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  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 "util/u_inlines.h"
  27. #include "pipe/p_state.h"
  28. #include "svga_context.h"
  29. #include "svga_state.h"
  30. #include "svga_debug.h"
  31. #include "svga_hw_reg.h"
  32.  
  33.  
  34. /**
  35.  * Given a gallium vertex element format, return the corresponding SVGA3D
  36.  * format.  Return SVGA3D_DECLTYPE_MAX for unsupported gallium formats.
  37.  */
  38. static INLINE SVGA3dDeclType
  39. svga_translate_vertex_format(enum pipe_format format)
  40. {
  41.    switch (format) {
  42.    case PIPE_FORMAT_R32_FLOAT:            return SVGA3D_DECLTYPE_FLOAT1;
  43.    case PIPE_FORMAT_R32G32_FLOAT:         return SVGA3D_DECLTYPE_FLOAT2;
  44.    case PIPE_FORMAT_R32G32B32_FLOAT:      return SVGA3D_DECLTYPE_FLOAT3;
  45.    case PIPE_FORMAT_R32G32B32A32_FLOAT:   return SVGA3D_DECLTYPE_FLOAT4;
  46.    case PIPE_FORMAT_B8G8R8A8_UNORM:       return SVGA3D_DECLTYPE_D3DCOLOR;
  47.    case PIPE_FORMAT_R8G8B8A8_USCALED:     return SVGA3D_DECLTYPE_UBYTE4;
  48.    case PIPE_FORMAT_R16G16_SSCALED:       return SVGA3D_DECLTYPE_SHORT2;
  49.    case PIPE_FORMAT_R16G16B16A16_SSCALED: return SVGA3D_DECLTYPE_SHORT4;
  50.    case PIPE_FORMAT_R8G8B8A8_UNORM:       return SVGA3D_DECLTYPE_UBYTE4N;
  51.    case PIPE_FORMAT_R16G16_SNORM:         return SVGA3D_DECLTYPE_SHORT2N;
  52.    case PIPE_FORMAT_R16G16B16A16_SNORM:   return SVGA3D_DECLTYPE_SHORT4N;
  53.    case PIPE_FORMAT_R16G16_UNORM:         return SVGA3D_DECLTYPE_USHORT2N;
  54.    case PIPE_FORMAT_R16G16B16A16_UNORM:   return SVGA3D_DECLTYPE_USHORT4N;
  55.    case PIPE_FORMAT_R10G10B10X2_USCALED:  return SVGA3D_DECLTYPE_UDEC3;
  56.    case PIPE_FORMAT_R10G10B10X2_SNORM:    return SVGA3D_DECLTYPE_DEC3N;
  57.    case PIPE_FORMAT_R16G16_FLOAT:         return SVGA3D_DECLTYPE_FLOAT16_2;
  58.    case PIPE_FORMAT_R16G16B16A16_FLOAT:   return SVGA3D_DECLTYPE_FLOAT16_4;
  59.  
  60.    default:
  61.       /* There are many formats without hardware support.  This case
  62.        * will be hit regularly, meaning we'll need swvfetch.
  63.        */
  64.       return SVGA3D_DECLTYPE_MAX;
  65.    }
  66. }
  67.  
  68.  
  69. static enum pipe_error
  70. update_need_swvfetch(struct svga_context *svga, unsigned dirty)
  71. {
  72.    unsigned i;
  73.    boolean need_swvfetch = FALSE;
  74.  
  75.    if (!svga->curr.velems) {
  76.       /* No vertex elements bound. */
  77.       return 0;
  78.    }
  79.  
  80.    for (i = 0; i < svga->curr.velems->count; i++) {
  81.       svga->state.sw.ve_format[i] = svga_translate_vertex_format(svga->curr.velems->velem[i].src_format);
  82.       if (svga->state.sw.ve_format[i] == SVGA3D_DECLTYPE_MAX) {
  83.          /* Unsupported format - use software fetch */
  84.          need_swvfetch = TRUE;
  85.          break;
  86.       }
  87.    }
  88.  
  89.    if (need_swvfetch != svga->state.sw.need_swvfetch) {
  90.       svga->state.sw.need_swvfetch = need_swvfetch;
  91.       svga->dirty |= SVGA_NEW_NEED_SWVFETCH;
  92.    }
  93.  
  94.    return PIPE_OK;
  95. }
  96.  
  97. struct svga_tracked_state svga_update_need_swvfetch =
  98. {
  99.    "update need_swvfetch",
  100.    ( SVGA_NEW_VELEMENT ),
  101.    update_need_swvfetch
  102. };
  103.  
  104.  
  105.  
  106. static enum pipe_error
  107. update_need_pipeline(struct svga_context *svga, unsigned dirty)
  108. {
  109.    boolean need_pipeline = FALSE;
  110.    struct svga_vertex_shader *vs = svga->curr.vs;
  111.  
  112.    /* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
  113.     */
  114.    if (svga->curr.rast->need_pipeline & (1 << svga->curr.reduced_prim)) {
  115.       SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline (0x%x) & prim (0x%x)\n",
  116.                  __FUNCTION__,
  117.                  svga->curr.rast->need_pipeline,
  118.                  (1 << svga->curr.reduced_prim) );
  119.       SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline tris (%s), lines (%s), points (%s)\n",
  120.                  __FUNCTION__,
  121.                  svga->curr.rast->need_pipeline_tris_str,
  122.                  svga->curr.rast->need_pipeline_lines_str,
  123.                  svga->curr.rast->need_pipeline_points_str);
  124.       need_pipeline = TRUE;
  125.    }
  126.  
  127.    /* EDGEFLAGS
  128.     */
  129.     if (vs && vs->base.info.writes_edgeflag) {
  130.       SVGA_DBG(DEBUG_SWTNL, "%s: edgeflags\n", __FUNCTION__);
  131.       need_pipeline = TRUE;
  132.    }
  133.  
  134.    /* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
  135.     */
  136.    if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
  137.       unsigned sprite_coord_gen = svga->curr.rast->templ.sprite_coord_enable;
  138.       unsigned generic_inputs =
  139.          svga->curr.fs ? svga->curr.fs->generic_inputs : 0;
  140.  
  141.       if (sprite_coord_gen &&
  142.           (generic_inputs & ~sprite_coord_gen)) {
  143.          /* The fragment shader is using some generic inputs that are
  144.           * not being replaced by auto-generated point/sprite coords (and
  145.           * auto sprite coord generation is turned on).
  146.           * The SVGA3D interface does not support that: if we enable
  147.           * SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
  148.           * texture coordinate sets.
  149.           * To solve this, we have to use the draw-module's wide/sprite
  150.           * point stage.
  151.           */
  152.          need_pipeline = TRUE;
  153.       }
  154.    }
  155.  
  156.    if (need_pipeline != svga->state.sw.need_pipeline) {
  157.       svga->state.sw.need_pipeline = need_pipeline;
  158.       svga->dirty |= SVGA_NEW_NEED_PIPELINE;
  159.    }
  160.  
  161.    /* DEBUG */
  162.    if (0 && svga->state.sw.need_pipeline)
  163.       debug_printf("sw.need_pipeline = %d\n", svga->state.sw.need_pipeline);
  164.  
  165.    return PIPE_OK;
  166. }
  167.  
  168.  
  169. struct svga_tracked_state svga_update_need_pipeline =
  170. {
  171.    "need pipeline",
  172.    (SVGA_NEW_RAST |
  173.     SVGA_NEW_FS |
  174.     SVGA_NEW_VS |
  175.     SVGA_NEW_REDUCED_PRIMITIVE),
  176.    update_need_pipeline
  177. };
  178.  
  179.  
  180. static enum pipe_error
  181. update_need_swtnl(struct svga_context *svga, unsigned dirty)
  182. {
  183.    boolean need_swtnl;
  184.  
  185.    if (svga->debug.no_swtnl) {
  186.       svga->state.sw.need_swvfetch = FALSE;
  187.       svga->state.sw.need_pipeline = FALSE;
  188.    }
  189.  
  190.    need_swtnl = (svga->state.sw.need_swvfetch ||
  191.                  svga->state.sw.need_pipeline);
  192.  
  193.    if (svga->debug.force_swtnl) {
  194.       need_swtnl = TRUE;
  195.    }
  196.  
  197.    /*
  198.     * Some state changes the draw module does makes us believe we
  199.     * we don't need swtnl. This causes the vdecl code to pickup
  200.     * the wrong buffers and vertex formats. Try trivial/line-wide.
  201.     */
  202.    if (svga->state.sw.in_swtnl_draw)
  203.       need_swtnl = TRUE;
  204.  
  205.    if (need_swtnl != svga->state.sw.need_swtnl) {
  206.       SVGA_DBG(DEBUG_SWTNL|DEBUG_PERF,
  207.                "%s: need_swvfetch %s, need_pipeline %s\n",
  208.                __FUNCTION__,
  209.                svga->state.sw.need_swvfetch ? "true" : "false",
  210.                svga->state.sw.need_pipeline ? "true" : "false");
  211.  
  212.       svga->state.sw.need_swtnl = need_swtnl;
  213.       svga->dirty |= SVGA_NEW_NEED_SWTNL;
  214.       svga->swtnl.new_vdecl = TRUE;
  215.    }
  216.  
  217.    return PIPE_OK;
  218. }
  219.  
  220.  
  221. struct svga_tracked_state svga_update_need_swtnl =
  222. {
  223.    "need swtnl",
  224.    (SVGA_NEW_NEED_PIPELINE |
  225.     SVGA_NEW_NEED_SWVFETCH),
  226.    update_need_swtnl
  227. };
  228.