svga: add work-around for Sauerbraten Z fighting issue

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2014-03-24 17:24:01 -06:00
parent 070951b6ba
commit c875d6e57a
3 changed files with 49 additions and 2 deletions
+33
View File
@@ -25,11 +25,13 @@
#include "svga_cmd.h"
#include "os/os_process.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_screen.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "util/u_string.h"
#include "svga_context.h"
#include "svga_screen.h"
@@ -80,6 +82,35 @@ static void svga_destroy( struct pipe_context *pipe )
}
/**
* Check the process name to see if we're running with an app that
* needs any particular work-arounds.
*/
static void
check_for_workarounds(struct svga_context *svga)
{
char name[1000];
if (!os_get_process_name(name, sizeof(name)))
return;
if (util_strcmp(name, "sauer_client") == 0) {
/*
* Sauerbraten uses a two-pass rendering algorithm. The first pass
* draws a depth map. The second pass draws the colors. On the second
* pass we wind up using the swtnl path because the game tries to use
* a GLbyte[3] normal vector array (which the SVGA3D protocol does not
* support.) The vertices of the first and second passes don't quite
* match so we see some depth/Z-fighting issues. This work-around
* causes us to map GLbyte[3] to SVGA3D_DECLTYPE_UBYTE4N and avoid the
* swtnl path. Despite not correctly converting normal vectors from
* GLbyte[3] to float[4], the rendering looks OK.
*/
debug_printf("Enabling sauerbraten GLbyte[3] work-around\n");
svga->workaround.use_decltype_ubyte4n = TRUE;
}
}
struct pipe_context *svga_context_create( struct pipe_screen *screen,
void *priv )
@@ -156,6 +187,8 @@ struct pipe_context *svga_context_create( struct pipe_screen *screen,
LIST_INITHEAD(&svga->dirty_buffers);
check_for_workarounds(svga);
return &svga->pipe;
no_state:
+5
View File
@@ -389,6 +389,11 @@ struct svga_context
/** performance / info queries */
uint64_t num_draw_calls; /**< SVGA_QUERY_DRAW_CALLS */
uint64_t num_fallbacks; /**< SVGA_QUERY_FALLBACKS */
/** quirks / work-around flags for particular apps */
struct {
boolean use_decltype_ubyte4n;
} workaround;
};
/* A flag for each state_tracker state object:
@@ -36,7 +36,8 @@
* format. Return SVGA3D_DECLTYPE_MAX for unsupported gallium formats.
*/
static INLINE SVGA3dDeclType
svga_translate_vertex_format(enum pipe_format format)
svga_translate_vertex_format(const struct svga_context *svga,
enum pipe_format format)
{
switch (format) {
case PIPE_FORMAT_R32_FLOAT: return SVGA3D_DECLTYPE_FLOAT1;
@@ -57,6 +58,12 @@ svga_translate_vertex_format(enum pipe_format format)
case PIPE_FORMAT_R16G16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_2;
case PIPE_FORMAT_R16G16B16A16_FLOAT: return SVGA3D_DECLTYPE_FLOAT16_4;
case PIPE_FORMAT_R8G8B8_SNORM:
if (svga->workaround.use_decltype_ubyte4n) {
return SVGA3D_DECLTYPE_UBYTE4N;
}
/* fall-through */
default:
/* There are many formats without hardware support. This case
* will be hit regularly, meaning we'll need swvfetch.
@@ -78,7 +85,9 @@ update_need_swvfetch(struct svga_context *svga, unsigned dirty)
}
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);
svga->state.sw.ve_format[i] =
svga_translate_vertex_format(svga,
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;