/********************************************************** * 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 "svga_context.h" #include "svga_state.h" #include "svga_cmd.h" #include "svga_debug.h" /*********************************************************************** * Hardware state update */ static enum pipe_error emit_framebuffer( struct svga_context *svga, unsigned dirty ) { const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer; struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer; boolean reemit = svga->rebind.rendertargets; unsigned i; enum pipe_error ret; /* * We need to reemit non-null surface bindings, even when they are not * dirty, to ensure that the resources are paged in. */ for(i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) { if (curr->cbufs[i] != hw->cbufs[i] || (reemit && hw->cbufs[i])) { if (svga->curr.nr_fbs++ > 8) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, curr->cbufs[i]); if (ret != PIPE_OK) return ret; pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]); } } if (curr->zsbuf != hw->zsbuf || (reemit && hw->zsbuf)) { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf); if (ret != PIPE_OK) return ret; if (curr->zsbuf && curr->zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, curr->zsbuf); if (ret != PIPE_OK) return ret; } else { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL); if (ret != PIPE_OK) return ret; } pipe_surface_reference(&hw->zsbuf, curr->zsbuf); } svga->rebind.rendertargets = FALSE; return PIPE_OK; } /* * Rebind rendertargets. * * Similar to emit_framebuffer, but without any state checking/update. * * Called at the beginning of every new command buffer to ensure that * non-dirty rendertargets are properly paged-in. */ enum pipe_error svga_reemit_framebuffer_bindings(struct svga_context *svga) { struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer; unsigned i; enum pipe_error ret; assert(svga->rebind.rendertargets); for (i = 0; i < MIN2(PIPE_MAX_COLOR_BUFS, 8); ++i) { if (hw->cbufs[i]) { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i, hw->cbufs[i]); if (ret != PIPE_OK) { return ret; } } } if (hw->zsbuf) { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, hw->zsbuf); if (ret != PIPE_OK) { return ret; } if (hw->zsbuf && hw->zsbuf->format == PIPE_FORMAT_S8_UINT_Z24_UNORM) { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, hw->zsbuf); if (ret != PIPE_OK) { return ret; } } else { ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL); if (ret != PIPE_OK) { return ret; } } } svga->rebind.rendertargets = FALSE; return PIPE_OK; } struct svga_tracked_state svga_hw_framebuffer = { "hw framebuffer state", SVGA_NEW_FRAME_BUFFER, emit_framebuffer }; /*********************************************************************** */ static enum pipe_error emit_viewport( struct svga_context *svga, unsigned dirty ) { const struct pipe_viewport_state *viewport = &svga->curr.viewport; struct svga_prescale prescale; SVGA3dRect rect; /* Not sure if this state is relevant with POSITIONT. Probably * not, but setting to 0,1 avoids some state pingponging. */ float range_min = 0.0; float range_max = 1.0; float flip = -1.0; boolean degenerate = FALSE; boolean invertY = FALSE; enum pipe_error ret; float fb_width = (float) svga->curr.framebuffer.width; float fb_height = (float) svga->curr.framebuffer.height; float fx = viewport->scale[0] * -1.0f + viewport->translate[0]; float fy = flip * viewport->scale[1] * -1.0f + viewport->translate[1]; float fw = viewport->scale[0] * 2.0f; float fh = flip * viewport->scale[1] * 2.0f; memset( &prescale, 0, sizeof(prescale) ); /* Examine gallium viewport transformation and produce a screen * rectangle and possibly vertex shader pre-transformation to * get the same results. */ SVGA_DBG(DEBUG_VIEWPORT, "\ninitial %f,%f %fx%f\n", fx, fy, fw, fh); prescale.scale[0] = 1.0; prescale.scale[1] = 1.0; prescale.scale[2] = 1.0; prescale.scale[3] = 1.0; prescale.translate[0] = 0; prescale.translate[1] = 0; prescale.translate[2] = 0; prescale.translate[3] = 0; prescale.enabled = TRUE; if (fw < 0) { prescale.scale[0] *= -1.0f; prescale.translate[0] += -fw; fw = -fw; fx = viewport->scale[0] * 1.0f + viewport->translate[0]; } if (fh < 0.0) { prescale.translate[1] = fh - 1.0f + fy * 2.0f; fh = -fh; fy -= fh; prescale.scale[1] = -1.0f; invertY = TRUE; } if (fx < 0) { prescale.translate[0] += fx; prescale.scale[0] *= fw / (fw + fx); fw += fx; fx = 0.0f; } if (fy < 0) { if (invertY) { prescale.translate[1] -= fy; } else { prescale.translate[1] += fy; } prescale.scale[1] *= fh / (fh + fy); fh += fy; fy = 0.0f; } if (fx + fw > fb_width) { prescale.scale[0] *= fw / (fb_width - fx); prescale.translate[0] -= fx * (fw / (fb_width - fx)); prescale.translate[0] += fx; fw = fb_width - fx; } if (fy + fh > fb_height) { prescale.scale[1] *= fh / (fb_height - fy); if (invertY) { float in = fb_height - fy; /* number of vp pixels inside view */ float out = fy + fh - fb_height; /* number of vp pixels out of view */ prescale.translate[1] += fy * out / in; } else { prescale.translate[1] -= fy * (fh / (fb_height - fy)); prescale.translate[1] += fy; } fh = fb_height - fy; } if (fw < 0 || fh < 0) { fw = fh = fx = fy = 0; degenerate = TRUE; goto out; } /* D3D viewport is integer space. Convert fx,fy,etc. to * integers. * * TODO: adjust pretranslate correct for any subpixel error * introduced converting to integers. */ rect.x = (uint32) fx; rect.y = (uint32) fy; rect.w = (uint32) fw; rect.h = (uint32) fh; SVGA_DBG(DEBUG_VIEWPORT, "viewport error %f,%f %fx%f\n", fabs((float)rect.x - fx), fabs((float)rect.y - fy), fabs((float)rect.w - fw), fabs((float)rect.h - fh)); SVGA_DBG(DEBUG_VIEWPORT, "viewport %d,%d %dx%d\n", rect.x, rect.y, rect.w, rect.h); /* Finally, to get GL rasterization rules, need to tweak the * screen-space coordinates slightly relative to D3D which is * what hardware implements natively. */ if (svga->curr.rast->templ.half_pixel_center) { float adjust_x = 0.0; float adjust_y = 0.0; switch (svga->curr.reduced_prim) { case PIPE_PRIM_LINES: adjust_x = -0.5; adjust_y = 0; break; case PIPE_PRIM_POINTS: case PIPE_PRIM_TRIANGLES: adjust_x = -0.5; adjust_y = -0.5; break; } if (invertY) adjust_y = -adjust_y; prescale.translate[0] += adjust_x; prescale.translate[1] += adjust_y; prescale.translate[2] = 0.5; /* D3D clip space */ prescale.scale[2] = 0.5; /* D3D clip space */ } range_min = viewport->scale[2] * -1.0f + viewport->translate[2]; range_max = viewport->scale[2] * 1.0f + viewport->translate[2]; /* D3D (and by implication SVGA) doesn't like dealing with zmax * less than zmin. Detect that case, flip the depth range and * invert our z-scale factor to achieve the same effect. */ if (range_min > range_max) { float range_tmp; range_tmp = range_min; range_min = range_max; range_max = range_tmp; prescale.scale[2] = -prescale.scale[2]; } if (prescale.enabled) { float H[2]; float J[2]; int i; SVGA_DBG(DEBUG_VIEWPORT, "prescale %f,%f %fx%f\n", prescale.translate[0], prescale.translate[1], prescale.scale[0], prescale.scale[1]); H[0] = (float)rect.w / 2.0f; H[1] = -(float)rect.h / 2.0f; J[0] = (float)rect.x + (float)rect.w / 2.0f; J[1] = (float)rect.y + (float)rect.h / 2.0f; SVGA_DBG(DEBUG_VIEWPORT, "H %f,%f\n" "J %fx%f\n", H[0], H[1], J[0], J[1]); /* Adjust prescale to take into account the fact that it is * going to be applied prior to the perspective divide and * viewport transformation. * * Vwin = H(Vc/Vc.w) + J * * We want to tweak Vwin with scale and translation from above, * as in: * * Vwin' = S Vwin + T * * But we can only modify the values at Vc. Plugging all the * above together, and rearranging, eventually we get: * * Vwin' = H(Vc'/Vc'.w) + J * where: * Vc' = SVc + KVc.w * K = (T + (S-1)J) / H * * Overwrite prescale.translate with values for K: */ for (i = 0; i < 2; i++) { prescale.translate[i] = ((prescale.translate[i] + (prescale.scale[i] - 1.0f) * J[i]) / H[i]); } SVGA_DBG(DEBUG_VIEWPORT, "clipspace %f,%f %fx%f\n", prescale.translate[0], prescale.translate[1], prescale.scale[0], prescale.scale[1]); } out: if (degenerate) { rect.x = 0; rect.y = 0; rect.w = 1; rect.h = 1; prescale.enabled = FALSE; } if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) { ret = SVGA3D_SetViewport(svga->swc, &rect); if(ret != PIPE_OK) return ret; memcpy(&svga->state.hw_clear.viewport, &rect, sizeof(rect)); assert(sizeof(rect) == sizeof(svga->state.hw_clear.viewport)); } if (svga->state.hw_clear.depthrange.zmin != range_min || svga->state.hw_clear.depthrange.zmax != range_max) { ret = SVGA3D_SetZRange(svga->swc, range_min, range_max ); if(ret != PIPE_OK) return ret; svga->state.hw_clear.depthrange.zmin = range_min; svga->state.hw_clear.depthrange.zmax = range_max; } if (memcmp(&prescale, &svga->state.hw_clear.prescale, sizeof prescale) != 0) { svga->dirty |= SVGA_NEW_PRESCALE; svga->state.hw_clear.prescale = prescale; } return PIPE_OK; } struct svga_tracked_state svga_hw_viewport = { "hw viewport state", ( SVGA_NEW_FRAME_BUFFER | SVGA_NEW_VIEWPORT | SVGA_NEW_RAST | SVGA_NEW_REDUCED_PRIMITIVE ), emit_viewport }; /*********************************************************************** * Scissor state */ static enum pipe_error emit_scissor_rect( struct svga_context *svga, unsigned dirty ) { const struct pipe_scissor_state *scissor = &svga->curr.scissor; SVGA3dRect rect; rect.x = scissor->minx; rect.y = scissor->miny; rect.w = scissor->maxx - scissor->minx; /* + 1 ?? */ rect.h = scissor->maxy - scissor->miny; /* + 1 ?? */ return SVGA3D_SetScissorRect(svga->swc, &rect); } struct svga_tracked_state svga_hw_scissor = { "hw scissor state", SVGA_NEW_SCISSOR, emit_scissor_rect }; /*********************************************************************** * Userclip state */ static enum pipe_error emit_clip_planes( struct svga_context *svga, unsigned dirty ) { unsigned i; enum pipe_error ret; /* TODO: just emit directly from svga_set_clip_state()? */ for (i = 0; i < SVGA3D_MAX_CLIP_PLANES; i++) { /* need to express the plane in D3D-style coordinate space. * GL coords get converted to D3D coords with the matrix: * [ 1 0 0 0 ] * [ 0 -1 0 0 ] * [ 0 0 2 0 ] * [ 0 0 -1 1 ] * Apply that matrix to our plane equation, and invert Y. */ float a = svga->curr.clip.ucp[i][0]; float b = svga->curr.clip.ucp[i][1]; float c = svga->curr.clip.ucp[i][2]; float d = svga->curr.clip.ucp[i][3]; float plane[4]; plane[0] = a; plane[1] = b; plane[2] = 2.0f * c; plane[3] = d - c; ret = SVGA3D_SetClipPlane(svga->swc, i, plane); if(ret != PIPE_OK) return ret; } return PIPE_OK; } struct svga_tracked_state svga_hw_clip_planes = { "hw viewport state", SVGA_NEW_CLIP, emit_clip_planes };