1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /* Authors: Keith Whitwell <keithw@vmware.com>
29 */
30
31 #include "util/u_memory.h"
32 #include "util/u_math.h"
33 #include "util/u_prim.h"
34 #include "pipe/p_defines.h"
35 #include "draw_private.h"
36 #include "draw_pipe.h"
37 #include "draw_context.h"
38 #include "draw_vbuf.h"
39
40
41 /**
42 * Default version of a function to check if we need any special
43 * pipeline stages, or whether prims/verts can go through untouched.
44 * Don't test for bypass clipping or vs modes, this function is just
45 * about the primitive pipeline stages.
46 *
47 * This can be overridden by the driver.
48 */
49 boolean
draw_need_pipeline(const struct draw_context * draw,const struct pipe_rasterizer_state * rasterizer,enum pipe_prim_type prim)50 draw_need_pipeline(const struct draw_context *draw,
51 const struct pipe_rasterizer_state *rasterizer,
52 enum pipe_prim_type prim)
53 {
54 unsigned reduced_prim = u_reduced_prim(prim);
55
56 /* If the driver has overridden this, use that version:
57 */
58 if (draw->render && draw->render->need_pipeline) {
59 return draw->render->need_pipeline(draw->render, rasterizer, prim);
60 }
61
62 /* Don't have to worry about triangles turning into lines/points
63 * and triggering the pipeline, because we have to trigger the
64 * pipeline *anyway* if unfilled mode is active.
65 */
66 if (reduced_prim == PIPE_PRIM_LINES) {
67 /* line stipple */
68 if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
69 return TRUE;
70
71 /* wide lines */
72 if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
73 return TRUE;
74
75 /* AA lines */
76 if ((!rasterizer->multisample && rasterizer->line_smooth) && draw->pipeline.aaline)
77 return TRUE;
78
79 if (draw_current_shader_num_written_culldistances(draw))
80 return TRUE;
81 } else if (reduced_prim == PIPE_PRIM_POINTS) {
82 /* large points */
83 if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
84 return TRUE;
85
86 /* sprite points */
87 if (rasterizer->point_quad_rasterization
88 && draw->pipeline.wide_point_sprites)
89 return TRUE;
90
91 /* AA points */
92 if ((!rasterizer->multisample && rasterizer->point_smooth) && draw->pipeline.aapoint)
93 return TRUE;
94
95 /* point sprites */
96 if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
97 return TRUE;
98
99 if (draw_current_shader_num_written_culldistances(draw))
100 return TRUE;
101 } else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
102 /* polygon stipple */
103 if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
104 return TRUE;
105
106 /* unfilled polygons */
107 if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
108 rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
109 return TRUE;
110
111 /* polygon offset */
112 if (rasterizer->offset_point ||
113 rasterizer->offset_line ||
114 rasterizer->offset_tri)
115 return TRUE;
116
117 /* two-side lighting */
118 if (rasterizer->light_twoside)
119 return TRUE;
120
121 if (draw_current_shader_num_written_culldistances(draw))
122 return TRUE;
123 }
124
125 /* polygon cull - this is difficult - hardware can cull just fine
126 * most of the time (though sometimes CULL_NEITHER is unsupported.
127 *
128 * Generally this isn't a reason to require the pipeline, though.
129 *
130 if (rasterizer->cull_mode)
131 return TRUE;
132 */
133
134 return FALSE;
135 }
136
137
138
139 /**
140 * Rebuild the rendering pipeline.
141 */
142 static struct draw_stage *
validate_pipeline(struct draw_stage * stage)143 validate_pipeline(struct draw_stage *stage)
144 {
145 struct draw_context *draw = stage->draw;
146 struct draw_stage *next = draw->pipeline.rasterize;
147 boolean need_det = FALSE;
148 boolean precalc_flat = FALSE;
149 boolean wide_lines, wide_points;
150 const struct pipe_rasterizer_state *rast = draw->rasterizer;
151
152 /* Set the validate's next stage to the rasterize stage, so that it
153 * can be found later if needed for flushing.
154 */
155 stage->next = next;
156
157 /* drawing wide, non-AA lines? */
158 wide_lines = rast->line_width != 1.0f &&
159 roundf(rast->line_width) > draw->pipeline.wide_line_threshold &&
160 (!rast->line_smooth || rast->multisample);
161
162 /* drawing large/sprite points (but not AA points)? */
163 if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
164 wide_points = TRUE;
165 else if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint)
166 wide_points = FALSE;
167 else if (rast->point_size > draw->pipeline.wide_point_threshold)
168 wide_points = TRUE;
169 else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
170 wide_points = TRUE;
171 else
172 wide_points = FALSE;
173
174 /*
175 * NOTE: we build up the pipeline in end-to-start order.
176 *
177 * TODO: make the current primitive part of the state and build
178 * shorter pipelines for lines & points.
179 */
180
181 if ((!rast->multisample && rast->line_smooth) && draw->pipeline.aaline) {
182 draw->pipeline.aaline->next = next;
183 next = draw->pipeline.aaline;
184 precalc_flat = TRUE;
185 }
186
187 if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint) {
188 draw->pipeline.aapoint->next = next;
189 next = draw->pipeline.aapoint;
190 }
191
192 if (wide_lines) {
193 draw->pipeline.wide_line->next = next;
194 next = draw->pipeline.wide_line;
195 precalc_flat = TRUE;
196 }
197
198 if (wide_points) {
199 draw->pipeline.wide_point->next = next;
200 next = draw->pipeline.wide_point;
201 }
202
203 if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
204 draw->pipeline.stipple->next = next;
205 next = draw->pipeline.stipple;
206 precalc_flat = TRUE; /* only needed for lines really */
207 }
208
209 if (rast->poly_stipple_enable
210 && draw->pipeline.pstipple) {
211 draw->pipeline.pstipple->next = next;
212 next = draw->pipeline.pstipple;
213 }
214
215 if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
216 rast->fill_back != PIPE_POLYGON_MODE_FILL) {
217 draw->pipeline.unfilled->next = next;
218 next = draw->pipeline.unfilled;
219 precalc_flat = TRUE; /* only needed for triangles really */
220 need_det = TRUE;
221 }
222
223 if (precalc_flat) {
224 /*
225 * could only run the stage if either rast->flatshade is true
226 * or there's constant interpolated values.
227 */
228 draw->pipeline.flatshade->next = next;
229 next = draw->pipeline.flatshade;
230 }
231
232 if (rast->offset_point ||
233 rast->offset_line ||
234 rast->offset_tri) {
235 draw->pipeline.offset->next = next;
236 next = draw->pipeline.offset;
237 need_det = TRUE;
238 }
239
240 if (rast->light_twoside) {
241 draw->pipeline.twoside->next = next;
242 next = draw->pipeline.twoside;
243 need_det = TRUE;
244 }
245
246 /* Always run the cull stage as we calculate determinant there
247 * also.
248 *
249 * This can actually be a win as culling out the triangles can lead
250 * to less work emitting vertices, smaller vertex buffers, etc.
251 * It's difficult to say whether this will be true in general.
252 */
253 if (need_det || rast->cull_face != PIPE_FACE_NONE) {
254 draw->pipeline.cull->next = next;
255 next = draw->pipeline.cull;
256 }
257
258 /* Clip stage
259 */
260 if (draw->clip_xy || draw->clip_z || draw->clip_user) {
261 draw->pipeline.clip->next = next;
262 next = draw->pipeline.clip;
263 }
264
265 if (draw_current_shader_num_written_culldistances(draw)) {
266 draw->pipeline.user_cull->next = next;
267 next = draw->pipeline.user_cull;
268 }
269
270 draw->pipeline.first = next;
271
272 if (0) {
273 debug_printf("draw pipeline:\n");
274 for (next = draw->pipeline.first; next ; next = next->next)
275 debug_printf(" %s\n", next->name);
276 debug_printf("\n");
277 }
278
279 return draw->pipeline.first;
280 }
281
282
283 static void
validate_tri(struct draw_stage * stage,struct prim_header * header)284 validate_tri(struct draw_stage *stage,
285 struct prim_header *header)
286 {
287 struct draw_stage *pipeline = validate_pipeline(stage);
288 pipeline->tri(pipeline, header);
289 }
290
291
292 static void
validate_line(struct draw_stage * stage,struct prim_header * header)293 validate_line(struct draw_stage *stage,
294 struct prim_header *header)
295 {
296 struct draw_stage *pipeline = validate_pipeline(stage);
297 pipeline->line(pipeline, header);
298 }
299
300
301 static void
validate_point(struct draw_stage * stage,struct prim_header * header)302 validate_point(struct draw_stage *stage,
303 struct prim_header *header)
304 {
305 struct draw_stage *pipeline = validate_pipeline(stage);
306 pipeline->point(pipeline, header);
307 }
308
309
310 static void
validate_reset_stipple_counter(struct draw_stage * stage)311 validate_reset_stipple_counter(struct draw_stage *stage)
312 {
313 struct draw_stage *pipeline = validate_pipeline(stage);
314 pipeline->reset_stipple_counter(pipeline);
315 }
316
317
318 static void
validate_flush(struct draw_stage * stage,unsigned flags)319 validate_flush(struct draw_stage *stage,
320 unsigned flags)
321 {
322 /* May need to pass a backend flush on to the rasterize stage.
323 */
324 if (stage->next)
325 stage->next->flush(stage->next, flags);
326 }
327
328
329 static void
validate_destroy(struct draw_stage * stage)330 validate_destroy(struct draw_stage *stage)
331 {
332 FREE(stage);
333 }
334
335
336 /**
337 * Create validate pipeline stage.
338 */
339 struct draw_stage *
draw_validate_stage(struct draw_context * draw)340 draw_validate_stage(struct draw_context *draw)
341 {
342 struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
343 if (!stage)
344 return NULL;
345
346 stage->draw = draw;
347 stage->name = "validate";
348 stage->next = NULL;
349 stage->point = validate_point;
350 stage->line = validate_line;
351 stage->tri = validate_tri;
352 stage->flush = validate_flush;
353 stage->reset_stipple_counter = validate_reset_stipple_counter;
354 stage->destroy = validate_destroy;
355
356 return stage;
357 }
358