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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,unsigned int prim)50 draw_need_pipeline(const struct draw_context *draw,
51                    const struct pipe_rasterizer_state *rasterizer,
52                    unsigned int 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 &&
59        draw->render->need_pipeline)
60    {
61       return draw->render->need_pipeline( draw->render,
62                                           rasterizer,
63                                           prim );
64    }
65 
66    /* Don't have to worry about triangles turning into lines/points
67     * and triggering the pipeline, because we have to trigger the
68     * pipeline *anyway* if unfilled mode is active.
69     */
70    if (reduced_prim == PIPE_PRIM_LINES) {
71       /* line stipple */
72       if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
73          return TRUE;
74 
75       /* wide lines */
76       if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
77          return TRUE;
78 
79       /* AA lines */
80       if (rasterizer->line_smooth && draw->pipeline.aaline)
81          return TRUE;
82 
83       if (draw_current_shader_num_written_culldistances(draw))
84          return TRUE;
85    }
86    else if (reduced_prim == PIPE_PRIM_POINTS) {
87       /* large points */
88       if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
89          return TRUE;
90 
91       /* sprite points */
92       if (rasterizer->point_quad_rasterization
93           && draw->pipeline.wide_point_sprites)
94          return TRUE;
95 
96       /* AA points */
97       if (rasterizer->point_smooth && draw->pipeline.aapoint)
98          return TRUE;
99 
100       /* point sprites */
101       if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
102          return TRUE;
103    }
104    else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
105       /* polygon stipple */
106       if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
107          return TRUE;
108 
109       /* unfilled polygons */
110       if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
111           rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
112          return TRUE;
113 
114       /* polygon offset */
115       if (rasterizer->offset_point ||
116           rasterizer->offset_line ||
117           rasterizer->offset_tri)
118          return TRUE;
119 
120       /* two-side lighting */
121       if (rasterizer->light_twoside)
122          return TRUE;
123 
124       if (draw_current_shader_num_written_culldistances(draw))
125          return TRUE;
126    }
127 
128    /* polygon cull - this is difficult - hardware can cull just fine
129     * most of the time (though sometimes CULL_NEITHER is unsupported.
130     *
131     * Generally this isn't a reason to require the pipeline, though.
132     *
133    if (rasterizer->cull_mode)
134       return TRUE;
135    */
136 
137    return FALSE;
138 }
139 
140 
141 
142 /**
143  * Rebuild the rendering pipeline.
144  */
validate_pipeline(struct draw_stage * stage)145 static struct draw_stage *validate_pipeline( struct draw_stage *stage )
146 {
147    struct draw_context *draw = stage->draw;
148    struct draw_stage *next = draw->pipeline.rasterize;
149    boolean need_det = FALSE;
150    boolean precalc_flat = FALSE;
151    boolean wide_lines, wide_points;
152    const struct pipe_rasterizer_state *rast = draw->rasterizer;
153 
154    /* Set the validate's next stage to the rasterize stage, so that it
155     * can be found later if needed for flushing.
156     */
157    stage->next = next;
158 
159    /* drawing wide, non-AA lines? */
160    wide_lines = rast->line_width != 1.0f &&
161                 roundf(rast->line_width) > draw->pipeline.wide_line_threshold &&
162                 !rast->line_smooth;
163 
164    /* drawing large/sprite points (but not AA points)? */
165    if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
166       wide_points = TRUE;
167    else if (rast->point_smooth && draw->pipeline.aapoint)
168       wide_points = FALSE;
169    else if (rast->point_size > draw->pipeline.wide_point_threshold)
170       wide_points = TRUE;
171    else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
172       wide_points = TRUE;
173    else
174       wide_points = FALSE;
175 
176    /*
177     * NOTE: we build up the pipeline in end-to-start order.
178     *
179     * TODO: make the current primitive part of the state and build
180     * shorter pipelines for lines & points.
181     */
182 
183    if (rast->line_smooth && draw->pipeline.aaline) {
184       draw->pipeline.aaline->next = next;
185       next = draw->pipeline.aaline;
186       precalc_flat = TRUE;
187    }
188 
189    if (rast->point_smooth && draw->pipeline.aapoint) {
190       draw->pipeline.aapoint->next = next;
191       next = draw->pipeline.aapoint;
192    }
193 
194    if (wide_lines) {
195       draw->pipeline.wide_line->next = next;
196       next = draw->pipeline.wide_line;
197       precalc_flat = TRUE;
198    }
199 
200    if (wide_points) {
201       draw->pipeline.wide_point->next = next;
202       next = draw->pipeline.wide_point;
203    }
204 
205    if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
206       draw->pipeline.stipple->next = next;
207       next = draw->pipeline.stipple;
208       precalc_flat = TRUE;		/* only needed for lines really */
209    }
210 
211    if (rast->poly_stipple_enable
212        && draw->pipeline.pstipple) {
213       draw->pipeline.pstipple->next = next;
214       next = draw->pipeline.pstipple;
215    }
216 
217    if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
218        rast->fill_back != PIPE_POLYGON_MODE_FILL) {
219       draw->pipeline.unfilled->next = next;
220       next = draw->pipeline.unfilled;
221       precalc_flat = TRUE;		/* only needed for triangles really */
222       need_det = TRUE;
223    }
224 
225    if (precalc_flat) {
226       /*
227        * could only run the stage if either rast->flatshade is true
228        * or there's constant interpolated values.
229        */
230       draw->pipeline.flatshade->next = next;
231       next = draw->pipeline.flatshade;
232    }
233 
234    if (rast->offset_point ||
235        rast->offset_line ||
236        rast->offset_tri) {
237       draw->pipeline.offset->next = next;
238       next = draw->pipeline.offset;
239       need_det = TRUE;
240    }
241 
242    if (rast->light_twoside) {
243       draw->pipeline.twoside->next = next;
244       next = draw->pipeline.twoside;
245       need_det = TRUE;
246    }
247 
248    /* Always run the cull stage as we calculate determinant there
249     * also.
250     *
251     * This can actually be a win as culling out the triangles can lead
252     * to less work emitting vertices, smaller vertex buffers, etc.
253     * It's difficult to say whether this will be true in general.
254     */
255    if (need_det || rast->cull_face != PIPE_FACE_NONE ||
256        draw_current_shader_num_written_culldistances(draw)) {
257       draw->pipeline.cull->next = next;
258       next = draw->pipeline.cull;
259    }
260 
261    /* Clip stage
262     */
263    if (draw->clip_xy || draw->clip_z || draw->clip_user)
264    {
265       draw->pipeline.clip->next = next;
266       next = draw->pipeline.clip;
267    }
268 
269    draw->pipeline.first = next;
270 
271    if (0) {
272       debug_printf("draw pipeline:\n");
273       for (next = draw->pipeline.first; next ; next = next->next )
274          debug_printf("   %s\n", next->name);
275       debug_printf("\n");
276    }
277 
278    return draw->pipeline.first;
279 }
280 
validate_tri(struct draw_stage * stage,struct prim_header * header)281 static void validate_tri( struct draw_stage *stage,
282 			  struct prim_header *header )
283 {
284    struct draw_stage *pipeline = validate_pipeline( stage );
285    pipeline->tri( pipeline, header );
286 }
287 
validate_line(struct draw_stage * stage,struct prim_header * header)288 static void validate_line( struct draw_stage *stage,
289 			   struct prim_header *header )
290 {
291    struct draw_stage *pipeline = validate_pipeline( stage );
292    pipeline->line( pipeline, header );
293 }
294 
validate_point(struct draw_stage * stage,struct prim_header * header)295 static void validate_point( struct draw_stage *stage,
296 			    struct prim_header *header )
297 {
298    struct draw_stage *pipeline = validate_pipeline( stage );
299    pipeline->point( pipeline, header );
300 }
301 
validate_reset_stipple_counter(struct draw_stage * stage)302 static void validate_reset_stipple_counter( struct draw_stage *stage )
303 {
304    struct draw_stage *pipeline = validate_pipeline( stage );
305    pipeline->reset_stipple_counter( pipeline );
306 }
307 
validate_flush(struct draw_stage * stage,unsigned flags)308 static void validate_flush( struct draw_stage *stage,
309 			    unsigned flags )
310 {
311    /* May need to pass a backend flush on to the rasterize stage.
312     */
313    if (stage->next)
314       stage->next->flush( stage->next, flags );
315 }
316 
317 
validate_destroy(struct draw_stage * stage)318 static void validate_destroy( struct draw_stage *stage )
319 {
320    FREE( stage );
321 }
322 
323 
324 /**
325  * Create validate pipeline stage.
326  */
draw_validate_stage(struct draw_context * draw)327 struct draw_stage *draw_validate_stage( struct draw_context *draw )
328 {
329    struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
330    if (!stage)
331       return NULL;
332 
333    stage->draw = draw;
334    stage->name = "validate";
335    stage->next = NULL;
336    stage->point = validate_point;
337    stage->line = validate_line;
338    stage->tri = validate_tri;
339    stage->flush = validate_flush;
340    stage->reset_stipple_counter = validate_reset_stipple_counter;
341    stage->destroy = validate_destroy;
342 
343    return stage;
344 }
345