/************************************************************************** * * Copyright 2007 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /* Authors: Keith Whitwell <keithw@vmware.com> */ #include "util/u_memory.h" #include "util/u_math.h" #include "util/u_prim.h" #include "pipe/p_defines.h" #include "draw_private.h" #include "draw_pipe.h" #include "draw_context.h" #include "draw_vbuf.h" /** * Default version of a function to check if we need any special * pipeline stages, or whether prims/verts can go through untouched. * Don't test for bypass clipping or vs modes, this function is just * about the primitive pipeline stages. * * This can be overridden by the driver. */ boolean draw_need_pipeline(const struct draw_context *draw, const struct pipe_rasterizer_state *rasterizer, unsigned int prim ) { unsigned reduced_prim = u_reduced_prim(prim); /* If the driver has overridden this, use that version: */ if (draw->render && draw->render->need_pipeline) { return draw->render->need_pipeline( draw->render, rasterizer, prim ); } /* Don't have to worry about triangles turning into lines/points * and triggering the pipeline, because we have to trigger the * pipeline *anyway* if unfilled mode is active. */ if (reduced_prim == PIPE_PRIM_LINES) { /* line stipple */ if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple) return TRUE; /* wide lines */ if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold) return TRUE; /* AA lines */ if (rasterizer->line_smooth && draw->pipeline.aaline) return TRUE; if (draw_current_shader_num_written_culldistances(draw)) return TRUE; } else if (reduced_prim == PIPE_PRIM_POINTS) { /* large points */ if (rasterizer->point_size > draw->pipeline.wide_point_threshold) return TRUE; /* sprite points */ if (rasterizer->point_quad_rasterization && draw->pipeline.wide_point_sprites) return TRUE; /* AA points */ if (rasterizer->point_smooth && draw->pipeline.aapoint) return TRUE; /* point sprites */ if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite) return TRUE; } else if (reduced_prim == PIPE_PRIM_TRIANGLES) { /* polygon stipple */ if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple) return TRUE; /* unfilled polygons */ if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL || rasterizer->fill_back != PIPE_POLYGON_MODE_FILL) return TRUE; /* polygon offset */ if (rasterizer->offset_point || rasterizer->offset_line || rasterizer->offset_tri) return TRUE; /* two-side lighting */ if (rasterizer->light_twoside) return TRUE; if (draw_current_shader_num_written_culldistances(draw)) return TRUE; } /* polygon cull - this is difficult - hardware can cull just fine * most of the time (though sometimes CULL_NEITHER is unsupported. * * Generally this isn't a reason to require the pipeline, though. * if (rasterizer->cull_mode) return TRUE; */ return FALSE; } /** * Rebuild the rendering pipeline. */ static struct draw_stage *validate_pipeline( struct draw_stage *stage ) { struct draw_context *draw = stage->draw; struct draw_stage *next = draw->pipeline.rasterize; boolean need_det = FALSE; boolean precalc_flat = FALSE; boolean wide_lines, wide_points; const struct pipe_rasterizer_state *rast = draw->rasterizer; /* Set the validate's next stage to the rasterize stage, so that it * can be found later if needed for flushing. */ stage->next = next; /* drawing wide, non-AA lines? */ wide_lines = rast->line_width != 1.0f && roundf(rast->line_width) > draw->pipeline.wide_line_threshold && !rast->line_smooth; /* drawing large/sprite points (but not AA points)? */ if (rast->sprite_coord_enable && draw->pipeline.point_sprite) wide_points = TRUE; else if (rast->point_smooth && draw->pipeline.aapoint) wide_points = FALSE; else if (rast->point_size > draw->pipeline.wide_point_threshold) wide_points = TRUE; else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites) wide_points = TRUE; else wide_points = FALSE; /* * NOTE: we build up the pipeline in end-to-start order. * * TODO: make the current primitive part of the state and build * shorter pipelines for lines & points. */ if (rast->line_smooth && draw->pipeline.aaline) { draw->pipeline.aaline->next = next; next = draw->pipeline.aaline; precalc_flat = TRUE; } if (rast->point_smooth && draw->pipeline.aapoint) { draw->pipeline.aapoint->next = next; next = draw->pipeline.aapoint; } if (wide_lines) { draw->pipeline.wide_line->next = next; next = draw->pipeline.wide_line; precalc_flat = TRUE; } if (wide_points) { draw->pipeline.wide_point->next = next; next = draw->pipeline.wide_point; } if (rast->line_stipple_enable && draw->pipeline.line_stipple) { draw->pipeline.stipple->next = next; next = draw->pipeline.stipple; precalc_flat = TRUE; /* only needed for lines really */ } if (rast->poly_stipple_enable && draw->pipeline.pstipple) { draw->pipeline.pstipple->next = next; next = draw->pipeline.pstipple; } if (rast->fill_front != PIPE_POLYGON_MODE_FILL || rast->fill_back != PIPE_POLYGON_MODE_FILL) { draw->pipeline.unfilled->next = next; next = draw->pipeline.unfilled; precalc_flat = TRUE; /* only needed for triangles really */ need_det = TRUE; } if (precalc_flat) { /* * could only run the stage if either rast->flatshade is true * or there's constant interpolated values. */ draw->pipeline.flatshade->next = next; next = draw->pipeline.flatshade; } if (rast->offset_point || rast->offset_line || rast->offset_tri) { draw->pipeline.offset->next = next; next = draw->pipeline.offset; need_det = TRUE; } if (rast->light_twoside) { draw->pipeline.twoside->next = next; next = draw->pipeline.twoside; need_det = TRUE; } /* Always run the cull stage as we calculate determinant there * also. * * This can actually be a win as culling out the triangles can lead * to less work emitting vertices, smaller vertex buffers, etc. * It's difficult to say whether this will be true in general. */ if (need_det || rast->cull_face != PIPE_FACE_NONE || draw_current_shader_num_written_culldistances(draw)) { draw->pipeline.cull->next = next; next = draw->pipeline.cull; } /* Clip stage */ if (draw->clip_xy || draw->clip_z || draw->clip_user) { draw->pipeline.clip->next = next; next = draw->pipeline.clip; } draw->pipeline.first = next; if (0) { debug_printf("draw pipeline:\n"); for (next = draw->pipeline.first; next ; next = next->next ) debug_printf(" %s\n", next->name); debug_printf("\n"); } return draw->pipeline.first; } static void validate_tri( struct draw_stage *stage, struct prim_header *header ) { struct draw_stage *pipeline = validate_pipeline( stage ); pipeline->tri( pipeline, header ); } static void validate_line( struct draw_stage *stage, struct prim_header *header ) { struct draw_stage *pipeline = validate_pipeline( stage ); pipeline->line( pipeline, header ); } static void validate_point( struct draw_stage *stage, struct prim_header *header ) { struct draw_stage *pipeline = validate_pipeline( stage ); pipeline->point( pipeline, header ); } static void validate_reset_stipple_counter( struct draw_stage *stage ) { struct draw_stage *pipeline = validate_pipeline( stage ); pipeline->reset_stipple_counter( pipeline ); } static void validate_flush( struct draw_stage *stage, unsigned flags ) { /* May need to pass a backend flush on to the rasterize stage. */ if (stage->next) stage->next->flush( stage->next, flags ); } static void validate_destroy( struct draw_stage *stage ) { FREE( stage ); } /** * Create validate pipeline stage. */ struct draw_stage *draw_validate_stage( struct draw_context *draw ) { struct draw_stage *stage = CALLOC_STRUCT(draw_stage); if (!stage) return NULL; stage->draw = draw; stage->name = "validate"; stage->next = NULL; stage->point = validate_point; stage->line = validate_line; stage->tri = validate_tri; stage->flush = validate_flush; stage->reset_stipple_counter = validate_reset_stipple_counter; stage->destroy = validate_destroy; return stage; }