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/**********************************************************
* 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);
}
svga->hud.num_state_objects++;
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);
svga->hud.num_state_objects--;
}
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;
}
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