mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-28 03:28:10 +02:00
This patch moves the rendertarget view related fields from svga_hw_draw_state to svga_hw_clear_state where all the hw framebuffer related state resides. Reviewed-by: Brian Paul <brianp@vmware.com>
839 lines
24 KiB
C
839 lines
24 KiB
C
/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "util/u_inlines.h"
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#include "pipe/p_defines.h"
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#include "util/u_math.h"
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#include "util/u_format.h"
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#include "svga_context.h"
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#include "svga_state.h"
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#include "svga_cmd.h"
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#include "svga_debug.h"
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#include "svga_screen.h"
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#include "svga_surface.h"
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#include "svga_resource_texture.h"
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/*
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* flush our command buffer after the 8th distinct render target
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*
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* This helps improve the surface cache behaviour in the face of the
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* large number of single-use render targets generated by EXA and the xorg
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* state tracker. Without this we can reference hundreds of individual
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* render targets from a command buffer, which leaves little scope for
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* sharing or reuse of those targets.
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*/
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#define MAX_RT_PER_BATCH 8
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static enum pipe_error
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emit_fb_vgpu9(struct svga_context *svga)
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{
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struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
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const struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
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struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
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boolean reemit = svga->rebind.flags.rendertargets;
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unsigned i;
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enum pipe_error ret;
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assert(!svga_have_vgpu10(svga));
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/*
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* We need to reemit non-null surface bindings, even when they are not
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* dirty, to ensure that the resources are paged in.
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*/
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for (i = 0; i < svgascreen->max_color_buffers; i++) {
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if ((curr->cbufs[i] != hw->cbufs[i]) || (reemit && hw->cbufs[i])) {
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if (svga->curr.nr_fbs++ > MAX_RT_PER_BATCH)
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return PIPE_ERROR_OUT_OF_MEMORY;
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/* Check to see if we need to propagate the render target surface */
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if (hw->cbufs[i] && svga_surface_needs_propagation(hw->cbufs[i]))
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svga_propagate_surface(svga, hw->cbufs[i], TRUE);
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i,
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curr->cbufs[i]);
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if (ret != PIPE_OK)
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return ret;
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pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
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}
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/* Set the rendered-to flag */
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struct pipe_surface *s = curr->cbufs[i];
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if (s) {
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svga_set_texture_rendered_to(svga_texture(s->texture),
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s->u.tex.first_layer, s->u.tex.level);
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}
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}
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if ((curr->zsbuf != hw->zsbuf) || (reemit && hw->zsbuf)) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, curr->zsbuf);
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if (ret != PIPE_OK)
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return ret;
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/* Check to see if we need to propagate the depth stencil surface */
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if (hw->zsbuf && svga_surface_needs_propagation(hw->zsbuf))
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svga_propagate_surface(svga, hw->zsbuf, TRUE);
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if (curr->zsbuf &&
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util_format_is_depth_and_stencil(curr->zsbuf->format)) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL,
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curr->zsbuf);
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if (ret != PIPE_OK)
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return ret;
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}
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else {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
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if (ret != PIPE_OK)
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return ret;
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}
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pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
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/* Set the rendered-to flag */
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struct pipe_surface *s = curr->zsbuf;
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if (s) {
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svga_set_texture_rendered_to(svga_texture(s->texture),
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s->u.tex.first_layer, s->u.tex.level);
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}
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}
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return PIPE_OK;
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}
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/*
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* Rebind rendertargets.
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*
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* Similar to emit_framebuffer, but without any state checking/update.
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*
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* Called at the beginning of every new command buffer to ensure that
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* non-dirty rendertargets are properly paged-in.
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*/
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static enum pipe_error
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svga_reemit_framebuffer_bindings_vgpu9(struct svga_context *svga)
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{
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struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
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struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
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unsigned i;
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enum pipe_error ret;
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assert(!svga_have_vgpu10(svga));
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for (i = 0; i < svgascreen->max_color_buffers; i++) {
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if (hw->cbufs[i]) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_COLOR0 + i,
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hw->cbufs[i]);
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if (ret != PIPE_OK) {
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return ret;
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}
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}
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}
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if (hw->zsbuf) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_DEPTH, hw->zsbuf);
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if (ret != PIPE_OK) {
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return ret;
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}
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if (hw->zsbuf &&
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util_format_is_depth_and_stencil(hw->zsbuf->format)) {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, hw->zsbuf);
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if (ret != PIPE_OK) {
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return ret;
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}
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}
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else {
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ret = SVGA3D_SetRenderTarget(svga->swc, SVGA3D_RT_STENCIL, NULL);
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if (ret != PIPE_OK) {
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return ret;
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}
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}
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}
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return PIPE_OK;
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}
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static enum pipe_error
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emit_fb_vgpu10(struct svga_context *svga)
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{
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const struct svga_screen *ss = svga_screen(svga->pipe.screen);
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struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS];
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struct pipe_surface *dsv;
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struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
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struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer;
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const unsigned num_color = MAX2(curr->nr_cbufs, hw->nr_cbufs);
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int last_rtv = -1;
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unsigned i;
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enum pipe_error ret = PIPE_OK;
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assert(svga_have_vgpu10(svga));
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/* Reset the has_backed_views flag.
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* The flag is set in svga_validate_surface_view() if
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* a backed surface view is used.
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*/
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svga->state.hw_draw.has_backed_views = FALSE;
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/* Setup render targets array. Note that we loop over the max of the
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* number of previously bound buffers and the new buffers to unbind
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* any previously bound buffers when the new number of buffers is less
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* than the old number of buffers.
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*/
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for (i = 0; i < num_color; i++) {
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if (curr->cbufs[i]) {
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struct pipe_surface *s = curr->cbufs[i];
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rtv[i] = svga_validate_surface_view(svga, svga_surface(s));
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if (rtv[i] == NULL) {
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return PIPE_ERROR_OUT_OF_MEMORY;
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}
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assert(svga_surface(rtv[i])->view_id != SVGA3D_INVALID_ID);
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last_rtv = i;
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/* Set the rendered-to flag */
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svga_set_texture_rendered_to(svga_texture(s->texture),
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s->u.tex.first_layer, s->u.tex.level);
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}
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else {
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rtv[i] = NULL;
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}
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}
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/* Setup depth stencil view */
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if (curr->zsbuf) {
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struct pipe_surface *s = curr->zsbuf;
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dsv = svga_validate_surface_view(svga, svga_surface(curr->zsbuf));
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if (!dsv) {
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return PIPE_ERROR_OUT_OF_MEMORY;
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}
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/* Set the rendered-to flag */
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svga_set_texture_rendered_to(svga_texture(s->texture),
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s->u.tex.first_layer, s->u.tex.level);
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}
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else {
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dsv = NULL;
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}
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/* avoid emitting redundant SetRenderTargets command */
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if ((num_color != svga->state.hw_clear.num_rendertargets) ||
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(dsv != svga->state.hw_clear.dsv) ||
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memcmp(rtv, svga->state.hw_clear.rtv, num_color * sizeof(rtv[0]))) {
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ret = SVGA3D_vgpu10_SetRenderTargets(svga->swc, num_color, rtv, dsv);
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if (ret != PIPE_OK)
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return ret;
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/* number of render targets sent to the device, not including trailing
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* unbound render targets.
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*/
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svga->state.hw_clear.num_rendertargets = last_rtv + 1;
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svga->state.hw_clear.dsv = dsv;
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memcpy(svga->state.hw_clear.rtv, rtv, num_color * sizeof(rtv[0]));
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for (i = 0; i < ss->max_color_buffers; i++) {
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if (hw->cbufs[i] != curr->cbufs[i]) {
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/* propagate the backed view surface before unbinding it */
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if (hw->cbufs[i] && svga_surface(hw->cbufs[i])->backed) {
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svga_propagate_surface(svga,
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&svga_surface(hw->cbufs[i])->backed->base,
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TRUE);
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}
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pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]);
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}
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}
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hw->nr_cbufs = curr->nr_cbufs;
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if (hw->zsbuf != curr->zsbuf) {
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/* propagate the backed view surface before unbinding it */
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if (hw->zsbuf && svga_surface(hw->zsbuf)->backed) {
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svga_propagate_surface(svga, &svga_surface(hw->zsbuf)->backed->base,
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TRUE);
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}
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pipe_surface_reference(&hw->zsbuf, curr->zsbuf);
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}
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}
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return ret;
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}
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static enum pipe_error
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emit_framebuffer(struct svga_context *svga, unsigned dirty)
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{
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if (svga_have_vgpu10(svga)) {
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return emit_fb_vgpu10(svga);
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}
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else {
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return emit_fb_vgpu9(svga);
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}
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}
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/*
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* Rebind rendertargets.
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*
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* Similar to emit_framebuffer, but without any state checking/update.
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*
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* Called at the beginning of every new command buffer to ensure that
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* non-dirty rendertargets are properly paged-in.
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*/
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enum pipe_error
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svga_reemit_framebuffer_bindings(struct svga_context *svga)
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{
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enum pipe_error ret;
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assert(svga->rebind.flags.rendertargets);
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if (svga_have_vgpu10(svga)) {
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ret = emit_fb_vgpu10(svga);
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}
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else {
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ret = svga_reemit_framebuffer_bindings_vgpu9(svga);
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}
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svga->rebind.flags.rendertargets = FALSE;
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return ret;
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}
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/*
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* Send a private allocation command to page in rendertargets resource.
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*/
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enum pipe_error
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svga_rebind_framebuffer_bindings(struct svga_context *svga)
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{
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struct svga_hw_clear_state *hw = &svga->state.hw_clear;
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unsigned i;
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enum pipe_error ret;
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assert(svga_have_vgpu10(svga));
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if (!svga->rebind.flags.rendertargets)
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return PIPE_OK;
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for (i = 0; i < hw->num_rendertargets; i++) {
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if (hw->rtv[i]) {
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ret = svga->swc->resource_rebind(svga->swc,
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svga_surface(hw->rtv[i])->handle,
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NULL,
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SVGA_RELOC_WRITE);
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if (ret != PIPE_OK)
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return ret;
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}
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}
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if (hw->dsv) {
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ret = svga->swc->resource_rebind(svga->swc,
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svga_surface(hw->dsv)->handle,
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NULL,
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SVGA_RELOC_WRITE);
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if (ret != PIPE_OK)
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return ret;
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}
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svga->rebind.flags.rendertargets = 0;
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return PIPE_OK;
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}
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struct svga_tracked_state svga_hw_framebuffer =
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{
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"hw framebuffer state",
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SVGA_NEW_FRAME_BUFFER,
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emit_framebuffer
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};
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/***********************************************************************
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*/
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static enum pipe_error
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emit_viewport( struct svga_context *svga,
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unsigned dirty )
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{
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const struct pipe_viewport_state *viewport = &svga->curr.viewport;
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struct svga_prescale prescale;
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SVGA3dRect rect;
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/* Not sure if this state is relevant with POSITIONT. Probably
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* not, but setting to 0,1 avoids some state pingponging.
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*/
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float range_min = 0.0;
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float range_max = 1.0;
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float flip = -1.0;
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boolean degenerate = FALSE;
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boolean invertY = FALSE;
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enum pipe_error ret;
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float fb_width = (float) svga->curr.framebuffer.width;
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float fb_height = (float) svga->curr.framebuffer.height;
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float fx = viewport->scale[0] * -1.0f + viewport->translate[0];
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float fy = flip * viewport->scale[1] * -1.0f + viewport->translate[1];
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float fw = viewport->scale[0] * 2.0f;
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float fh = flip * viewport->scale[1] * 2.0f;
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boolean emit_vgpu10_viewport = FALSE;
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memset( &prescale, 0, sizeof(prescale) );
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/* Examine gallium viewport transformation and produce a screen
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* rectangle and possibly vertex shader pre-transformation to
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* get the same results.
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*/
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SVGA_DBG(DEBUG_VIEWPORT,
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"\ninitial %f,%f %fx%f\n",
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fx,
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fy,
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fw,
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fh);
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prescale.scale[0] = 1.0;
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prescale.scale[1] = 1.0;
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prescale.scale[2] = 1.0;
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prescale.scale[3] = 1.0;
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prescale.translate[0] = 0;
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prescale.translate[1] = 0;
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prescale.translate[2] = 0;
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prescale.translate[3] = 0;
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/* Enable prescale to adjust vertex positions to match
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VGPU10 convention only if rasterization is enabled.
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*/
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if (svga->curr.rast && svga->curr.rast->templ.rasterizer_discard) {
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degenerate = TRUE;
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goto out;
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} else {
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prescale.enabled = TRUE;
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}
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if (fw < 0) {
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prescale.scale[0] *= -1.0f;
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prescale.translate[0] += -fw;
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fw = -fw;
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fx = viewport->scale[0] * 1.0f + viewport->translate[0];
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}
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if (fh < 0.0) {
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if (svga_have_vgpu10(svga)) {
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/* floating point viewport params below */
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prescale.translate[1] = fh + fy * 2.0f;
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}
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else {
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/* integer viewport params below */
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prescale.translate[1] = fh - 1.0f + fy * 2.0f;
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}
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fh = -fh;
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fy -= fh;
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prescale.scale[1] = -1.0f;
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invertY = TRUE;
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}
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if (fx < 0) {
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prescale.translate[0] += fx;
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prescale.scale[0] *= fw / (fw + fx);
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fw += fx;
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fx = 0.0f;
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}
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if (fy < 0) {
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if (invertY) {
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prescale.translate[1] -= fy;
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}
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else {
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prescale.translate[1] += fy;
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}
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prescale.scale[1] *= fh / (fh + fy);
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fh += fy;
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fy = 0.0f;
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}
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if (fx + fw > fb_width) {
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prescale.scale[0] *= fw / (fb_width - fx);
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prescale.translate[0] -= fx * (fw / (fb_width - fx));
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prescale.translate[0] += fx;
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fw = fb_width - fx;
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}
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if (fy + fh > fb_height) {
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prescale.scale[1] *= fh / (fb_height - fy);
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if (invertY) {
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float in = fb_height - fy; /* number of vp pixels inside view */
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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 && svga->curr.rast->templ.half_pixel_center) {
|
|
float adjust_x = 0.0;
|
|
float adjust_y = 0.0;
|
|
|
|
if (svga_have_vgpu10(svga)) {
|
|
/* Normally, we don't have to do any sub-pixel coordinate
|
|
* adjustments for VGPU10. But when we draw wide points with
|
|
* a GS we need an X adjustment in order to be conformant.
|
|
*/
|
|
if (svga->curr.reduced_prim == PIPE_PRIM_POINTS &&
|
|
svga->curr.rast->pointsize > 1.0f) {
|
|
adjust_x = 0.5;
|
|
}
|
|
}
|
|
else {
|
|
switch (svga->curr.reduced_prim) {
|
|
case PIPE_PRIM_POINTS:
|
|
adjust_x = -0.375;
|
|
adjust_y = -0.75;
|
|
break;
|
|
case PIPE_PRIM_LINES:
|
|
adjust_x = -0.5;
|
|
adjust_y = 0;
|
|
break;
|
|
case PIPE_PRIM_TRIANGLES:
|
|
adjust_x = -0.5;
|
|
adjust_y = -0.5;
|
|
break;
|
|
default:
|
|
/* nothing */
|
|
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 zmin is less than 0, clamp zmin to 0 and adjust the prescale.
|
|
* zmin can be set to -1 when viewport->scale[2] is set to 1 and
|
|
* viewport->translate[2] is set to 0 in the blit code.
|
|
*/
|
|
if (range_min < 0.0f) {
|
|
range_min = -0.5f * viewport->scale[2] + 0.5f + viewport->translate[2];
|
|
range_max = 0.5f * viewport->scale[2] + 0.5f + viewport->translate[2];
|
|
prescale.scale[2] *= 2.0f;
|
|
prescale.translate[2] -= 0.5f;
|
|
}
|
|
|
|
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 (!svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
|
|
if (svga_have_vgpu10(svga)) {
|
|
emit_vgpu10_viewport = TRUE;
|
|
}
|
|
else {
|
|
ret = SVGA3D_SetViewport(svga->swc, &rect);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
svga->state.hw_clear.viewport = rect;
|
|
}
|
|
}
|
|
|
|
if (svga->state.hw_clear.depthrange.zmin != range_min ||
|
|
svga->state.hw_clear.depthrange.zmax != range_max)
|
|
{
|
|
if (svga_have_vgpu10(svga)) {
|
|
emit_vgpu10_viewport = TRUE;
|
|
}
|
|
else {
|
|
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 (emit_vgpu10_viewport) {
|
|
SVGA3dViewport vp;
|
|
vp.x = (float) rect.x;
|
|
vp.y = (float) rect.y;
|
|
vp.width = (float) rect.w;
|
|
vp.height = (float) rect.h;
|
|
vp.minDepth = range_min;
|
|
vp.maxDepth = range_max;
|
|
ret = SVGA3D_vgpu10_SetViewports(svga->swc, 1, &vp);
|
|
if (ret != PIPE_OK)
|
|
return ret;
|
|
|
|
svga->state.hw_clear.viewport = rect;
|
|
|
|
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;
|
|
|
|
if (svga_have_vgpu10(svga)) {
|
|
SVGASignedRect rect;
|
|
|
|
rect.left = scissor->minx;
|
|
rect.top = scissor->miny;
|
|
rect.right = scissor->maxx;
|
|
rect.bottom = scissor->maxy;
|
|
|
|
return SVGA3D_vgpu10_SetScissorRects(svga->swc, 1, &rect);
|
|
}
|
|
else {
|
|
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;
|
|
|
|
if (svga_have_vgpu10(svga)) {
|
|
//debug_printf("XXX emit DX10 clip plane\n");
|
|
ret = PIPE_OK;
|
|
}
|
|
else {
|
|
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
|
|
};
|