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 = (float) svga->curr.framebuffer.width; float fb_height = (float) svga->curr.framebuffer.height; float fx = viewport->scale[0] * -1.0f + viewport->translate[0]; float fy = flip * viewport->scale[1] * -1.0f + viewport->translate[1]; float fw = viewport->scale[0] * 2.0f; float fh = flip * viewport->scale[1] * 2.0f; boolean emit_vgpu10_viewport = FALSE; 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; /* Enable prescale to adjust vertex positions to match VGPU10 convention only if rasterization is enabled. */ if (svga->curr.rast->templ.rasterizer_discard) { degenerate = TRUE; goto out; } else { prescale.enabled = TRUE; } if (fw < 0) { prescale.scale[0] *= -1.0f; prescale.translate[0] += -fw; fw = -fw; fx = viewport->scale[0] * 1.0f + viewport->translate[0]; } if (fh < 0.0) { if (svga_have_vgpu10(svga)) { /* floating point viewport params below */ prescale.translate[1] = fh + fy * 2.0f; } else { /* integer viewport params below */ prescale.translate[1] = fh - 1.0f + fy * 2.0f; } fh = -fh; fy -= fh; prescale.scale[1] = -1.0f; invertY = TRUE; } if (fx < 0) { prescale.translate[0] += fx; prescale.scale[0] *= fw / (fw + fx); fw += fx; fx = 0.0f; } if (fy < 0) { if (invertY) { prescale.translate[1] -= fy; } else { prescale.translate[1] += fy; } prescale.scale[1] *= fh / (fh + fy); fh += fy; fy = 0.0f; } 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 = (uint32) fx; rect.y = (uint32) fy; rect.w = (uint32) fw; rect.h = (uint32) 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.half_pixel_center) { float adjust_x = 0.0; float adjust_y = 0.0; if (svga_have_vgpu10(svga)) { /* Normally, we don't have to do any sub-pixel coordinate * adjustments for VGPU10. But when we draw wide points with * a GS we need an X adjustment in order to be conformant. */ if (svga->curr.reduced_prim == PIPE_PRIM_POINTS && svga->curr.rast->pointsize > 1.0f) { adjust_x = 0.5; } } else { switch (svga->curr.reduced_prim) { case PIPE_PRIM_POINTS: adjust_x = -0.375; adjust_y = -0.75; break; case PIPE_PRIM_LINES: adjust_x = -0.5; adjust_y = 0; break; 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] * -1.0f + viewport->translate[2]; range_max = viewport->scale[2] * 1.0f + 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 zmin is less than 0, clamp zmin to 0 and adjust the prescale. * zmin can be set to -1 when viewport->scale[2] is set to 1 and * viewport->translate[2] is set to 0 in the blit code. */ if (range_min < 0.0f) { range_min = -0.5f * viewport->scale[2] + 0.5f + viewport->translate[2]; range_max = 0.5f * viewport->scale[2] + 0.5f + viewport->translate[2]; prescale.scale[2] *= 2.0f; prescale.translate[2] -= 0.5f; } 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 / 2.0f; H[1] = -(float)rect.h / 2.0f; J[0] = (float)rect.x + (float)rect.w / 2.0f; J[1] = (float)rect.y + (float)rect.h / 2.0f; 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] - 1.0f) * 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 (!svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) { if (svga_have_vgpu10(svga)) { emit_vgpu10_viewport = TRUE; } else { ret = SVGA3D_SetViewport(svga->swc, &rect); if (ret != PIPE_OK) return ret; svga->state.hw_clear.viewport = rect; } } if (svga->state.hw_clear.depthrange.zmin != range_min || svga->state.hw_clear.depthrange.zmax != range_max) { if (svga_have_vgpu10(svga)) { emit_vgpu10_viewport = TRUE; } else { 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 (emit_vgpu10_viewport) { SVGA3dViewport vp; vp.x = (float) rect.x; vp.y = (float) rect.y; vp.width = (float) rect.w; vp.height = (float) rect.h; vp.minDepth = range_min; vp.maxDepth = range_max; ret = SVGA3D_vgpu10_SetViewports(svga->swc, 1, &vp); if (ret != PIPE_OK) return ret; svga->state.hw_clear.viewport = rect; 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; }
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; }