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->multisample && 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->multisample && 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 if (draw_current_shader_num_written_culldistances(draw))
105 return TRUE;
106 }
107 else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
108 /* polygon stipple */
109 if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
110 return TRUE;
111
112 /* unfilled polygons */
113 if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
114 rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
115 return TRUE;
116
117 /* polygon offset */
118 if (rasterizer->offset_point ||
119 rasterizer->offset_line ||
120 rasterizer->offset_tri)
121 return TRUE;
122
123 /* two-side lighting */
124 if (rasterizer->light_twoside)
125 return TRUE;
126
127 if (draw_current_shader_num_written_culldistances(draw))
128 return TRUE;
129 }
130
131 /* polygon cull - this is difficult - hardware can cull just fine
132 * most of the time (though sometimes CULL_NEITHER is unsupported.
133 *
134 * Generally this isn't a reason to require the pipeline, though.
135 *
136 if (rasterizer->cull_mode)
137 return TRUE;
138 */
139
140 return FALSE;
141 }
142
143
144
145 /**
146 * Rebuild the rendering pipeline.
147 */
validate_pipeline(struct draw_stage * stage)148 static struct draw_stage *validate_pipeline( struct draw_stage *stage )
149 {
150 struct draw_context *draw = stage->draw;
151 struct draw_stage *next = draw->pipeline.rasterize;
152 boolean need_det = FALSE;
153 boolean precalc_flat = FALSE;
154 boolean wide_lines, wide_points;
155 const struct pipe_rasterizer_state *rast = draw->rasterizer;
156
157 /* Set the validate's next stage to the rasterize stage, so that it
158 * can be found later if needed for flushing.
159 */
160 stage->next = next;
161
162 /* drawing wide, non-AA lines? */
163 wide_lines = rast->line_width != 1.0f &&
164 roundf(rast->line_width) > draw->pipeline.wide_line_threshold &&
165 (!rast->line_smooth || rast->multisample);
166
167 /* drawing large/sprite points (but not AA points)? */
168 if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
169 wide_points = TRUE;
170 else if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint)
171 wide_points = FALSE;
172 else if (rast->point_size > draw->pipeline.wide_point_threshold)
173 wide_points = TRUE;
174 else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
175 wide_points = TRUE;
176 else
177 wide_points = FALSE;
178
179 /*
180 * NOTE: we build up the pipeline in end-to-start order.
181 *
182 * TODO: make the current primitive part of the state and build
183 * shorter pipelines for lines & points.
184 */
185
186 if ((!rast->multisample && rast->line_smooth) && draw->pipeline.aaline) {
187 draw->pipeline.aaline->next = next;
188 next = draw->pipeline.aaline;
189 precalc_flat = TRUE;
190 }
191
192 if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint) {
193 draw->pipeline.aapoint->next = next;
194 next = draw->pipeline.aapoint;
195 }
196
197 if (wide_lines) {
198 draw->pipeline.wide_line->next = next;
199 next = draw->pipeline.wide_line;
200 precalc_flat = TRUE;
201 }
202
203 if (wide_points) {
204 draw->pipeline.wide_point->next = next;
205 next = draw->pipeline.wide_point;
206 }
207
208 if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
209 draw->pipeline.stipple->next = next;
210 next = draw->pipeline.stipple;
211 precalc_flat = TRUE; /* only needed for lines really */
212 }
213
214 if (rast->poly_stipple_enable
215 && draw->pipeline.pstipple) {
216 draw->pipeline.pstipple->next = next;
217 next = draw->pipeline.pstipple;
218 }
219
220 if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
221 rast->fill_back != PIPE_POLYGON_MODE_FILL) {
222 draw->pipeline.unfilled->next = next;
223 next = draw->pipeline.unfilled;
224 precalc_flat = TRUE; /* only needed for triangles really */
225 need_det = TRUE;
226 }
227
228 if (precalc_flat) {
229 /*
230 * could only run the stage if either rast->flatshade is true
231 * or there's constant interpolated values.
232 */
233 draw->pipeline.flatshade->next = next;
234 next = draw->pipeline.flatshade;
235 }
236
237 if (rast->offset_point ||
238 rast->offset_line ||
239 rast->offset_tri) {
240 draw->pipeline.offset->next = next;
241 next = draw->pipeline.offset;
242 need_det = TRUE;
243 }
244
245 if (rast->light_twoside) {
246 draw->pipeline.twoside->next = next;
247 next = draw->pipeline.twoside;
248 need_det = TRUE;
249 }
250
251 /* Always run the cull stage as we calculate determinant there
252 * also.
253 *
254 * This can actually be a win as culling out the triangles can lead
255 * to less work emitting vertices, smaller vertex buffers, etc.
256 * It's difficult to say whether this will be true in general.
257 */
258 if (need_det || rast->cull_face != PIPE_FACE_NONE) {
259 draw->pipeline.cull->next = next;
260 next = draw->pipeline.cull;
261 }
262
263 /* Clip stage
264 */
265 if (draw->clip_xy || draw->clip_z || draw->clip_user)
266 {
267 draw->pipeline.clip->next = next;
268 next = draw->pipeline.clip;
269 }
270
271 if (draw_current_shader_num_written_culldistances(draw)) {
272 draw->pipeline.user_cull->next = next;
273 next = draw->pipeline.user_cull;
274 }
275
276 draw->pipeline.first = next;
277
278 if (0) {
279 debug_printf("draw pipeline:\n");
280 for (next = draw->pipeline.first; next ; next = next->next )
281 debug_printf(" %s\n", next->name);
282 debug_printf("\n");
283 }
284
285 return draw->pipeline.first;
286 }
287
validate_tri(struct draw_stage * stage,struct prim_header * header)288 static void validate_tri( struct draw_stage *stage,
289 struct prim_header *header )
290 {
291 struct draw_stage *pipeline = validate_pipeline( stage );
292 pipeline->tri( pipeline, header );
293 }
294
validate_line(struct draw_stage * stage,struct prim_header * header)295 static void validate_line( struct draw_stage *stage,
296 struct prim_header *header )
297 {
298 struct draw_stage *pipeline = validate_pipeline( stage );
299 pipeline->line( pipeline, header );
300 }
301
validate_point(struct draw_stage * stage,struct prim_header * header)302 static void 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
validate_reset_stipple_counter(struct draw_stage * stage)309 static void validate_reset_stipple_counter( struct draw_stage *stage )
310 {
311 struct draw_stage *pipeline = validate_pipeline( stage );
312 pipeline->reset_stipple_counter( pipeline );
313 }
314
validate_flush(struct draw_stage * stage,unsigned flags)315 static void validate_flush( struct draw_stage *stage,
316 unsigned flags )
317 {
318 /* May need to pass a backend flush on to the rasterize stage.
319 */
320 if (stage->next)
321 stage->next->flush( stage->next, flags );
322 }
323
324
validate_destroy(struct draw_stage * stage)325 static void validate_destroy( struct draw_stage *stage )
326 {
327 FREE( stage );
328 }
329
330
331 /**
332 * Create validate pipeline stage.
333 */
draw_validate_stage(struct draw_context * draw)334 struct draw_stage *draw_validate_stage( struct draw_context *draw )
335 {
336 struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
337 if (!stage)
338 return NULL;
339
340 stage->draw = draw;
341 stage->name = "validate";
342 stage->next = NULL;
343 stage->point = validate_point;
344 stage->line = validate_line;
345 stage->tri = validate_tri;
346 stage->flush = validate_flush;
347 stage->reset_stipple_counter = validate_reset_stipple_counter;
348 stage->destroy = validate_destroy;
349
350 return stage;
351 }
352