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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
  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.  */
  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 lines? */
  160.    wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
  161.                  && !rast->line_smooth);
  162.  
  163.    /* drawing large/sprite points (but not AA points)? */
  164.    if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
  165.       wide_points = TRUE;
  166.    else if (rast->point_smooth && draw->pipeline.aapoint)
  167.       wide_points = FALSE;
  168.    else if (rast->point_size > draw->pipeline.wide_point_threshold)
  169.       wide_points = TRUE;
  170.    else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
  171.       wide_points = TRUE;
  172.    else
  173.       wide_points = FALSE;
  174.  
  175.    /*
  176.     * NOTE: we build up the pipeline in end-to-start order.
  177.     *
  178.     * TODO: make the current primitive part of the state and build
  179.     * shorter pipelines for lines & points.
  180.     */
  181.  
  182.    if (rast->line_smooth && draw->pipeline.aaline) {
  183.       draw->pipeline.aaline->next = next;
  184.       next = draw->pipeline.aaline;
  185.       precalc_flat = TRUE;
  186.    }
  187.  
  188.    if (rast->point_smooth && draw->pipeline.aapoint) {
  189.       draw->pipeline.aapoint->next = next;
  190.       next = draw->pipeline.aapoint;
  191.    }
  192.  
  193.    if (wide_lines) {
  194.       draw->pipeline.wide_line->next = next;
  195.       next = draw->pipeline.wide_line;
  196.       precalc_flat = TRUE;
  197.    }
  198.  
  199.    if (wide_points) {
  200.       draw->pipeline.wide_point->next = next;
  201.       next = draw->pipeline.wide_point;
  202.    }
  203.  
  204.    if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
  205.       draw->pipeline.stipple->next = next;
  206.       next = draw->pipeline.stipple;
  207.       precalc_flat = TRUE;              /* only needed for lines really */
  208.    }
  209.  
  210.    if (rast->poly_stipple_enable
  211.        && draw->pipeline.pstipple) {
  212.       draw->pipeline.pstipple->next = next;
  213.       next = draw->pipeline.pstipple;
  214.    }
  215.  
  216.    if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
  217.        rast->fill_back != PIPE_POLYGON_MODE_FILL) {
  218.       draw->pipeline.unfilled->next = next;
  219.       next = draw->pipeline.unfilled;
  220.       precalc_flat = TRUE;              /* only needed for triangles really */
  221.       need_det = TRUE;
  222.    }
  223.  
  224.    if (precalc_flat) {
  225.       /*
  226.        * could only run the stage if either rast->flatshade is true
  227.        * or there's constant interpolated values.
  228.        */
  229.       draw->pipeline.flatshade->next = next;
  230.       next = draw->pipeline.flatshade;
  231.    }
  232.          
  233.    if (rast->offset_point ||
  234.        rast->offset_line ||
  235.        rast->offset_tri) {
  236.       draw->pipeline.offset->next = next;
  237.       next = draw->pipeline.offset;
  238.       need_det = TRUE;
  239.    }
  240.  
  241.    if (rast->light_twoside) {
  242.       draw->pipeline.twoside->next = next;
  243.       next = draw->pipeline.twoside;
  244.       need_det = TRUE;
  245.    }
  246.  
  247.    /* Always run the cull stage as we calculate determinant there
  248.     * also.  
  249.     *
  250.     * This can actually be a win as culling out the triangles can lead
  251.     * to less work emitting vertices, smaller vertex buffers, etc.
  252.     * It's difficult to say whether this will be true in general.
  253.     */
  254.    if (need_det || rast->cull_face != PIPE_FACE_NONE ||
  255.        draw_current_shader_num_written_culldistances(draw)) {
  256.       draw->pipeline.cull->next = next;
  257.       next = draw->pipeline.cull;
  258.    }
  259.  
  260.    /* Clip stage
  261.     */
  262.    if (draw->clip_xy || draw->clip_z || draw->clip_user)
  263.    {
  264.       draw->pipeline.clip->next = next;
  265.       next = draw->pipeline.clip;
  266.    }
  267.  
  268.    draw->pipeline.first = next;
  269.  
  270.    if (0) {
  271.       debug_printf("draw pipeline:\n");
  272.       for (next = draw->pipeline.first; next ; next = next->next )
  273.          debug_printf("   %s\n", next->name);
  274.       debug_printf("\n");
  275.    }
  276.    
  277.    return draw->pipeline.first;
  278. }
  279.  
  280. static void validate_tri( struct draw_stage *stage,
  281.                           struct prim_header *header )
  282. {
  283.    struct draw_stage *pipeline = validate_pipeline( stage );
  284.    pipeline->tri( pipeline, header );
  285. }
  286.  
  287. static void validate_line( struct draw_stage *stage,
  288.                            struct prim_header *header )
  289. {
  290.    struct draw_stage *pipeline = validate_pipeline( stage );
  291.    pipeline->line( pipeline, header );
  292. }
  293.  
  294. static void validate_point( struct draw_stage *stage,
  295.                             struct prim_header *header )
  296. {
  297.    struct draw_stage *pipeline = validate_pipeline( stage );
  298.    pipeline->point( pipeline, header );
  299. }
  300.  
  301. static void validate_reset_stipple_counter( struct draw_stage *stage )
  302. {
  303.    struct draw_stage *pipeline = validate_pipeline( stage );
  304.    pipeline->reset_stipple_counter( pipeline );
  305. }
  306.  
  307. static void validate_flush( struct draw_stage *stage,
  308.                             unsigned flags )
  309. {
  310.    /* May need to pass a backend flush on to the rasterize stage.
  311.     */
  312.    if (stage->next)
  313.       stage->next->flush( stage->next, flags );
  314. }
  315.  
  316.  
  317. static void validate_destroy( struct draw_stage *stage )
  318. {
  319.    FREE( stage );
  320. }
  321.  
  322.  
  323. /**
  324.  * Create validate pipeline stage.
  325.  */
  326. struct draw_stage *draw_validate_stage( struct draw_context *draw )
  327. {
  328.    struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
  329.    if (stage == NULL)
  330.       return NULL;
  331.  
  332.    stage->draw = draw;
  333.    stage->name = "validate";
  334.    stage->next = NULL;
  335.    stage->point = validate_point;
  336.    stage->line = validate_line;
  337.    stage->tri = validate_tri;
  338.    stage->flush = validate_flush;
  339.    stage->reset_stipple_counter = validate_reset_stipple_counter;
  340.    stage->destroy = validate_destroy;
  341.  
  342.    return stage;
  343. }
  344.