1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
24 **********************************************************/
26 #include "draw/draw_context.h"
27 #include "util/u_inlines.h"
28 #include "pipe/p_defines.h"
29 #include "util/u_math.h"
30 #include "util/u_memory.h"
32 #include "svga_context.h"
34 #include "svga_hw_reg.h"
36 /* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
38 static SVGA3dFace svga_translate_cullmode( unsigned mode,
41 const int hw_front_ccw = 0; /* hardware is always CW */
44 return SVGA3D_FACE_NONE;
46 return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
48 return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
49 case PIPE_FACE_FRONT_AND_BACK:
50 return SVGA3D_FACE_FRONT_BACK;
53 return SVGA3D_FACE_NONE;
57 static SVGA3dShadeMode svga_translate_flatshade( unsigned mode )
59 return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
64 svga_create_rasterizer_state(struct pipe_context *pipe,
65 const struct pipe_rasterizer_state *templ)
67 struct svga_context *svga = svga_context(pipe);
68 struct svga_rasterizer_state *rast = CALLOC_STRUCT( svga_rasterizer_state );
70 /* need this for draw module. */
73 /* light_twoside - XXX: need fragment shader variant */
74 /* poly_smooth - XXX: no fallback available */
75 /* poly_stipple_enable - draw module */
76 /* sprite_coord_enable - ? */
77 /* point_quad_rasterization - ? */
78 /* point_size_per_vertex - ? */
79 /* sprite_coord_mode - ??? */
80 /* flatshade_first - handled by index translation */
81 /* gl_rasterization_rules - XXX - viewport code */
82 /* line_width - draw module */
83 /* fill_cw, fill_ccw - draw module or index translation */
85 rast->shademode = svga_translate_flatshade( templ->flatshade );
86 rast->cullmode = svga_translate_cullmode( templ->cull_face,
88 rast->scissortestenable = templ->scissor;
89 rast->multisampleantialias = templ->multisample;
90 rast->antialiasedlineenable = templ->line_smooth;
91 rast->lastpixel = templ->line_last_pixel;
92 rast->pointsize = templ->point_size;
93 rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
95 /* Use swtnl + decomposition implement these:
97 if (templ->poly_stipple_enable) {
98 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
99 rast->need_pipeline_tris_str = "poly stipple";
102 if (templ->line_width >= 1.5f &&
103 !svga->debug.no_line_width) {
104 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
105 rast->need_pipeline_lines_str = "line width";
108 if (templ->line_stipple_enable) {
109 /* XXX: LinePattern not implemented on all backends, and there is no
110 * mechanism to query it.
112 if (!svga->debug.force_hw_line_stipple) {
113 SVGA3dLinePattern lp;
114 lp.repeat = templ->line_stipple_factor + 1;
115 lp.pattern = templ->line_stipple_pattern;
116 rast->linepattern = lp.uintValue;
119 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
120 rast->need_pipeline_lines_str = "line stipple";
124 if (templ->point_smooth) {
125 rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
126 rast->need_pipeline_points_str = "smooth points";
129 if (templ->line_smooth) {
130 rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
131 rast->need_pipeline_lines_str = "smooth lines";
135 int fill_front = templ->fill_front;
136 int fill_back = templ->fill_back;
137 int fill = PIPE_POLYGON_MODE_FILL;
138 boolean offset_front = util_get_offset(templ, fill_front);
139 boolean offset_back = util_get_offset(templ, fill_back);
142 switch (templ->cull_face) {
143 case PIPE_FACE_FRONT_AND_BACK:
145 fill = PIPE_POLYGON_MODE_FILL;
148 case PIPE_FACE_FRONT:
149 offset = offset_front;
154 offset = offset_back;
159 if (fill_front != fill_back || offset_front != offset_back)
161 /* Always need the draw module to work out different
162 * front/back fill modes:
164 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
165 rast->need_pipeline_tris_str = "different front/back fillmodes";
168 offset = offset_front;
178 /* Unfilled primitive modes aren't implemented on all virtual
179 * hardware. We can do some unfilled processing with index
180 * translation, but otherwise need the draw module:
182 if (fill != PIPE_POLYGON_MODE_FILL &&
184 templ->light_twoside ||
186 templ->cull_face != PIPE_FACE_NONE))
188 fill = PIPE_POLYGON_MODE_FILL;
189 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
190 rast->need_pipeline_tris_str = "unfilled primitives with no index manipulation";
193 /* If we are decomposing to lines, and lines need the pipeline,
194 * then we also need the pipeline for tris.
196 if (fill == PIPE_POLYGON_MODE_LINE &&
197 (rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
199 fill = PIPE_POLYGON_MODE_FILL;
200 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
201 rast->need_pipeline_tris_str = "decomposing lines";
204 /* Similarly for points:
206 if (fill == PIPE_POLYGON_MODE_POINT &&
207 (rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
209 fill = PIPE_POLYGON_MODE_FILL;
210 rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
211 rast->need_pipeline_tris_str = "decomposing points";
215 rast->slopescaledepthbias = templ->offset_scale;
216 rast->depthbias = templ->offset_units;
219 rast->hw_unfilled = fill;
222 if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
223 /* Turn off stuff which will get done in the draw module:
225 rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
226 rast->slopescaledepthbias = 0;
233 static void svga_bind_rasterizer_state( struct pipe_context *pipe,
236 struct svga_context *svga = svga_context(pipe);
237 struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
239 svga->curr.rast = raster;
241 draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL,
244 svga->dirty |= SVGA_NEW_RAST;
247 static void svga_delete_rasterizer_state(struct pipe_context *pipe,
254 void svga_init_rasterizer_functions( struct svga_context *svga )
256 svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
257 svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
258 svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
262 /***********************************************************************
263 * Hardware state update