svga: Add svga driver

This commit is contained in:
Jakob Bornecrantz
2009-11-16 19:56:18 +01:00
parent 6b480dc21d
commit 3192633d4a
95 changed files with 27235 additions and 0 deletions

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@@ -0,0 +1,250 @@
/**********************************************************
* 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 "draw/draw_context.h"
#include "pipe/p_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "svga_context.h"
#include "svga_state.h"
#include "svga_hw_reg.h"
/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
*/
static SVGA3dFace svga_translate_cullmode( unsigned mode,
unsigned front_winding )
{
switch (mode) {
case PIPE_WINDING_NONE:
return SVGA3D_FACE_NONE;
case PIPE_WINDING_CCW:
return SVGA3D_FACE_BACK;
case PIPE_WINDING_CW:
return SVGA3D_FACE_FRONT;
case PIPE_WINDING_BOTH:
return SVGA3D_FACE_FRONT_BACK;
default:
assert(0);
return SVGA3D_FACE_NONE;
}
}
static SVGA3dShadeMode svga_translate_flatshade( unsigned mode )
{
return mode ? SVGA3D_SHADEMODE_FLAT : SVGA3D_SHADEMODE_SMOOTH;
}
static void *
svga_create_rasterizer_state(struct pipe_context *pipe,
const struct pipe_rasterizer_state *templ)
{
struct svga_rasterizer_state *rast = CALLOC_STRUCT( svga_rasterizer_state );
/* need this for draw module. */
rast->templ = *templ;
/* light_twoside - XXX: need fragment shader varient */
/* poly_smooth - XXX: no fallback available */
/* poly_stipple_enable - draw module */
/* point_sprite - ? */
/* point_size_per_vertex - ? */
/* sprite_coord_mode - ??? */
/* bypass_vs_viewport_and_clip - handled by viewport setup */
/* flatshade_first - handled by index translation */
/* gl_rasterization_rules - XXX - viewport code */
/* line_width - draw module */
/* fill_cw, fill_ccw - draw module or index translation */
rast->shademode = svga_translate_flatshade( templ->flatshade );
rast->cullmode = svga_translate_cullmode( templ->cull_mode,
templ->front_winding );
rast->scissortestenable = templ->scissor;
rast->multisampleantialias = templ->multisample;
rast->antialiasedlineenable = templ->line_smooth;
rast->lastpixel = templ->line_last_pixel;
rast->pointsize = templ->point_size;
rast->pointsize_min = templ->point_size_min;
rast->pointsize_max = templ->point_size_max;
rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
/* Use swtnl + decomposition implement these:
*/
if (templ->poly_stipple_enable)
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
if (templ->line_width != 1.0 &&
templ->line_width != 0.0)
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
if (templ->line_stipple_enable) {
/* LinePattern not implemented on all backends.
*/
if (0) {
SVGA3dLinePattern lp;
lp.repeat = templ->line_stipple_factor + 1;
lp.pattern = templ->line_stipple_pattern;
rast->linepattern = lp.uintValue;
}
else {
rast->need_pipeline |= SVGA_PIPELINE_FLAG_LINES;
}
}
if (templ->point_smooth)
rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
{
boolean offset_cw = templ->offset_cw;
boolean offset_ccw = templ->offset_ccw;
boolean offset = 0;
int fill_cw = templ->fill_cw;
int fill_ccw = templ->fill_ccw;
int fill = PIPE_POLYGON_MODE_FILL;
switch (templ->cull_mode) {
case PIPE_WINDING_BOTH:
offset = 0;
fill = PIPE_POLYGON_MODE_FILL;
break;
case PIPE_WINDING_CW:
offset = offset_ccw;
fill = fill_ccw;
break;
case PIPE_WINDING_CCW:
offset = offset_cw;
fill = fill_cw;
break;
case PIPE_WINDING_NONE:
if (fill_cw != fill_ccw || offset_cw != offset_ccw)
{
/* Always need the draw module to work out different
* front/back fill modes:
*/
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
}
else {
offset = offset_ccw;
fill = fill_ccw;
}
break;
default:
assert(0);
break;
}
/* Unfilled primitive modes aren't implemented on all virtual
* hardware. We can do some unfilled processing with index
* translation, but otherwise need the draw module:
*/
if (fill != PIPE_POLYGON_MODE_FILL &&
(templ->flatshade ||
templ->light_twoside ||
offset ||
templ->cull_mode != PIPE_WINDING_NONE))
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
}
/* If we are decomposing to lines, and lines need the pipeline,
* then we also need the pipeline for tris.
*/
if (fill == PIPE_POLYGON_MODE_LINE &&
(rast->need_pipeline & SVGA_PIPELINE_FLAG_LINES))
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
}
/* Similarly for points:
*/
if (fill == PIPE_POLYGON_MODE_POINT &&
(rast->need_pipeline & SVGA_PIPELINE_FLAG_POINTS))
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
}
if (offset) {
rast->slopescaledepthbias = templ->offset_scale;
rast->depthbias = templ->offset_units;
}
rast->hw_unfilled = fill;
}
if (rast->need_pipeline & SVGA_PIPELINE_FLAG_TRIS) {
/* Turn off stuff which will get done in the draw module:
*/
rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
rast->slopescaledepthbias = 0;
rast->depthbias = 0;
}
return rast;
}
static void svga_bind_rasterizer_state( struct pipe_context *pipe,
void *state )
{
struct svga_context *svga = svga_context(pipe);
struct svga_rasterizer_state *raster = (struct svga_rasterizer_state *)state;
svga->curr.rast = raster;
draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL);
svga->dirty |= SVGA_NEW_RAST;
}
static void svga_delete_rasterizer_state(struct pipe_context *pipe,
void *raster)
{
FREE(raster);
}
void svga_init_rasterizer_functions( struct svga_context *svga )
{
svga->pipe.create_rasterizer_state = svga_create_rasterizer_state;
svga->pipe.bind_rasterizer_state = svga_bind_rasterizer_state;
svga->pipe.delete_rasterizer_state = svga_delete_rasterizer_state;
}
/***********************************************************************
* Hardware state update
*/