mesa/src/gallium/drivers/svga/svga_pipe_depthstencil.c

315 lines
11 KiB
C

/**********************************************************
* 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)
{
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);
/* 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.
*/
SVGA_RETRY(svga, 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));
}
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) {
util_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) {
util_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)) {
svga_hwtnl_flush_retry(svga);
assert(ds->id != SVGA3D_INVALID_ID);
SVGA_RETRY(svga, SVGA3D_vgpu10_DestroyDepthStencilState(svga->swc,
ds->id));
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;
}