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"
30 #include "svga_context.h"
31 #include "svga_state.h"
33 #include "svga_debug.h"
36 /***********************************************************************
37 * Hardware state update
41 static int emit_framebuffer( struct svga_context
*svga
,
44 const struct pipe_framebuffer_state
*curr
= &svga
->curr
.framebuffer
;
45 struct pipe_framebuffer_state
*hw
= &svga
->state
.hw_clear
.framebuffer
;
49 /* XXX: Need shadow state in svga->hw to eliminate redundant
50 * uploads, especially of NULL buffers.
53 for(i
= 0; i
< PIPE_MAX_COLOR_BUFS
; ++i
) {
54 if (curr
->cbufs
[i
] != hw
->cbufs
[i
]) {
55 if (svga
->curr
.nr_fbs
++ > 8)
56 return PIPE_ERROR_OUT_OF_MEMORY
;
58 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_COLOR0
+ i
, curr
->cbufs
[i
]);
62 pipe_surface_reference(&hw
->cbufs
[i
], curr
->cbufs
[i
]);
67 if (curr
->zsbuf
!= hw
->zsbuf
) {
68 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_DEPTH
, curr
->zsbuf
);
73 curr
->zsbuf
->format
== PIPE_FORMAT_S8Z24_UNORM
) {
74 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_STENCIL
, curr
->zsbuf
);
79 ret
= SVGA3D_SetRenderTarget(svga
->swc
, SVGA3D_RT_STENCIL
, NULL
);
84 pipe_surface_reference(&hw
->zsbuf
, curr
->zsbuf
);
92 struct svga_tracked_state svga_hw_framebuffer
=
94 "hw framebuffer state",
95 SVGA_NEW_FRAME_BUFFER
,
102 /***********************************************************************
105 static int emit_viewport( struct svga_context
*svga
,
108 const struct pipe_viewport_state
*viewport
= &svga
->curr
.viewport
;
109 struct svga_prescale prescale
;
111 /* Not sure if this state is relevant with POSITIONT. Probably
112 * not, but setting to 0,1 avoids some state pingponging.
114 float range_min
= 0.0;
115 float range_max
= 1.0;
117 boolean degenerate
= FALSE
;
120 float fb_width
= svga
->curr
.framebuffer
.width
;
121 float fb_height
= svga
->curr
.framebuffer
.height
;
123 float fx
= viewport
->scale
[0] * -1.0 + viewport
->translate
[0];
124 float fy
= flip
* viewport
->scale
[1] * -1.0 + viewport
->translate
[1];
125 float fw
= viewport
->scale
[0] * 2;
126 float fh
= flip
* viewport
->scale
[1] * 2;
128 memset( &prescale
, 0, sizeof(prescale
) );
130 /* Examine gallium viewport transformation and produce a screen
131 * rectangle and possibly vertex shader pre-transformation to
132 * get the same results.
135 SVGA_DBG(DEBUG_VIEWPORT
,
136 "\ninitial %f,%f %fx%f\n",
142 prescale
.scale
[0] = 1.0;
143 prescale
.scale
[1] = 1.0;
144 prescale
.scale
[2] = 1.0;
145 prescale
.scale
[3] = 1.0;
146 prescale
.translate
[0] = 0;
147 prescale
.translate
[1] = 0;
148 prescale
.translate
[2] = 0;
149 prescale
.translate
[3] = 0;
150 prescale
.enabled
= TRUE
;
155 prescale
.scale
[0] *= -1.0;
156 prescale
.translate
[0] += -fw
;
158 fx
= viewport
->scale
[0] * 1.0 + viewport
->translate
[0];
162 prescale
.scale
[1] *= -1.0;
163 prescale
.translate
[1] += -fh
;
165 fy
= flip
* viewport
->scale
[1] * 1.0 + viewport
->translate
[1];
169 prescale
.translate
[0] += fx
;
170 prescale
.scale
[0] *= fw
/ (fw
+ fx
);
176 prescale
.translate
[1] += fy
;
177 prescale
.scale
[1] *= fh
/ (fh
+ fy
);
182 if (fx
+ fw
> fb_width
) {
183 prescale
.scale
[0] *= fw
/ (fb_width
- fx
);
184 prescale
.translate
[0] -= fx
* (fw
/ (fb_width
- fx
));
185 prescale
.translate
[0] += fx
;
190 if (fy
+ fh
> fb_height
) {
191 prescale
.scale
[1] *= fh
/ (fb_height
- fy
);
192 prescale
.translate
[1] -= fy
* (fh
/ (fb_height
- fy
));
193 prescale
.translate
[1] += fy
;
197 if (fw
< 0 || fh
< 0) {
198 fw
= fh
= fx
= fy
= 0;
204 /* D3D viewport is integer space. Convert fx,fy,etc. to
207 * TODO: adjust pretranslate correct for any subpixel error
208 * introduced converting to integers.
215 SVGA_DBG(DEBUG_VIEWPORT
,
216 "viewport error %f,%f %fx%f\n",
217 fabs((float)rect
.x
- fx
),
218 fabs((float)rect
.y
- fy
),
219 fabs((float)rect
.w
- fw
),
220 fabs((float)rect
.h
- fh
));
222 SVGA_DBG(DEBUG_VIEWPORT
,
223 "viewport %d,%d %dx%d\n",
230 /* Finally, to get GL rasterization rules, need to tweak the
231 * screen-space coordinates slightly relative to D3D which is
232 * what hardware implements natively.
234 if (svga
->curr
.rast
->templ
.gl_rasterization_rules
) {
235 float adjust_x
= 0.0;
236 float adjust_y
= 0.0;
238 switch (svga
->curr
.reduced_prim
) {
239 case PIPE_PRIM_LINES
:
243 case PIPE_PRIM_POINTS
:
244 case PIPE_PRIM_TRIANGLES
:
250 prescale
.translate
[0] += adjust_x
;
251 prescale
.translate
[1] += adjust_y
;
252 prescale
.translate
[2] = 0.5; /* D3D clip space */
253 prescale
.scale
[2] = 0.5; /* D3D clip space */
257 range_min
= viewport
->scale
[2] * -1.0 + viewport
->translate
[2];
258 range_max
= viewport
->scale
[2] * 1.0 + viewport
->translate
[2];
260 /* D3D (and by implication SVGA) doesn't like dealing with zmax
261 * less than zmin. Detect that case, flip the depth range and
262 * invert our z-scale factor to achieve the same effect.
264 if (range_min
> range_max
) {
266 range_tmp
= range_min
;
267 range_min
= range_max
;
268 range_max
= range_tmp
;
269 prescale
.scale
[2] = -prescale
.scale
[2];
272 if (prescale
.enabled
) {
277 SVGA_DBG(DEBUG_VIEWPORT
,
278 "prescale %f,%f %fx%f\n",
279 prescale
.translate
[0],
280 prescale
.translate
[1],
284 H
[0] = (float)rect
.w
/ 2.0;
285 H
[1] = -(float)rect
.h
/ 2.0;
286 J
[0] = (float)rect
.x
+ (float)rect
.w
/ 2.0;
287 J
[1] = (float)rect
.y
+ (float)rect
.h
/ 2.0;
289 SVGA_DBG(DEBUG_VIEWPORT
,
297 /* Adjust prescale to take into account the fact that it is
298 * going to be applied prior to the perspective divide and
299 * viewport transformation.
301 * Vwin = H(Vc/Vc.w) + J
303 * We want to tweak Vwin with scale and translation from above,
308 * But we can only modify the values at Vc. Plugging all the
309 * above together, and rearranging, eventually we get:
311 * Vwin' = H(Vc'/Vc'.w) + J
314 * K = (T + (S-1)J) / H
316 * Overwrite prescale.translate with values for K:
318 for (i
= 0; i
< 2; i
++) {
319 prescale
.translate
[i
] = ((prescale
.translate
[i
] +
320 (prescale
.scale
[i
] - 1.0) * J
[i
]) / H
[i
]);
323 SVGA_DBG(DEBUG_VIEWPORT
,
324 "clipspace %f,%f %fx%f\n",
325 prescale
.translate
[0],
326 prescale
.translate
[1],
337 prescale
.enabled
= FALSE
;
340 if (memcmp(&rect
, &svga
->state
.hw_clear
.viewport
, sizeof(rect
)) != 0) {
341 ret
= SVGA3D_SetViewport(svga
->swc
, &rect
);
345 memcpy(&svga
->state
.hw_clear
.viewport
, &rect
, sizeof(rect
));
346 assert(sizeof(rect
) == sizeof(svga
->state
.hw_clear
.viewport
));
349 if (svga
->state
.hw_clear
.depthrange
.zmin
!= range_min
||
350 svga
->state
.hw_clear
.depthrange
.zmax
!= range_max
)
352 ret
= SVGA3D_SetZRange(svga
->swc
, range_min
, range_max
);
356 svga
->state
.hw_clear
.depthrange
.zmin
= range_min
;
357 svga
->state
.hw_clear
.depthrange
.zmax
= range_max
;
360 if (memcmp(&prescale
, &svga
->state
.hw_clear
.prescale
, sizeof prescale
) != 0) {
361 svga
->dirty
|= SVGA_NEW_PRESCALE
;
362 svga
->state
.hw_clear
.prescale
= prescale
;
369 struct svga_tracked_state svga_hw_viewport
=
372 ( SVGA_NEW_FRAME_BUFFER
|
375 SVGA_NEW_REDUCED_PRIMITIVE
),
380 /***********************************************************************
383 static int emit_scissor_rect( struct svga_context
*svga
,
386 const struct pipe_scissor_state
*scissor
= &svga
->curr
.scissor
;
389 rect
.x
= scissor
->minx
;
390 rect
.y
= scissor
->miny
;
391 rect
.w
= scissor
->maxx
- scissor
->minx
; /* + 1 ?? */
392 rect
.h
= scissor
->maxy
- scissor
->miny
; /* + 1 ?? */
394 return SVGA3D_SetScissorRect(svga
->swc
, &rect
);
398 struct svga_tracked_state svga_hw_scissor
=
406 /***********************************************************************
410 static int emit_clip_planes( struct svga_context
*svga
,
416 /* TODO: just emit directly from svga_set_clip_state()?
418 for (i
= 0; i
< svga
->curr
.clip
.nr
; i
++) {
419 ret
= SVGA3D_SetClipPlane( svga
->swc
,
421 svga
->curr
.clip
.ucp
[i
] );
430 struct svga_tracked_state svga_hw_clip_planes
=