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA, fail );
            EMIT_RS( svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA, fail );
            EMIT_RS( svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA, fail );
         }
      }
   }

   if (dirty & SVGA_NEW_BLEND_COLOR) {
      uint32 color;
      uint32 r = float_to_ubyte(svga->curr.blend_color.color[0]);
      uint32 g = float_to_ubyte(svga->curr.blend_color.color[1]);
      uint32 b = float_to_ubyte(svga->curr.blend_color.color[2]);
      uint32 a = float_to_ubyte(svga->curr.blend_color.color[3]);

      color = (a << 24) | (r << 16) | (g << 8) | b;

      EMIT_RS( svga, color, BLENDCOLOR, fail );
   }

   if (dirty & (SVGA_NEW_DEPTH_STENCIL | SVGA_NEW_RAST)) {
      const struct svga_depth_stencil_state *curr = svga->curr.depth; 
      const struct svga_rasterizer_state *rast = svga->curr.rast; 

      if (!curr->stencil[0].enabled) 
      {
         /* Stencil disabled
          */
         EMIT_RS( svga, FALSE, STENCILENABLE, fail );
         EMIT_RS( svga, FALSE, STENCILENABLE2SIDED, fail );
      }
      else if (curr->stencil[0].enabled && !curr->stencil[1].enabled)
      {
         /* Regular stencil
          */
         EMIT_RS( svga, TRUE, STENCILENABLE, fail );
         EMIT_RS( svga, FALSE, STENCILENABLE2SIDED, fail );

         EMIT_RS( svga, curr->stencil[0].func,  STENCILFUNC, fail );
         EMIT_RS( svga, curr->stencil[0].fail,  STENCILFAIL, fail );
         EMIT_RS( svga, curr->stencil[0].zfail, STENCILZFAIL, fail );
         EMIT_RS( svga, curr->stencil[0].pass,  STENCILPASS, fail );

         EMIT_RS( svga, curr->stencil_mask, STENCILMASK, fail );
         EMIT_RS( svga, curr->stencil_writemask, STENCILWRITEMASK, fail );
      }
      else 
      {
         int cw, ccw;

         /* Hardware frontwinding is always CW, so if ours is also CW,
          * then our definition of front face agrees with hardware.
          * Otherwise need to flip.
          */
         if (rast->templ.front_ccw) {
            ccw = 0;
            cw = 1;
         }
         else {
            ccw = 1;
            cw = 0;
         }

         /* Twoside stencil
          */
         EMIT_RS( svga, TRUE, STENCILENABLE, fail );
         EMIT_RS( svga, TRUE, STENCILENABLE2SIDED, fail );

         EMIT_RS( svga, curr->stencil[cw].func,  STENCILFUNC, fail );
         EMIT_RS( svga, curr->stencil[cw].fail,  STENCILFAIL, fail );
         EMIT_RS( svga, curr->stencil[cw].zfail, STENCILZFAIL, fail );
         EMIT_RS( svga, curr->stencil[cw].pass,  STENCILPASS, fail );

         EMIT_RS( svga, curr->stencil[ccw].func,  CCWSTENCILFUNC, fail );
         EMIT_RS( svga, curr->stencil[ccw].fail,  CCWSTENCILFAIL, fail );
         EMIT_RS( svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL, fail );
         EMIT_RS( svga, curr->stencil[ccw].pass,  CCWSTENCILPASS, fail );

         EMIT_RS( svga, curr->stencil_mask, STENCILMASK, fail );
         EMIT_RS( svga, curr->stencil_writemask, STENCILWRITEMASK, fail );
      }

      EMIT_RS( svga, curr->zenable, ZENABLE, fail );
      if (curr->zenable) {
         EMIT_RS( svga, curr->zfunc, ZFUNC, fail );
         EMIT_RS( svga, curr->zwriteenable, ZWRITEENABLE, fail );
      }

      EMIT_RS( svga, curr->alphatestenable, ALPHATESTENABLE, fail );
      if (curr->alphatestenable) {
         EMIT_RS( svga, curr->alphafunc, ALPHAFUNC, fail );
         EMIT_RS_FLOAT( svga, curr->alpharef, ALPHAREF, fail );
      }
   }

   if (dirty & SVGA_NEW_STENCIL_REF) {
      EMIT_RS( svga, svga->curr.stencil_ref.ref_value[0], STENCILREF, fail );
   }

   if (dirty & (SVGA_NEW_RAST | SVGA_NEW_NEED_PIPELINE))
   {
      const struct svga_rasterizer_state *curr = svga->curr.rast; 
      unsigned cullmode = curr->cullmode;

      /* Shademode: still need to rearrange index list to move
       * flat-shading PV first vertex.
       */
      EMIT_RS( svga, curr->shademode, SHADEMODE, fail );

      /* Don't do culling while the software pipeline is active.  It
       * does it for us, and additionally introduces potentially
       * back-facing triangles.
       */
      if (svga->state.sw.need_pipeline)
         cullmode = SVGA3D_FACE_NONE;

      point_size_min = util_get_min_point_size(&curr->templ);

      EMIT_RS( svga, cullmode, CULLMODE, fail );
      EMIT_RS( svga, curr->scissortestenable, SCISSORTESTENABLE, fail );
      EMIT_RS( svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS, fail );
      EMIT_RS( svga, curr->lastpixel, LASTPIXEL, fail );
      EMIT_RS( svga, curr->linepattern, LINEPATTERN, fail );
      EMIT_RS_FLOAT( svga, curr->pointsize, POINTSIZE, fail );
      EMIT_RS_FLOAT( svga, point_size_min, POINTSIZEMIN, fail );
      EMIT_RS_FLOAT( svga, screen->maxPointSize, POINTSIZEMAX, fail );
      EMIT_RS( svga, curr->pointsprite, POINTSPRITEENABLE, fail);
   }

   if (dirty & (SVGA_NEW_RAST | SVGA_NEW_FRAME_BUFFER | SVGA_NEW_NEED_PIPELINE))
   {
      const struct svga_rasterizer_state *curr = svga->curr.rast; 
      float slope = 0.0;
      float bias  = 0.0;

      /* Need to modify depth bias according to bound depthbuffer
       * format.  Don't do hardware depthbias while the software
       * pipeline is active.
       */
      if (!svga->state.sw.need_pipeline &&
          svga->curr.framebuffer.zsbuf)
      {
         slope = curr->slopescaledepthbias;
         bias  = svga->curr.depthscale * curr->depthbias;
      }

      EMIT_RS_FLOAT( svga, slope, SLOPESCALEDEPTHBIAS, fail );
      EMIT_RS_FLOAT( svga, bias, DEPTHBIAS, fail );
   }

   if (dirty & SVGA_NEW_FRAME_BUFFER) {
      /* XXX: we only look at the first color buffer's sRGB state */
      float gamma = 1.0f;
      if (svga->curr.framebuffer.cbufs[0] &&
          util_format_is_srgb(svga->curr.framebuffer.cbufs[0]->format)) {
         gamma = 2.2f;
      }
      EMIT_RS_FLOAT(svga, gamma, OUTPUTGAMMA, fail);
   }

   if (dirty & SVGA_NEW_RAST) {
      /* bitmask of the enabled clip planes */
      unsigned enabled = svga->curr.rast->templ.clip_plane_enable;
      EMIT_RS( svga, enabled, CLIPPLANEENABLE, fail );
   }

   if (queue.rs_count) {
      SVGA3dRenderState *rs;

      if (SVGA3D_BeginSetRenderState( svga->swc,
                                      &rs,
                                      queue.rs_count ) != PIPE_OK)
         goto fail;

      memcpy( rs,
              queue.rs,
              queue.rs_count * sizeof queue.rs[0]);

      SVGA_FIFOCommitAll( svga->swc );
   }

   return PIPE_OK;

fail:
   /* XXX: need to poison cached hardware state on failure to ensure
    * dirty state gets re-emitted.  Fix this by re-instating partial
    * FIFOCommit command and only updating cached hw state once the
    * initial allocation has succeeded.
    */
   memset(svga->state.hw_draw.rs, 0xcd, sizeof(svga->state.hw_draw.rs));

   return PIPE_ERROR_OUT_OF_MEMORY;
}
/* 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.
 */
static int emit_rss( struct svga_context *svga,
                     unsigned dirty )
{
   struct rs_queue queue;

   queue.rs_count = 0;

   if (dirty & SVGA_NEW_BLEND) {
      const struct svga_blend_state *curr = svga->curr.blend;

      EMIT_RS( svga, curr->rt[0].writemask, COLORWRITEENABLE, fail );
      EMIT_RS( svga, curr->rt[0].blend_enable, BLENDENABLE, fail );

      if (curr->rt[0].blend_enable) {
         EMIT_RS( svga, curr->rt[0].srcblend, SRCBLEND, fail );
         EMIT_RS( svga, curr->rt[0].dstblend, DSTBLEND, fail );
         EMIT_RS( svga, curr->rt[0].blendeq, BLENDEQUATION, fail );

         EMIT_RS( svga, curr->rt[0].separate_alpha_blend_enable, 
                  SEPARATEALPHABLENDENABLE, fail );

         if (curr->rt[0].separate_alpha_blend_enable) {
            EMIT_RS( svga, curr->rt[0].srcblend_alpha, SRCBLENDALPHA, fail );
            EMIT_RS( svga, curr->rt[0].dstblend_alpha, DSTBLENDALPHA, fail );
            EMIT_RS( svga, curr->rt[0].blendeq_alpha, BLENDEQUATIONALPHA, fail );
         }
      }
   }


   if (dirty & (SVGA_NEW_DEPTH_STENCIL | SVGA_NEW_RAST)) {
      const struct svga_depth_stencil_state *curr = svga->curr.depth; 
      const struct svga_rasterizer_state *rast = svga->curr.rast; 

      if (!curr->stencil[0].enabled) 
      {
         /* Stencil disabled
          */
         EMIT_RS( svga, FALSE, STENCILENABLE, fail );
         EMIT_RS( svga, FALSE, STENCILENABLE2SIDED, fail );
      }
      else if (curr->stencil[0].enabled && !curr->stencil[1].enabled)
      {
         /* Regular stencil
          */
         EMIT_RS( svga, TRUE, STENCILENABLE, fail );
         EMIT_RS( svga, FALSE, STENCILENABLE2SIDED, fail );

         EMIT_RS( svga, curr->stencil[0].func,  STENCILFUNC, fail );
         EMIT_RS( svga, curr->stencil[0].fail,  STENCILFAIL, fail );
         EMIT_RS( svga, curr->stencil[0].zfail, STENCILZFAIL, fail );
         EMIT_RS( svga, curr->stencil[0].pass,  STENCILPASS, fail );
         
         EMIT_RS( svga, curr->stencil_ref, STENCILREF, fail );
         EMIT_RS( svga, curr->stencil_mask, STENCILMASK, fail );
         EMIT_RS( svga, curr->stencil_writemask, STENCILWRITEMASK, fail );
      }
      else 
      {
         int cw, ccw;

         /* Hardware frontwinding is always CW, so if ours is also CW,
          * then our definition of front face agrees with hardware.
          * Otherwise need to flip.
          */
         if (rast->templ.front_winding == PIPE_WINDING_CW) {
            cw = 0;
            ccw = 1;
         }
         else {
            cw = 1;
            ccw = 0;
         }

         /* Twoside stencil
          */
         EMIT_RS( svga, TRUE, STENCILENABLE, fail );
         EMIT_RS( svga, TRUE, STENCILENABLE2SIDED, fail );

         EMIT_RS( svga, curr->stencil[cw].func,  STENCILFUNC, fail );
         EMIT_RS( svga, curr->stencil[cw].fail,  STENCILFAIL, fail );
         EMIT_RS( svga, curr->stencil[cw].zfail, STENCILZFAIL, fail );
         EMIT_RS( svga, curr->stencil[cw].pass,  STENCILPASS, fail );

         EMIT_RS( svga, curr->stencil[ccw].func,  CCWSTENCILFUNC, fail );
         EMIT_RS( svga, curr->stencil[ccw].fail,  CCWSTENCILFAIL, fail );
         EMIT_RS( svga, curr->stencil[ccw].zfail, CCWSTENCILZFAIL, fail );
         EMIT_RS( svga, curr->stencil[ccw].pass,  CCWSTENCILPASS, fail );

         EMIT_RS( svga, curr->stencil_ref, STENCILREF, fail );
         EMIT_RS( svga, curr->stencil_mask, STENCILMASK, fail );
         EMIT_RS( svga, curr->stencil_writemask, STENCILWRITEMASK, fail );
      }

      EMIT_RS( svga, curr->zenable, ZENABLE, fail );
      if (curr->zenable) {
         EMIT_RS( svga, curr->zfunc, ZFUNC, fail );
         EMIT_RS( svga, curr->zwriteenable, ZWRITEENABLE, fail );
      }

      EMIT_RS( svga, curr->alphatestenable, ALPHATESTENABLE, fail );
      if (curr->alphatestenable) {
         EMIT_RS( svga, curr->alphafunc, ALPHAFUNC, fail );
         EMIT_RS_FLOAT( svga, curr->alpharef, ALPHAREF, fail );
      }
   }


   if (dirty & SVGA_NEW_RAST)
   {
      const struct svga_rasterizer_state *curr = svga->curr.rast; 

      /* Shademode: still need to rearrange index list to move
       * flat-shading PV first vertex.
       */
      EMIT_RS( svga, curr->shademode, SHADEMODE, fail );
      EMIT_RS( svga, curr->cullmode, CULLMODE, fail );
      EMIT_RS( svga, curr->scissortestenable, SCISSORTESTENABLE, fail );
      EMIT_RS( svga, curr->multisampleantialias, MULTISAMPLEANTIALIAS, fail );
      EMIT_RS( svga, curr->lastpixel, LASTPIXEL, fail );
      EMIT_RS( svga, curr->linepattern, LINEPATTERN, fail );
      EMIT_RS_FLOAT( svga, curr->pointsize, POINTSIZE, fail );
      EMIT_RS_FLOAT( svga, curr->pointsize_min, POINTSIZEMIN, fail );
      EMIT_RS_FLOAT( svga, curr->pointsize_max, POINTSIZEMAX, fail );
   }

   if (dirty & (SVGA_NEW_RAST | SVGA_NEW_FRAME_BUFFER | SVGA_NEW_NEED_PIPELINE))
   {
      const struct svga_rasterizer_state *curr = svga->curr.rast; 
      float slope = 0.0;
      float bias  = 0.0;

      /* Need to modify depth bias according to bound depthbuffer
       * format.  Don't do hardware depthbias while the software
       * pipeline is active.
       */
      if (!svga->state.sw.need_pipeline &&
          svga->curr.framebuffer.zsbuf)
      {
         slope = curr->slopescaledepthbias;
         bias  = svga->curr.depthscale * curr->depthbias;
      }

      EMIT_RS_FLOAT( svga, slope, SLOPESCALEDEPTHBIAS, fail );
      EMIT_RS_FLOAT( svga, bias, DEPTHBIAS, fail );
   }


   if (queue.rs_count) {
      SVGA3dRenderState *rs;

      if (SVGA3D_BeginSetRenderState( svga->swc,
                                      &rs,
                                      queue.rs_count ) != PIPE_OK)
         goto fail;

      memcpy( rs,
              queue.rs,
              queue.rs_count * sizeof queue.rs[0]);
      
      SVGA_FIFOCommitAll( svga->swc );
   }

   /* Also blend color:
    */

   return 0;

fail:
   /* XXX: need to poison cached hardware state on failure to ensure
    * dirty state gets re-emitted.  Fix this by re-instating partial
    * FIFOCommit command and only updating cached hw state once the
    * initial allocation has succeeded.
    */
   memset(svga->state.hw_draw.rs, 0xcd, sizeof(svga->state.hw_draw.rs));

   return PIPE_ERROR_OUT_OF_MEMORY;
}