/**********************************************************
* 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 = svga->curr.framebuffer.width;
float fb_height = svga->curr.framebuffer.height;
float fx = viewport->scale[0] * -1.0 + viewport->translate[0];
float fy = flip * viewport->scale[1] * -1.0 + viewport->translate[1];
float fw = viewport->scale[0] * 2;
float fh = flip * viewport->scale[1] * 2;
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] *= -1.0;
prescale.translate[0] += -fw;
fw = -fw;
fx = viewport->scale[0] * 1.0 + viewport->translate[0];
}
if (fh < 0.0) {
prescale.translate[1] = fh - 1 + fy * 2;
fh = -fh;
fy -= fh;
prescale.scale[1] = -1.0;
invertY = TRUE;
}
if (fx < 0) {
prescale.translate[0] += fx;
prescale.scale[0] *= fw / (fw + fx);
fw += fx;
fx = 0;
}
if (fy < 0) {
if (invertY) {
prescale.translate[1] -= fy;
}
else {
prescale.translate[1] += fy;
}
prescale.scale[1] *= fh / (fh + fy);
fh += fy;
fy = 0;
}
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 = fx;
rect.y = fy;
rect.w = fw;
rect.h = 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.gl_rasterization_rules) {
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] * -1.0 + viewport->translate[2];
range_max = viewport->scale[2] * 1.0 + 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 / 2.0;
H[1] = -(float)rect.h / 2.0;
J[0] = (float)rect.x + (float)rect.w / 2.0;
J[1] = (float)rect.y + (float)rect.h / 2.0;
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] - 1.0) * 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
};