/********************************************************** * 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_memory.h" #include "util/u_inlines.h" #include "util/u_string.h" #include "util/u_math.h" #include "svga_winsys.h" #include "svga_public.h" #include "svga_context.h" #include "svga_format.h" #include "svga_screen.h" #include "svga_resource_texture.h" #include "svga_resource.h" #include "svga_debug.h" #include "svga3d_shaderdefs.h" #ifdef DEBUG int SVGA_DEBUG = 0; static const struct debug_named_value svga_debug_flags[] = { { "dma", DEBUG_DMA, NULL }, { "tgsi", DEBUG_TGSI, NULL }, { "pipe", DEBUG_PIPE, NULL }, { "state", DEBUG_STATE, NULL }, { "screen", DEBUG_SCREEN, NULL }, { "tex", DEBUG_TEX, NULL }, { "swtnl", DEBUG_SWTNL, NULL }, { "const", DEBUG_CONSTS, NULL }, { "viewport", DEBUG_VIEWPORT, NULL }, { "views", DEBUG_VIEWS, NULL }, { "perf", DEBUG_PERF, NULL }, { "flush", DEBUG_FLUSH, NULL }, { "sync", DEBUG_SYNC, NULL }, { "cache", DEBUG_CACHE, NULL }, DEBUG_NAMED_VALUE_END }; #endif static const char * svga_get_vendor( struct pipe_screen *pscreen ) { return "VMware, Inc."; } static const char * svga_get_name( struct pipe_screen *pscreen ) { const char *build = "", *llvm = "", *mutex = ""; static char name[100]; #ifdef DEBUG /* Only return internal details in the DEBUG version: */ build = "build: DEBUG;"; mutex = "mutex: " PIPE_ATOMIC ";"; #ifdef HAVE_LLVM llvm = "LLVM;"; #endif #else build = "build: RELEASE;"; #endif util_snprintf(name, sizeof(name), "SVGA3D; %s %s %s", build, mutex, llvm); return name; } static float svga_get_paramf(struct pipe_screen *screen, enum pipe_cap param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; SVGA3dDevCapResult result; switch (param) { case PIPE_CAP_MAX_LINE_WIDTH: /* fall-through */ case PIPE_CAP_MAX_LINE_WIDTH_AA: return 7.0; case PIPE_CAP_MAX_POINT_WIDTH: /* fall-through */ case PIPE_CAP_MAX_POINT_WIDTH_AA: /* Keep this to a reasonable size to avoid failures in * conform/pntaa.c: */ return SVGA_MAX_POINTSIZE; case PIPE_CAP_MAX_TEXTURE_ANISOTROPY: if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_ANISOTROPY, &result)) return 4.0; return result.u; case PIPE_CAP_MAX_TEXTURE_LOD_BIAS: return 16.0; case PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS: return 16; case PIPE_CAP_MAX_COMBINED_SAMPLERS: return 16; case PIPE_CAP_NPOT_TEXTURES: return 1; case PIPE_CAP_TWO_SIDED_STENCIL: return 1; case PIPE_CAP_GLSL: return svgascreen->use_ps30 && svgascreen->use_vs30; case PIPE_CAP_ANISOTROPIC_FILTER: return 1; case PIPE_CAP_POINT_SPRITE: return 1; case PIPE_CAP_MAX_RENDER_TARGETS: if(!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_RENDER_TARGETS, &result)) return 1; if(!result.u) return 1; return MIN2(result.u, PIPE_MAX_COLOR_BUFS); case PIPE_CAP_OCCLUSION_QUERY: return 1; case PIPE_CAP_TIMER_QUERY: return 0; case PIPE_CAP_TEXTURE_SHADOW_MAP: return 1; case PIPE_CAP_TEXTURE_SWIZZLE: return 1; case PIPE_CAP_MAX_TEXTURE_2D_LEVELS: { unsigned levels = SVGA_MAX_TEXTURE_LEVELS; if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_WIDTH, &result)) levels = MIN2(util_logbase2(result.u) + 1, levels); else levels = 12 /* 2048x2048 */; if (sws->get_cap(sws, SVGA3D_DEVCAP_MAX_TEXTURE_HEIGHT, &result)) levels = MIN2(util_logbase2(result.u) + 1, levels); else levels = 12 /* 2048x2048 */; return levels; } case PIPE_CAP_MAX_TEXTURE_3D_LEVELS: if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VOLUME_EXTENT, &result)) return 8; /* max 128x128x128 */ return MIN2(util_logbase2(result.u) + 1, SVGA_MAX_TEXTURE_LEVELS); case PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS: /* * No mechanism to query the host, and at least limited to 2048x2048 on * certain hardware. */ return MIN2(screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS), 12.0 /* 2048x2048 */); case PIPE_CAP_TEXTURE_MIRROR_REPEAT: /* req. for GL 1.4 */ return 1; case PIPE_CAP_BLEND_EQUATION_SEPARATE: /* req. for GL 1.5 */ return 1; case PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT: case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER: return 1; case PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT: case PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER: return 0; case PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE: return 1; case PIPE_CAP_MIXED_COLORBUFFER_FORMATS: return 0; default: return 0; } } /* This is a fairly pointless interface */ static int svga_get_param(struct pipe_screen *screen, enum pipe_cap param) { return (int) svga_get_paramf( screen, param ); } static int svga_get_shader_param(struct pipe_screen *screen, unsigned shader, enum pipe_shader_cap param) { struct svga_screen *svgascreen = svga_screen(screen); struct svga_winsys_screen *sws = svgascreen->sws; SVGA3dDevCapResult result; switch (shader) { case PIPE_SHADER_FRAGMENT: switch (param) { case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: return svgascreen->use_ps30 ? 512 : 96; case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: return SVGA3D_MAX_NESTING_LEVEL; case PIPE_SHADER_CAP_MAX_INPUTS: return 10; case PIPE_SHADER_CAP_MAX_CONSTS: return svgascreen->use_ps30 ? 224 : 16; case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: return 1; case PIPE_SHADER_CAP_MAX_TEMPS: if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_FRAGMENT_SHADER_TEMPS, &result)) return svgascreen->use_ps30 ? 32 : 12; return result.u; case PIPE_SHADER_CAP_MAX_ADDRS: case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: /* * Although PS 3.0 has some addressing abilities it can only represent * loops that can be statically determined and unrolled. Given we can * only handle a subset of the cases that the state tracker already * does it is better to defer loop unrolling to the state tracker. */ return 0; case PIPE_SHADER_CAP_MAX_PREDS: return svgascreen->use_ps30 ? 1 : 0; case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: return 1; case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: return 0; case PIPE_SHADER_CAP_SUBROUTINES: return 0; case PIPE_SHADER_CAP_INTEGERS: return 0; } break; case PIPE_SHADER_VERTEX: switch (param) { case PIPE_SHADER_CAP_MAX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_ALU_INSTRUCTIONS: if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_INSTRUCTIONS, &result)) return svgascreen->use_vs30 ? 512 : 256; return result.u; case PIPE_SHADER_CAP_MAX_TEX_INSTRUCTIONS: case PIPE_SHADER_CAP_MAX_TEX_INDIRECTIONS: /* XXX: until we have vertex texture support */ return 0; case PIPE_SHADER_CAP_MAX_CONTROL_FLOW_DEPTH: return SVGA3D_MAX_NESTING_LEVEL; case PIPE_SHADER_CAP_MAX_INPUTS: return 16; case PIPE_SHADER_CAP_MAX_CONSTS: return 256; case PIPE_SHADER_CAP_MAX_CONST_BUFFERS: return 1; case PIPE_SHADER_CAP_MAX_TEMPS: if (!sws->get_cap(sws, SVGA3D_DEVCAP_MAX_VERTEX_SHADER_TEMPS, &result)) return svgascreen->use_vs30 ? 32 : 12; return result.u; case PIPE_SHADER_CAP_MAX_ADDRS: return svgascreen->use_vs30 ? 1 : 0; case PIPE_SHADER_CAP_MAX_PREDS: return svgascreen->use_vs30 ? 1 : 0; case PIPE_SHADER_CAP_TGSI_CONT_SUPPORTED: return 1; case PIPE_SHADER_CAP_INDIRECT_INPUT_ADDR: case PIPE_SHADER_CAP_INDIRECT_OUTPUT_ADDR: return svgascreen->use_vs30 ? 1 : 0; case PIPE_SHADER_CAP_INDIRECT_TEMP_ADDR: return 0; case PIPE_SHADER_CAP_INDIRECT_CONST_ADDR: return 1; case PIPE_SHADER_CAP_SUBROUTINES: return 0; case PIPE_SHADER_CAP_INTEGERS: return 0; default: break; } break; default: break; } return 0; } static boolean svga_is_format_supported( struct pipe_screen *screen, enum pipe_format format, enum pipe_texture_target target, unsigned sample_count, unsigned tex_usage) { struct svga_screen *ss = svga_screen(screen); SVGA3dSurfaceFormat svga_format; SVGA3dSurfaceFormatCaps caps; SVGA3dSurfaceFormatCaps mask; assert(tex_usage); if (sample_count > 1) { return FALSE; } svga_format = svga_translate_format(ss, format, tex_usage); if (svga_format == SVGA3D_FORMAT_INVALID) { return FALSE; } /* * Override host capabilities, so that we end up with the same * visuals for all virtual hardware implementations. */ if (tex_usage & PIPE_BIND_DISPLAY_TARGET) { switch (svga_format) { case SVGA3D_A8R8G8B8: case SVGA3D_X8R8G8B8: case SVGA3D_R5G6B5: break; /* Often unsupported/problematic. This means we end up with the same * visuals for all virtual hardware implementations. */ case PIPE_FORMAT_B4G4R4A4_UNORM: case PIPE_FORMAT_B5G5R5A1_UNORM: return FALSE; default: return FALSE; } } /* * Query the host capabilities. */ svga_get_format_cap(ss, svga_format, &caps); mask.value = 0; if (tex_usage & PIPE_BIND_RENDER_TARGET) { mask.offscreenRenderTarget = 1; } if (tex_usage & PIPE_BIND_DEPTH_STENCIL) { mask.zStencil = 1; } if (tex_usage & PIPE_BIND_SAMPLER_VIEW) { mask.texture = 1; } return (caps.value & mask.value) == mask.value; } static void svga_fence_reference(struct pipe_screen *screen, struct pipe_fence_handle **ptr, struct pipe_fence_handle *fence) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; sws->fence_reference(sws, ptr, fence); } static boolean svga_fence_signalled(struct pipe_screen *screen, struct pipe_fence_handle *fence) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; return sws->fence_signalled(sws, fence, 0) == 0; } static boolean svga_fence_finish(struct pipe_screen *screen, struct pipe_fence_handle *fence, uint64_t timeout) { struct svga_winsys_screen *sws = svga_screen(screen)->sws; SVGA_DBG(DEBUG_DMA|DEBUG_PERF, "%s fence_ptr %p\n", __FUNCTION__, fence); return sws->fence_finish(sws, fence, 0) == 0; } static void svga_destroy_screen( struct pipe_screen *screen ) { struct svga_screen *svgascreen = svga_screen(screen); svga_screen_cache_cleanup(svgascreen); pipe_mutex_destroy(svgascreen->swc_mutex); pipe_mutex_destroy(svgascreen->tex_mutex); svgascreen->sws->destroy(svgascreen->sws); FREE(svgascreen); } /** * Create a new svga_screen object */ struct pipe_screen * svga_screen_create(struct svga_winsys_screen *sws) { struct svga_screen *svgascreen; struct pipe_screen *screen; SVGA3dDevCapResult result; #ifdef DEBUG SVGA_DEBUG = debug_get_flags_option("SVGA_DEBUG", svga_debug_flags, 0 ); #endif svgascreen = CALLOC_STRUCT(svga_screen); if (!svgascreen) goto error1; svgascreen->debug.force_level_surface_view = debug_get_bool_option("SVGA_FORCE_LEVEL_SURFACE_VIEW", FALSE); svgascreen->debug.force_surface_view = debug_get_bool_option("SVGA_FORCE_SURFACE_VIEW", FALSE); svgascreen->debug.force_sampler_view = debug_get_bool_option("SVGA_FORCE_SAMPLER_VIEW", FALSE); svgascreen->debug.no_surface_view = debug_get_bool_option("SVGA_NO_SURFACE_VIEW", FALSE); svgascreen->debug.no_sampler_view = debug_get_bool_option("SVGA_NO_SAMPLER_VIEW", FALSE); screen = &svgascreen->screen; screen->destroy = svga_destroy_screen; screen->get_name = svga_get_name; screen->get_vendor = svga_get_vendor; screen->get_param = svga_get_param; screen->get_shader_param = svga_get_shader_param; screen->get_paramf = svga_get_paramf; screen->is_format_supported = svga_is_format_supported; screen->context_create = svga_context_create; screen->fence_reference = svga_fence_reference; screen->fence_signalled = svga_fence_signalled; screen->fence_finish = svga_fence_finish; svgascreen->sws = sws; svga_init_screen_resource_functions(svgascreen); if (sws->get_hw_version) { svgascreen->hw_version = sws->get_hw_version(sws); } else { svgascreen->hw_version = SVGA3D_HWVERSION_WS65_B1; } svgascreen->use_ps30 = sws->get_cap(sws, SVGA3D_DEVCAP_FRAGMENT_SHADER_VERSION, &result) && result.u >= SVGA3DPSVERSION_30 ? TRUE : FALSE; svgascreen->use_vs30 = sws->get_cap(sws, SVGA3D_DEVCAP_VERTEX_SHADER_VERSION, &result) && result.u >= SVGA3DVSVERSION_30 ? TRUE : FALSE; /* * The D16, D24X8, and D24S8 formats always do an implicit shadow compare * when sampled from, where as the DF16, DF24, and D24S8_INT do not. So * we prefer the later when available. * * This mimics hardware vendors extensions for D3D depth sampling. See also * http://aras-p.info/texts/D3D9GPUHacks.html */ { boolean has_df16, has_df24, has_d24s8_int; SVGA3dSurfaceFormatCaps caps; SVGA3dSurfaceFormatCaps mask; mask.value = 0; mask.zStencil = 1; mask.texture = 1; svgascreen->depth.z16 = SVGA3D_Z_D16; svgascreen->depth.x8z24 = SVGA3D_Z_D24X8; svgascreen->depth.s8z24 = SVGA3D_Z_D24S8; svga_get_format_cap(svgascreen, SVGA3D_Z_DF16, &caps); has_df16 = (caps.value & mask.value) == mask.value; svga_get_format_cap(svgascreen, SVGA3D_Z_DF24, &caps); has_df24 = (caps.value & mask.value) == mask.value; svga_get_format_cap(svgascreen, SVGA3D_Z_D24S8_INT, &caps); has_d24s8_int = (caps.value & mask.value) == mask.value; /* XXX: We might want some other logic here. * Like if we only have d24s8_int we should * emulate the other formats with that. */ if (has_df16) { svgascreen->depth.z16 = SVGA3D_Z_DF16; } if (has_df24) { svgascreen->depth.x8z24 = SVGA3D_Z_DF24; } if (has_d24s8_int) { svgascreen->depth.s8z24 = SVGA3D_Z_D24S8_INT; } } #if 1 /* Shader model 2.0 is unsupported at the moment. */ if(!svgascreen->use_ps30 || !svgascreen->use_vs30) goto error2; #else if(debug_get_bool_option("SVGA_NO_SM30", FALSE)) svgascreen->use_vs30 = svgascreen->use_ps30 = FALSE; #endif pipe_mutex_init(svgascreen->tex_mutex); pipe_mutex_init(svgascreen->swc_mutex); svga_screen_cache_init(svgascreen); return screen; error2: FREE(svgascreen); error1: return NULL; } struct svga_winsys_screen * svga_winsys_screen(struct pipe_screen *screen) { return svga_screen(screen)->sws; } #ifdef DEBUG struct svga_screen * svga_screen(struct pipe_screen *screen) { assert(screen); assert(screen->destroy == svga_destroy_screen); return (struct svga_screen *)screen; } #endif