1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
|
/**********************************************************
* 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 "pipe/p_defines.h"
#include "util/u_bitmask.h"
#include "util/u_inlines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "svga_context.h"
#include "svga_hw_reg.h"
#include "svga_cmd.h"
static inline unsigned
svga_translate_compare_func(unsigned func)
{
switch (func) {
case PIPE_FUNC_NEVER: return SVGA3D_CMP_NEVER;
case PIPE_FUNC_LESS: return SVGA3D_CMP_LESS;
case PIPE_FUNC_LEQUAL: return SVGA3D_CMP_LESSEQUAL;
case PIPE_FUNC_GREATER: return SVGA3D_CMP_GREATER;
case PIPE_FUNC_GEQUAL: return SVGA3D_CMP_GREATEREQUAL;
case PIPE_FUNC_NOTEQUAL: return SVGA3D_CMP_NOTEQUAL;
case PIPE_FUNC_EQUAL: return SVGA3D_CMP_EQUAL;
case PIPE_FUNC_ALWAYS: return SVGA3D_CMP_ALWAYS;
default:
assert(0);
return SVGA3D_CMP_ALWAYS;
}
}
static inline unsigned
svga_translate_stencil_op(unsigned op)
{
switch (op) {
case PIPE_STENCIL_OP_KEEP: return SVGA3D_STENCILOP_KEEP;
case PIPE_STENCIL_OP_ZERO: return SVGA3D_STENCILOP_ZERO;
case PIPE_STENCIL_OP_REPLACE: return SVGA3D_STENCILOP_REPLACE;
case PIPE_STENCIL_OP_INCR: return SVGA3D_STENCILOP_INCRSAT;
case PIPE_STENCIL_OP_DECR: return SVGA3D_STENCILOP_DECRSAT;
case PIPE_STENCIL_OP_INCR_WRAP: return SVGA3D_STENCILOP_INCR;
case PIPE_STENCIL_OP_DECR_WRAP: return SVGA3D_STENCILOP_DECR;
case PIPE_STENCIL_OP_INVERT: return SVGA3D_STENCILOP_INVERT;
default:
assert(0);
return SVGA3D_STENCILOP_KEEP;
}
}
/**
* Define a vgpu10 depth/stencil state object for the given
* svga depth/stencil state.
*/
static void
define_depth_stencil_state_object(struct svga_context *svga,
struct svga_depth_stencil_state *ds)
{
unsigned try;
assert(svga_have_vgpu10(svga));
ds->id = util_bitmask_add(svga->ds_object_id_bm);
/* spot check that these comparision tokens are the same */
STATIC_ASSERT(SVGA3D_COMPARISON_NEVER == SVGA3D_CMP_NEVER);
STATIC_ASSERT(SVGA3D_COMPARISON_LESS == SVGA3D_CMP_LESS);
STATIC_ASSERT(SVGA3D_COMPARISON_NOT_EQUAL == SVGA3D_CMP_NOTEQUAL);
/* Loop in case command buffer is full and we need to flush and retry */
for (try = 0; try < 2; try++) {
enum pipe_error ret;
/* Note: we use the ds->stencil[0].enabled value for both the front
* and back-face enables. If single-side stencil is used, we'll have
* set the back state the same as the front state.
*/
ret = SVGA3D_vgpu10_DefineDepthStencilState(svga->swc,
ds->id,
/* depth/Z */
ds->zenable,
ds->zwriteenable,
ds->zfunc,
/* Stencil */
ds->stencil[0].enabled, /*f|b*/
ds->stencil[0].enabled, /*f*/
ds->stencil[0].enabled, /*b*/
ds->stencil_mask,
ds->stencil_writemask,
/* front stencil */
ds->stencil[0].fail,
ds->stencil[0].zfail,
ds->stencil[0].pass,
ds->stencil[0].func,
/* back stencil */
ds->stencil[1].fail,
ds->stencil[1].zfail,
ds->stencil[1].pass,
ds->stencil[1].func);
if (ret == PIPE_OK)
return;
svga_context_flush(svga, NULL);
}
}
static void *
svga_create_depth_stencil_state(struct pipe_context *pipe,
const struct pipe_depth_stencil_alpha_state *templ)
{
struct svga_context *svga = svga_context(pipe);
struct svga_depth_stencil_state *ds = CALLOC_STRUCT(svga_depth_stencil_state);
if (!ds)
return NULL;
/* Don't try to figure out CW/CCW correspondence with
* stencil[0]/[1] at this point. Presumably this can change as
* back/front face are modified.
*/
ds->stencil[0].enabled = templ->stencil[0].enabled;
if (ds->stencil[0].enabled) {
ds->stencil[0].func = svga_translate_compare_func(templ->stencil[0].func);
ds->stencil[0].fail = svga_translate_stencil_op(templ->stencil[0].fail_op);
ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
ds->stencil[0].pass = svga_translate_stencil_op(templ->stencil[0].zpass_op);
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
ds->stencil_mask = templ->stencil[0].valuemask & 0xff;
ds->stencil_writemask = templ->stencil[0].writemask & 0xff;
}
else {
ds->stencil[0].func = SVGA3D_CMP_ALWAYS;
ds->stencil[0].fail = SVGA3D_STENCILOP_KEEP;
ds->stencil[0].zfail = SVGA3D_STENCILOP_KEEP;
ds->stencil[0].pass = SVGA3D_STENCILOP_KEEP;
}
ds->stencil[1].enabled = templ->stencil[1].enabled;
if (templ->stencil[1].enabled) {
assert(templ->stencil[0].enabled);
/* two-sided stencil */
ds->stencil[1].func = svga_translate_compare_func(templ->stencil[1].func);
ds->stencil[1].fail = svga_translate_stencil_op(templ->stencil[1].fail_op);
ds->stencil[1].zfail = svga_translate_stencil_op(templ->stencil[1].zfail_op);
ds->stencil[1].pass = svga_translate_stencil_op(templ->stencil[1].zpass_op);
ds->stencil_mask = templ->stencil[1].valuemask & 0xff;
ds->stencil_writemask = templ->stencil[1].writemask & 0xff;
if (templ->stencil[1].valuemask != templ->stencil[0].valuemask) {
pipe_debug_message(&svga->debug.callback, CONFORMANCE,
"two-sided stencil mask not supported "
"(front=0x%x, back=0x%x)",
templ->stencil[0].valuemask,
templ->stencil[1].valuemask);
}
if (templ->stencil[1].writemask != templ->stencil[0].writemask) {
pipe_debug_message(&svga->debug.callback, CONFORMANCE,
"two-sided stencil writemask not supported "
"(front=0x%x, back=0x%x)",
templ->stencil[0].writemask,
templ->stencil[1].writemask);
}
}
else {
/* back face state is same as front-face state */
ds->stencil[1].func = ds->stencil[0].func;
ds->stencil[1].fail = ds->stencil[0].fail;
ds->stencil[1].zfail = ds->stencil[0].zfail;
ds->stencil[1].pass = ds->stencil[0].pass;
}
ds->zenable = templ->depth.enabled;
if (ds->zenable) {
ds->zfunc = svga_translate_compare_func(templ->depth.func);
ds->zwriteenable = templ->depth.writemask;
}
else {
ds->zfunc = SVGA3D_CMP_ALWAYS;
}
ds->alphatestenable = templ->alpha.enabled;
if (ds->alphatestenable) {
ds->alphafunc = svga_translate_compare_func(templ->alpha.func);
ds->alpharef = templ->alpha.ref_value;
}
else {
ds->alphafunc = SVGA3D_CMP_ALWAYS;
}
if (svga_have_vgpu10(svga)) {
define_depth_stencil_state_object(svga, ds);
}
svga->hud.num_depthstencil_objects++;
SVGA_STATS_COUNT_INC(svga_screen(svga->pipe.screen)->sws,
SVGA_STATS_COUNT_DEPTHSTENCILSTATE);
return ds;
}
static void
svga_bind_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
{
struct svga_context *svga = svga_context(pipe);
if (svga_have_vgpu10(svga)) {
/* flush any previously queued drawing before changing state */
svga_hwtnl_flush_retry(svga);
}
svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil;
svga->dirty |= SVGA_NEW_DEPTH_STENCIL_ALPHA;
}
static void
svga_delete_depth_stencil_state(struct pipe_context *pipe, void *depth_stencil)
{
struct svga_context *svga = svga_context(pipe);
struct svga_depth_stencil_state *ds =
(struct svga_depth_stencil_state *) depth_stencil;
if (svga_have_vgpu10(svga)) {
enum pipe_error ret;
svga_hwtnl_flush_retry(svga);
assert(ds->id != SVGA3D_INVALID_ID);
ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
if (ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc, ds->id);
assert(ret == PIPE_OK);
}
if (ds->id == svga->state.hw_draw.depth_stencil_id)
svga->state.hw_draw.depth_stencil_id = SVGA3D_INVALID_ID;
util_bitmask_clear(svga->ds_object_id_bm, ds->id);
ds->id = SVGA3D_INVALID_ID;
}
FREE(depth_stencil);
svga->hud.num_depthstencil_objects--;
}
static void
svga_set_stencil_ref(struct pipe_context *pipe,
const struct pipe_stencil_ref *stencil_ref)
{
struct svga_context *svga = svga_context(pipe);
if (svga_have_vgpu10(svga)) {
/* flush any previously queued drawing before changing state */
svga_hwtnl_flush_retry(svga);
}
svga->curr.stencil_ref = *stencil_ref;
svga->dirty |= SVGA_NEW_STENCIL_REF;
}
static void
svga_set_sample_mask(struct pipe_context *pipe,
unsigned sample_mask)
{
struct svga_context *svga = svga_context(pipe);
svga->curr.sample_mask = sample_mask;
svga->dirty |= SVGA_NEW_BLEND; /* See emit_rss_vgpu10() */
}
static void
svga_set_min_samples(struct pipe_context *pipe, unsigned min_samples)
{
/* This specifies the minimum number of times the fragment shader
* must run when doing per-sample shading for a MSAA render target.
* For our SVGA3D device, the FS is automatically run in per-sample
* mode if it uses the sample ID or sample position registers.
*/
}
void
svga_init_depth_stencil_functions(struct svga_context *svga)
{
svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
svga->pipe.delete_depth_stencil_alpha_state = svga_delete_depth_stencil_state;
svga->pipe.set_stencil_ref = svga_set_stencil_ref;
svga->pipe.set_sample_mask = svga_set_sample_mask;
svga->pipe.set_min_samples = svga_set_min_samples;
}
|