/**********************************************************
* 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_state.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_debug.h"
#include "svga_hw_reg.h"
/***********************************************************************
*/
/**
* Given a gallium vertex element format, return the corresponding SVGA3D
* format. Return SVGA3D_DECLTYPE_MAX for unsupported gallium formats.
*/
static INLINE SVGA3dDeclType
svga_translate_vertex_format(enum pipe_format format)
{
switch (format) {
case PIPE_FORMAT_R32_FLOAT: return SVGA3D_DECLTYPE_FLOAT1;
case PIPE_FORMAT_R32G32_FLOAT: return SVGA3D_DECLTYPE_FLOAT2;
case PIPE_FORMAT_R32G32B32_FLOAT: return SVGA3D_DECLTYPE_FLOAT3;
case PIPE_FORMAT_R32G32B32A32_FLOAT: return SVGA3D_DECLTYPE_FLOAT4;
case PIPE_FORMAT_B8G8R8A8_UNORM: return SVGA3D_DECLTYPE_D3DCOLOR;
case PIPE_FORMAT_R8G8B8A8_USCALED: return SVGA3D_DECLTYPE_UBYTE4;
case PIPE_FORMAT_R16G16_SSCALED: return SVGA3D_DECLTYPE_SHORT2;
case PIPE_FORMAT_R16G16B16A16_SSCALED: return SVGA3D_DECLTYPE_SHORT4;
case PIPE_FORMAT_R8G8B8A8_UNORM: return SVGA3D_DECLTYPE_UBYTE4N;
case PIPE_FORMAT_R16G16_SNORM: return SVGA3D_DECLTYPE_SHORT2N;
case PIPE_FORMAT_R16G16B16A16_SNORM: return SVGA3D_DECLTYPE_SHORT4N;
case PIPE_FORMAT_R16G16_UNORM: return SVGA3D_DECLTYPE_USHORT2N;
case PIPE_FORMAT_R16G16B16A16_UNORM: return SVGA3D_DECLTYPE_USHORT4N;
case PIPE_FORMAT_R10G10B10X2_USCALED: return SVGA3D_DECLTYPE_UDEC3;
case PIPE_FORMAT_R10G10B10X2_SNORM: return SVGA3D_DECLTYPE_DEC3N;
case PIPE_FORMAT_R16G16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_2;
case PIPE_FORMAT_R16G16B16A16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_4;
default:
/* There are many formats without hardware support. This case
* will be hit regularly, meaning we'll need swvfetch.
*/
return SVGA3D_DECLTYPE_MAX;
}
}
static enum pipe_error
update_need_swvfetch( struct svga_context *svga,
unsigned dirty )
{
unsigned i;
boolean need_swvfetch = FALSE;
if (!svga->curr.velems) {
/* No vertex elements bound. */
return 0;
}
for (i = 0; i < svga->curr.velems->count; i++) {
svga->state.sw.ve_format[i] = svga_translate_vertex_format(svga->curr.velems->velem[i].src_format);
if (svga->state.sw.ve_format[i] == SVGA3D_DECLTYPE_MAX) {
/* Unsupported format - use software fetch */
need_swvfetch = TRUE;
break;
}
}
if (need_swvfetch != svga->state.sw.need_swvfetch) {
svga->state.sw.need_swvfetch = need_swvfetch;
svga->dirty |= SVGA_NEW_NEED_SWVFETCH;
}
return PIPE_OK;
}
struct svga_tracked_state svga_update_need_swvfetch =
{
"update need_swvfetch",
( SVGA_NEW_VELEMENT ),
update_need_swvfetch
};
/***********************************************************************
*/
static enum pipe_error
update_need_pipeline( struct svga_context *svga,
unsigned dirty )
{
boolean need_pipeline = FALSE;
struct svga_vertex_shader *vs = svga->curr.vs;
/* SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
*/
if (svga->curr.rast->need_pipeline & (1 << svga->curr.reduced_prim)) {
SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline (0x%x) & prim (0x%x)\n",
__FUNCTION__,
svga->curr.rast->need_pipeline,
(1 << svga->curr.reduced_prim) );
SVGA_DBG(DEBUG_SWTNL, "%s: rast need_pipeline tris (%s), lines (%s), points (%s)\n",
__FUNCTION__,
svga->curr.rast->need_pipeline_tris_str,
svga->curr.rast->need_pipeline_lines_str,
svga->curr.rast->need_pipeline_points_str);
need_pipeline = TRUE;
}
/* EDGEFLAGS
*/
if (vs && vs->base.info.writes_edgeflag) {
SVGA_DBG(DEBUG_SWTNL, "%s: edgeflags\n", __FUNCTION__);
need_pipeline = TRUE;
}
/* SVGA_NEW_FS, SVGA_NEW_RAST, SVGA_NEW_REDUCED_PRIMITIVE
*/
if (svga->curr.reduced_prim == PIPE_PRIM_POINTS) {
unsigned sprite_coord_gen = svga->curr.rast->templ.sprite_coord_enable;
unsigned generic_inputs =
svga->curr.fs ? svga->curr.fs->generic_inputs : 0;
if (sprite_coord_gen &&
(generic_inputs & ~sprite_coord_gen)) {
/* The fragment shader is using some generic inputs that are
* not being replaced by auto-generated point/sprite coords (and
* auto sprite coord generation is turned on).
* The SVGA3D interface does not support that: if we enable
* SVGA3D_RS_POINTSPRITEENABLE it gets enabled for _all_
* texture coordinate sets.
* To solve this, we have to use the draw-module's wide/sprite
* point stage.
*/
need_pipeline = TRUE;
}
}
if (need_pipeline != svga->state.sw.need_pipeline) {
svga->state.sw.need_pipeline = need_pipeline;
svga->dirty |= SVGA_NEW_NEED_PIPELINE;
}
/* DEBUG */
if (0 && svga->state.sw.need_pipeline)
debug_printf("sw.need_pipeline = %d\n", svga->state.sw.need_pipeline);
return PIPE_OK;
}
struct svga_tracked_state svga_update_need_pipeline =
{
"need pipeline",
(SVGA_NEW_RAST |
SVGA_NEW_FS |
SVGA_NEW_VS |
SVGA_NEW_REDUCED_PRIMITIVE),
update_need_pipeline
};
/***********************************************************************
*/
static enum pipe_error
update_need_swtnl( struct svga_context *svga,
unsigned dirty )
{
boolean need_swtnl;
if (svga->debug.no_swtnl) {
svga->state.sw.need_swvfetch = FALSE;
svga->state.sw.need_pipeline = FALSE;
}
need_swtnl = (svga->state.sw.need_swvfetch ||
svga->state.sw.need_pipeline);
if (svga->debug.force_swtnl) {
need_swtnl = TRUE;
}
/*
* Some state changes the draw module does makes us believe we
* we don't need swtnl. This causes the vdecl code to pickup
* the wrong buffers and vertex formats. Try trivial/line-wide.
*/
if (svga->state.sw.in_swtnl_draw)
need_swtnl = TRUE;
if (need_swtnl != svga->state.sw.need_swtnl) {
SVGA_DBG(DEBUG_SWTNL|DEBUG_PERF,
"%s: need_swvfetch %s, need_pipeline %s\n",
__FUNCTION__,
svga->state.sw.need_swvfetch ? "true" : "false",
svga->state.sw.need_pipeline ? "true" : "false");
svga->state.sw.need_swtnl = need_swtnl;
svga->dirty |= SVGA_NEW_NEED_SWTNL;
svga->swtnl.new_vdecl = TRUE;
}
return PIPE_OK;
}
struct svga_tracked_state svga_update_need_swtnl =
{
"need swtnl",
(SVGA_NEW_NEED_PIPELINE |
SVGA_NEW_NEED_SWVFETCH),
update_need_swtnl
};