/********************************************************** * Copyright 2008-2009 VMware, Inc. All rights reserved. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * **********************************************************/ #include "util/u_inlines.h" #include "pipe/p_defines.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_bitmask.h" #include "svga_context.h" #include "svga_hw_reg.h" #include "svga_cmd.h" static inline unsigned svga_translate_blend_factor(const struct svga_context *svga, unsigned factor) { switch (factor) { case PIPE_BLENDFACTOR_ZERO: return SVGA3D_BLENDOP_ZERO; case PIPE_BLENDFACTOR_SRC_ALPHA: return SVGA3D_BLENDOP_SRCALPHA; case PIPE_BLENDFACTOR_ONE: return SVGA3D_BLENDOP_ONE; case PIPE_BLENDFACTOR_SRC_COLOR: return SVGA3D_BLENDOP_SRCCOLOR; case PIPE_BLENDFACTOR_INV_SRC_COLOR: return SVGA3D_BLENDOP_INVSRCCOLOR; case PIPE_BLENDFACTOR_DST_COLOR: return SVGA3D_BLENDOP_DESTCOLOR; case PIPE_BLENDFACTOR_INV_DST_COLOR: return SVGA3D_BLENDOP_INVDESTCOLOR; case PIPE_BLENDFACTOR_INV_SRC_ALPHA: return SVGA3D_BLENDOP_INVSRCALPHA; case PIPE_BLENDFACTOR_DST_ALPHA: return SVGA3D_BLENDOP_DESTALPHA; case PIPE_BLENDFACTOR_INV_DST_ALPHA: return SVGA3D_BLENDOP_INVDESTALPHA; case PIPE_BLENDFACTOR_SRC_ALPHA_SATURATE: return SVGA3D_BLENDOP_SRCALPHASAT; case PIPE_BLENDFACTOR_CONST_COLOR: return SVGA3D_BLENDOP_BLENDFACTOR; case PIPE_BLENDFACTOR_INV_CONST_COLOR: return SVGA3D_BLENDOP_INVBLENDFACTOR; case PIPE_BLENDFACTOR_CONST_ALPHA: if (svga_have_vgpu10(svga)) return SVGA3D_BLENDOP_BLENDFACTORALPHA; else return SVGA3D_BLENDOP_BLENDFACTOR; /* as close as we can get */ case PIPE_BLENDFACTOR_INV_CONST_ALPHA: if (svga_have_vgpu10(svga)) return SVGA3D_BLENDOP_INVBLENDFACTORALPHA; else return SVGA3D_BLENDOP_INVBLENDFACTOR; /* as close as we can get */ case PIPE_BLENDFACTOR_SRC1_COLOR: return SVGA3D_BLENDOP_SRC1COLOR; case PIPE_BLENDFACTOR_INV_SRC1_COLOR: return SVGA3D_BLENDOP_INVSRC1COLOR; case PIPE_BLENDFACTOR_SRC1_ALPHA: return SVGA3D_BLENDOP_SRC1ALPHA; case PIPE_BLENDFACTOR_INV_SRC1_ALPHA: return SVGA3D_BLENDOP_INVSRC1ALPHA; case 0: return SVGA3D_BLENDOP_ONE; default: assert(0); return SVGA3D_BLENDOP_ZERO; } } static inline unsigned svga_translate_blend_func(unsigned mode) { switch (mode) { case PIPE_BLEND_ADD: return SVGA3D_BLENDEQ_ADD; case PIPE_BLEND_SUBTRACT: return SVGA3D_BLENDEQ_SUBTRACT; case PIPE_BLEND_REVERSE_SUBTRACT: return SVGA3D_BLENDEQ_REVSUBTRACT; case PIPE_BLEND_MIN: return SVGA3D_BLENDEQ_MINIMUM; case PIPE_BLEND_MAX: return SVGA3D_BLENDEQ_MAXIMUM; default: assert(0); return SVGA3D_BLENDEQ_ADD; } } /** * Define a vgpu10 blend state object for the given * svga blend state. */ static void define_blend_state_object(struct svga_context *svga, struct svga_blend_state *bs) { SVGA3dDXBlendStatePerRT perRT[SVGA3D_MAX_RENDER_TARGETS]; unsigned try; int i; assert(svga_have_vgpu10(svga)); bs->id = util_bitmask_add(svga->blend_object_id_bm); for (i = 0; i < SVGA3D_DX_MAX_RENDER_TARGETS; i++) { perRT[i].blendEnable = bs->rt[i].blend_enable; perRT[i].srcBlend = bs->rt[i].srcblend; perRT[i].destBlend = bs->rt[i].dstblend; perRT[i].blendOp = bs->rt[i].blendeq; perRT[i].srcBlendAlpha = bs->rt[i].srcblend_alpha; perRT[i].destBlendAlpha = bs->rt[i].dstblend_alpha; perRT[i].blendOpAlpha = bs->rt[i].blendeq_alpha; perRT[i].renderTargetWriteMask = bs->rt[i].writemask; perRT[i].logicOpEnable = 0; perRT[i].logicOp = SVGA3D_LOGICOP_COPY; assert(perRT[i].srcBlend == perRT[0].srcBlend); } /* Loop in case command buffer is full and we need to flush and retry */ for (try = 0; try < 2; try++) { enum pipe_error ret; ret = SVGA3D_vgpu10_DefineBlendState(svga->swc, bs->id, bs->alpha_to_coverage, bs->independent_blend_enable, perRT); if (ret == PIPE_OK) return; svga_context_flush(svga, NULL); } } static void * svga_create_blend_state(struct pipe_context *pipe, const struct pipe_blend_state *templ) { struct svga_context *svga = svga_context(pipe); struct svga_blend_state *blend = CALLOC_STRUCT( svga_blend_state ); unsigned i; /* Fill in the per-rendertarget blend state. We currently only * support independent blend enable and colormask per render target. */ for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) { /* No way to set this in SVGA3D, and no way to correctly implement it on * top of D3D9 API. Instead we try to simulate with various blend modes. */ if (templ->logicop_enable) { switch (templ->logicop_func) { case PIPE_LOGICOP_XOR: case PIPE_LOGICOP_INVERT: blend->need_white_fragments = TRUE; blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_ONE; blend->rt[i].dstblend = SVGA3D_BLENDOP_ONE; blend->rt[i].blendeq = SVGA3D_BLENDEQ_SUBTRACT; break; case PIPE_LOGICOP_CLEAR: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].dstblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MINIMUM; break; case PIPE_LOGICOP_COPY: blend->rt[i].blend_enable = FALSE; blend->rt[i].srcblend = SVGA3D_BLENDOP_ONE; blend->rt[i].dstblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].blendeq = SVGA3D_BLENDEQ_ADD; break; case PIPE_LOGICOP_COPY_INVERTED: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_INVSRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].blendeq = SVGA3D_BLENDEQ_ADD; break; case PIPE_LOGICOP_NOOP: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].dstblend = SVGA3D_BLENDOP_DESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_ADD; break; case PIPE_LOGICOP_SET: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_ONE; blend->rt[i].dstblend = SVGA3D_BLENDOP_ONE; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MAXIMUM; break; case PIPE_LOGICOP_AND: /* Approximate with minimum - works for the 0 & anything case: */ blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_SRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_DESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MINIMUM; break; case PIPE_LOGICOP_AND_REVERSE: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_SRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_INVDESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MINIMUM; break; case PIPE_LOGICOP_AND_INVERTED: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_INVSRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_DESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MINIMUM; break; case PIPE_LOGICOP_OR: /* Approximate with maximum - works for the 1 | anything case: */ blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_SRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_DESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MAXIMUM; break; case PIPE_LOGICOP_OR_REVERSE: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_SRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_INVDESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MAXIMUM; break; case PIPE_LOGICOP_OR_INVERTED: blend->rt[i].blend_enable = TRUE; blend->rt[i].srcblend = SVGA3D_BLENDOP_INVSRCCOLOR; blend->rt[i].dstblend = SVGA3D_BLENDOP_DESTCOLOR; blend->rt[i].blendeq = SVGA3D_BLENDEQ_MAXIMUM; break; case PIPE_LOGICOP_NAND: case PIPE_LOGICOP_NOR: case PIPE_LOGICOP_EQUIV: /* Fill these in with plausible values */ blend->rt[i].blend_enable = FALSE; blend->rt[i].srcblend = SVGA3D_BLENDOP_ONE; blend->rt[i].dstblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].blendeq = SVGA3D_BLENDEQ_ADD; break; default: assert(0); break; } blend->rt[i].srcblend_alpha = blend->rt[i].srcblend; blend->rt[i].dstblend_alpha = blend->rt[i].dstblend; blend->rt[i].blendeq_alpha = blend->rt[i].blendeq; } else { /* Note: the vgpu10 device does not yet support independent * blend terms per render target. Target[0] always specifies the * blending terms. */ if (templ->independent_blend_enable || templ->rt[0].blend_enable) { /* always use the 0th target's blending terms for now */ blend->rt[i].srcblend = svga_translate_blend_factor(svga, templ->rt[0].rgb_src_factor); blend->rt[i].dstblend = svga_translate_blend_factor(svga, templ->rt[0].rgb_dst_factor); blend->rt[i].blendeq = svga_translate_blend_func(templ->rt[0].rgb_func); blend->rt[i].srcblend_alpha = svga_translate_blend_factor(svga, templ->rt[0].alpha_src_factor); blend->rt[i].dstblend_alpha = svga_translate_blend_factor(svga, templ->rt[0].alpha_dst_factor); blend->rt[i].blendeq_alpha = svga_translate_blend_func(templ->rt[0].alpha_func); if (blend->rt[i].srcblend_alpha != blend->rt[i].srcblend || blend->rt[i].dstblend_alpha != blend->rt[i].dstblend || blend->rt[i].blendeq_alpha != blend->rt[i].blendeq) { blend->rt[i].separate_alpha_blend_enable = TRUE; } } else { /* disabled - default blend terms */ blend->rt[i].srcblend = SVGA3D_BLENDOP_ONE; blend->rt[i].dstblend = SVGA3D_BLENDOP_ZERO; blend->rt[i].blendeq = SVGA3D_BLENDEQ_ADD; blend->rt[i].srcblend_alpha = SVGA3D_BLENDOP_ONE; blend->rt[i].dstblend_alpha = SVGA3D_BLENDOP_ZERO; blend->rt[i].blendeq_alpha = SVGA3D_BLENDEQ_ADD; } if (templ->independent_blend_enable) { blend->rt[i].blend_enable = templ->rt[i].blend_enable; } else { blend->rt[i].blend_enable = templ->rt[0].blend_enable; } } /* Some GL blend modes are not supported by the VGPU9 device (there's * no equivalent of PIPE_BLENDFACTOR_[INV_]CONST_ALPHA). * When we set this flag, we copy the constant blend alpha value * to the R, G, B components. * This works as long as the src/dst RGB blend factors doesn't use * PIPE_BLENDFACTOR_CONST_COLOR and PIPE_BLENDFACTOR_CONST_ALPHA * at the same time. There's no work-around for that. */ if (!svga_have_vgpu10(svga)) { if (templ->rt[0].rgb_src_factor == PIPE_BLENDFACTOR_CONST_ALPHA || templ->rt[0].rgb_dst_factor == PIPE_BLENDFACTOR_CONST_ALPHA || templ->rt[0].rgb_src_factor == PIPE_BLENDFACTOR_INV_CONST_ALPHA || templ->rt[0].rgb_dst_factor == PIPE_BLENDFACTOR_INV_CONST_ALPHA) { blend->blend_color_alpha = TRUE; } } if (templ->independent_blend_enable) { blend->rt[i].writemask = templ->rt[i].colormask; } else { blend->rt[i].writemask = templ->rt[0].colormask; } } blend->independent_blend_enable = templ->independent_blend_enable; blend->alpha_to_coverage = templ->alpha_to_coverage; if (svga_have_vgpu10(svga)) { define_blend_state_object(svga, blend); } return blend; } static void svga_bind_blend_state(struct pipe_context *pipe, void *blend) { struct svga_context *svga = svga_context(pipe); svga->curr.blend = (struct svga_blend_state*)blend; svga->dirty |= SVGA_NEW_BLEND; } static void svga_delete_blend_state(struct pipe_context *pipe, void *blend) { struct svga_context *svga = svga_context(pipe); struct svga_blend_state *bs = (struct svga_blend_state *) blend; if (bs->id != SVGA3D_INVALID_ID) { enum pipe_error ret; ret = SVGA3D_vgpu10_DestroyBlendState(svga->swc, bs->id); if (ret != PIPE_OK) { svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_DestroyBlendState(svga->swc, bs->id); assert(ret == PIPE_OK); } if (bs->id == svga->state.hw_draw.blend_id) svga->state.hw_draw.blend_id = SVGA3D_INVALID_ID; util_bitmask_clear(svga->blend_object_id_bm, bs->id); bs->id = SVGA3D_INVALID_ID; } FREE(blend); } static void svga_set_blend_color( struct pipe_context *pipe, const struct pipe_blend_color *blend_color ) { struct svga_context *svga = svga_context(pipe); svga->curr.blend_color = *blend_color; svga->dirty |= SVGA_NEW_BLEND_COLOR; } void svga_init_blend_functions( struct svga_context *svga ) { svga->pipe.create_blend_state = svga_create_blend_state; svga->pipe.bind_blend_state = svga_bind_blend_state; svga->pipe.delete_blend_state = svga_delete_blend_state; svga->pipe.set_blend_color = svga_set_blend_color; }