/********************************************************** * 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_bitmask.h" #include "util/u_debug.h" #include "pipe/p_defines.h" #include "util/u_memory.h" #include "draw/draw_context.h" #include "svga_context.h" #include "svga_screen.h" #include "svga_state.h" #include "svga_draw.h" #include "svga_cmd.h" #include "svga_hw_reg.h" /* This is just enough to decide whether we need to use the draw * module (swtnl) or not. */ static const struct svga_tracked_state *need_swtnl_state[] = { &svga_update_need_swvfetch, &svga_update_need_pipeline, &svga_update_need_swtnl, NULL }; /* Atoms to update hardware state prior to emitting a clear or draw * packet. */ static const struct svga_tracked_state *hw_clear_state[] = { &svga_hw_scissor, &svga_hw_viewport, &svga_hw_framebuffer, NULL }; /* Atoms to update hardware state prior to emitting a draw packet. */ static const struct svga_tracked_state *hw_draw_state[] = { &svga_need_tgsi_transform, &svga_hw_fs, &svga_hw_gs, &svga_hw_vs, &svga_hw_rss, &svga_hw_sampler, /* VGPU10 */ &svga_hw_sampler_bindings, /* VGPU10 */ &svga_hw_tss, /* pre-VGPU10 */ &svga_hw_tss_binding, /* pre-VGPU10 */ &svga_hw_clip_planes, &svga_hw_vdecl, &svga_hw_fs_constants, &svga_hw_gs_constants, &svga_hw_vs_constants, NULL }; static const struct svga_tracked_state *swtnl_draw_state[] = { &svga_update_swtnl_draw, &svga_update_swtnl_vdecl, NULL }; /* Flattens the graph of state dependencies. Could swap the positions * of hw_clear_state and need_swtnl_state without breaking anything. */ static const struct svga_tracked_state **state_levels[] = { need_swtnl_state, hw_clear_state, hw_draw_state, swtnl_draw_state }; static unsigned check_state( unsigned a, unsigned b ) { return (a & b); } static void accumulate_state( unsigned *a, unsigned b ) { *a |= b; } static void xor_states( unsigned *result, unsigned a, unsigned b ) { *result = a ^ b; } static enum pipe_error update_state(struct svga_context *svga, const struct svga_tracked_state *atoms[], unsigned *state) { #ifdef DEBUG boolean debug = TRUE; #else boolean debug = FALSE; #endif enum pipe_error ret = PIPE_OK; unsigned i; ret = svga_hwtnl_flush( svga->hwtnl ); if (ret != PIPE_OK) return ret; if (debug) { /* Debug version which enforces various sanity checks on the * state flags which are generated and checked to help ensure * state atoms are ordered correctly in the list. */ unsigned examined, prev; examined = 0; prev = *state; for (i = 0; atoms[i] != NULL; i++) { unsigned generated; assert(atoms[i]->dirty); assert(atoms[i]->update); if (check_state(*state, atoms[i]->dirty)) { if (0) debug_printf("update: %s\n", atoms[i]->name); ret = atoms[i]->update( svga, *state ); if (ret != PIPE_OK) return ret; } /* generated = (prev ^ state) * if (examined & generated) * fail; */ xor_states(&generated, prev, *state); if (check_state(examined, generated)) { debug_printf("state atom %s generated state already examined\n", atoms[i]->name); assert(0); } prev = *state; accumulate_state(&examined, atoms[i]->dirty); } } else { for (i = 0; atoms[i] != NULL; i++) { if (check_state(*state, atoms[i]->dirty)) { ret = atoms[i]->update( svga, *state ); if (ret != PIPE_OK) return ret; } } } return PIPE_OK; } enum pipe_error svga_update_state(struct svga_context *svga, unsigned max_level) { struct svga_screen *screen = svga_screen(svga->pipe.screen); enum pipe_error ret = PIPE_OK; unsigned i; /* Check for updates to bound textures. This can't be done in an * atom as there is no flag which could provoke this test, and we * cannot create one. */ if (svga->state.texture_timestamp != screen->texture_timestamp) { svga->state.texture_timestamp = screen->texture_timestamp; svga->dirty |= SVGA_NEW_TEXTURE; } for (i = 0; i <= max_level; i++) { svga->dirty |= svga->state.dirty[i]; if (svga->dirty) { ret = update_state( svga, state_levels[i], &svga->dirty ); if (ret != PIPE_OK) return ret; svga->state.dirty[i] = 0; } } for (; i < SVGA_STATE_MAX; i++) svga->state.dirty[i] |= svga->dirty; svga->dirty = 0; svga->hud.num_validations++; return PIPE_OK; } void svga_update_state_retry( struct svga_context *svga, unsigned max_level ) { enum pipe_error ret; ret = svga_update_state( svga, max_level ); if (ret == PIPE_ERROR_OUT_OF_MEMORY) { svga_context_flush(svga, NULL); ret = svga_update_state( svga, max_level ); } assert( ret == PIPE_OK ); } #define EMIT_RS(_rs, _count, _name, _value) \ do { \ _rs[_count].state = _name; \ _rs[_count].uintValue = _value; \ _count++; \ } while (0) /* Setup any hardware state which will be constant through the life of * a context. */ enum pipe_error svga_emit_initial_state( struct svga_context *svga ) { if (svga_have_vgpu10(svga)) { SVGA3dRasterizerStateId id = util_bitmask_add(svga->rast_object_id_bm); enum pipe_error ret; /* XXX preliminary code */ ret = SVGA3D_vgpu10_DefineRasterizerState(svga->swc, id, SVGA3D_FILLMODE_FILL, SVGA3D_CULL_NONE, 1, /* frontCounterClockwise */ 0, /* depthBias */ 0.0f, /* depthBiasClamp */ 0.0f, /* slopeScaledDepthBiasClamp */ 0, /* depthClampEnable */ 0, /* scissorEnable */ 0, /* multisampleEnable */ 0, /* aalineEnable */ 1.0f, /* lineWidth */ 0, /* lineStippleEnable */ 0, /* lineStippleFactor */ 0, /* lineStipplePattern */ 0); /* provokingVertexLast */ assert(ret == PIPE_OK); ret = SVGA3D_vgpu10_SetRasterizerState(svga->swc, id); return ret; } else { SVGA3dRenderState *rs; unsigned count = 0; const unsigned COUNT = 2; enum pipe_error ret; ret = SVGA3D_BeginSetRenderState( svga->swc, &rs, COUNT ); if (ret != PIPE_OK) return ret; /* Always use D3D style coordinate space as this is the only one * which is implemented on all backends. */ EMIT_RS(rs, count, SVGA3D_RS_COORDINATETYPE, SVGA3D_COORDINATE_LEFTHANDED ); EMIT_RS(rs, count, SVGA3D_RS_FRONTWINDING, SVGA3D_FRONTWINDING_CW ); assert( COUNT == count ); SVGA_FIFOCommitAll( svga->swc ); return PIPE_OK; } }