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5563 serge 1
/**************************************************************************
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 *
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 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 * All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the
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 * "Software"), to deal in the Software without restriction, including
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 * without limitation the rights to use, copy, modify, merge, publish,
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 * distribute, sub license, and/or sell copies of the Software, and to
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 * permit persons to whom the Software is furnished to do so, subject to
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 * the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the
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 * next paragraph) shall be included in all copies or substantial portions
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 * of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 *
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 **************************************************************************/
27
 
28
/* Authors:  Keith Whitwell 
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 */
30
 
31
#include "util/u_memory.h"
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#include "util/u_math.h"
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#include "pipe/p_defines.h"
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#include "draw_private.h"
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#include "draw_pipe.h"
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#include "draw_context.h"
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#include "draw_vbuf.h"
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39
static boolean points( unsigned prim )
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{
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   return (prim == PIPE_PRIM_POINTS);
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}
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44
static boolean lines( unsigned prim )
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{
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   return (prim == PIPE_PRIM_LINES ||
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           prim == PIPE_PRIM_LINE_STRIP ||
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           prim == PIPE_PRIM_LINE_LOOP);
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}
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51
static boolean triangles( unsigned prim )
52
{
53
   return prim >= PIPE_PRIM_TRIANGLES;
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}
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56
/**
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 * Default version of a function to check if we need any special
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 * pipeline stages, or whether prims/verts can go through untouched.
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 * Don't test for bypass clipping or vs modes, this function is just
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 * about the primitive pipeline stages.
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 *
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 * This can be overridden by the driver.
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 */
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boolean
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draw_need_pipeline(const struct draw_context *draw,
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                   const struct pipe_rasterizer_state *rasterizer,
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                   unsigned int prim )
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{
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   /* If the driver has overridden this, use that version:
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    */
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   if (draw->render &&
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       draw->render->need_pipeline)
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   {
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      return draw->render->need_pipeline( draw->render,
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                                          rasterizer,
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                                          prim );
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   }
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   /* Don't have to worry about triangles turning into lines/points
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    * and triggering the pipeline, because we have to trigger the
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    * pipeline *anyway* if unfilled mode is active.
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    */
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   if (lines(prim))
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   {
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      /* line stipple */
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      if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
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         return TRUE;
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89
      /* wide lines */
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      if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
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         return TRUE;
92
 
93
      /* AA lines */
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      if (rasterizer->line_smooth && draw->pipeline.aaline)
95
         return TRUE;
96
 
97
      if (draw_current_shader_num_written_culldistances(draw))
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         return TRUE;
99
   }
100
 
101
   if (points(prim))
102
   {
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      /* large points */
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      if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
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         return TRUE;
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107
      /* sprite points */
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      if (rasterizer->point_quad_rasterization
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          && draw->pipeline.wide_point_sprites)
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         return TRUE;
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112
      /* AA points */
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      if (rasterizer->point_smooth && draw->pipeline.aapoint)
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         return TRUE;
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116
      /* point sprites */
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      if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
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         return TRUE;
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   }
120
 
121
 
122
   if (triangles(prim))
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   {
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      /* polygon stipple */
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      if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
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         return TRUE;
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128
      /* unfilled polygons */
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      if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
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          rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
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         return TRUE;
132
 
133
      /* polygon offset */
134
      if (rasterizer->offset_point ||
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          rasterizer->offset_line ||
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          rasterizer->offset_tri)
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         return TRUE;
138
 
139
      /* two-side lighting */
140
      if (rasterizer->light_twoside)
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         return TRUE;
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143
      if (draw_current_shader_num_written_culldistances(draw))
144
         return TRUE;
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   }
146
 
147
   /* polygon cull - this is difficult - hardware can cull just fine
148
    * most of the time (though sometimes CULL_NEITHER is unsupported.
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    *
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    * Generally this isn't a reason to require the pipeline, though.
151
    *
152
   if (rasterizer->cull_mode)
153
      return TRUE;
154
   */
155
 
156
   return FALSE;
157
}
158
 
159
 
160
 
161
/**
162
 * Rebuild the rendering pipeline.
163
 */
164
static struct draw_stage *validate_pipeline( struct draw_stage *stage )
165
{
166
   struct draw_context *draw = stage->draw;
167
   struct draw_stage *next = draw->pipeline.rasterize;
168
   boolean need_det = FALSE;
169
   boolean precalc_flat = FALSE;
170
   boolean wide_lines, wide_points;
171
   const struct pipe_rasterizer_state *rast = draw->rasterizer;
172
 
173
   /* Set the validate's next stage to the rasterize stage, so that it
174
    * can be found later if needed for flushing.
175
    */
176
   stage->next = next;
177
 
178
   /* drawing wide lines? */
179
   wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
180
                 && !rast->line_smooth);
181
 
182
   /* drawing large/sprite points (but not AA points)? */
183
   if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
184
      wide_points = TRUE;
185
   else if (rast->point_smooth && draw->pipeline.aapoint)
186
      wide_points = FALSE;
187
   else if (rast->point_size > draw->pipeline.wide_point_threshold)
188
      wide_points = TRUE;
189
   else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
190
      wide_points = TRUE;
191
   else
192
      wide_points = FALSE;
193
 
194
   /*
195
    * NOTE: we build up the pipeline in end-to-start order.
196
    *
197
    * TODO: make the current primitive part of the state and build
198
    * shorter pipelines for lines & points.
199
    */
200
 
201
   if (rast->line_smooth && draw->pipeline.aaline) {
202
      draw->pipeline.aaline->next = next;
203
      next = draw->pipeline.aaline;
204
      precalc_flat = TRUE;
205
   }
206
 
207
   if (rast->point_smooth && draw->pipeline.aapoint) {
208
      draw->pipeline.aapoint->next = next;
209
      next = draw->pipeline.aapoint;
210
   }
211
 
212
   if (wide_lines) {
213
      draw->pipeline.wide_line->next = next;
214
      next = draw->pipeline.wide_line;
215
      precalc_flat = TRUE;
216
   }
217
 
218
   if (wide_points) {
219
      draw->pipeline.wide_point->next = next;
220
      next = draw->pipeline.wide_point;
221
   }
222
 
223
   if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
224
      draw->pipeline.stipple->next = next;
225
      next = draw->pipeline.stipple;
226
      precalc_flat = TRUE;		/* only needed for lines really */
227
   }
228
 
229
   if (rast->poly_stipple_enable
230
       && draw->pipeline.pstipple) {
231
      draw->pipeline.pstipple->next = next;
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      next = draw->pipeline.pstipple;
233
   }
234
 
235
   if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
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       rast->fill_back != PIPE_POLYGON_MODE_FILL) {
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      draw->pipeline.unfilled->next = next;
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      next = draw->pipeline.unfilled;
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      precalc_flat = TRUE;		/* only needed for triangles really */
240
      need_det = TRUE;
241
   }
242
 
243
   if (rast->flatshade && precalc_flat) {
244
      draw->pipeline.flatshade->next = next;
245
      next = draw->pipeline.flatshade;
246
   }
247
 
248
   if (rast->offset_point ||
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       rast->offset_line ||
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       rast->offset_tri) {
251
      draw->pipeline.offset->next = next;
252
      next = draw->pipeline.offset;
253
      need_det = TRUE;
254
   }
255
 
256
   if (rast->light_twoside) {
257
      draw->pipeline.twoside->next = next;
258
      next = draw->pipeline.twoside;
259
      need_det = TRUE;
260
   }
261
 
262
   /* Always run the cull stage as we calculate determinant there
263
    * also.
264
    *
265
    * This can actually be a win as culling out the triangles can lead
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    * to less work emitting vertices, smaller vertex buffers, etc.
267
    * It's difficult to say whether this will be true in general.
268
    */
269
   if (need_det || rast->cull_face != PIPE_FACE_NONE ||
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       draw_current_shader_num_written_culldistances(draw)) {
271
      draw->pipeline.cull->next = next;
272
      next = draw->pipeline.cull;
273
   }
274
 
275
   /* Clip stage
276
    */
277
   if (draw->clip_xy || draw->clip_z || draw->clip_user)
278
   {
279
      draw->pipeline.clip->next = next;
280
      next = draw->pipeline.clip;
281
   }
282
 
283
 
284
   draw->pipeline.first = next;
285
 
286
   if (0) {
287
      debug_printf("draw pipeline:\n");
288
      for (next = draw->pipeline.first; next ; next = next->next )
289
         debug_printf("   %s\n", next->name);
290
      debug_printf("\n");
291
   }
292
 
293
   return draw->pipeline.first;
294
}
295
 
296
static void validate_tri( struct draw_stage *stage,
297
			  struct prim_header *header )
298
{
299
   struct draw_stage *pipeline = validate_pipeline( stage );
300
   pipeline->tri( pipeline, header );
301
}
302
 
303
static void validate_line( struct draw_stage *stage,
304
			   struct prim_header *header )
305
{
306
   struct draw_stage *pipeline = validate_pipeline( stage );
307
   pipeline->line( pipeline, header );
308
}
309
 
310
static void validate_point( struct draw_stage *stage,
311
			    struct prim_header *header )
312
{
313
   struct draw_stage *pipeline = validate_pipeline( stage );
314
   pipeline->point( pipeline, header );
315
}
316
 
317
static void validate_reset_stipple_counter( struct draw_stage *stage )
318
{
319
   struct draw_stage *pipeline = validate_pipeline( stage );
320
   pipeline->reset_stipple_counter( pipeline );
321
}
322
 
323
static void validate_flush( struct draw_stage *stage,
324
			    unsigned flags )
325
{
326
   /* May need to pass a backend flush on to the rasterize stage.
327
    */
328
   if (stage->next)
329
      stage->next->flush( stage->next, flags );
330
}
331
 
332
 
333
static void validate_destroy( struct draw_stage *stage )
334
{
335
   FREE( stage );
336
}
337
 
338
 
339
/**
340
 * Create validate pipeline stage.
341
 */
342
struct draw_stage *draw_validate_stage( struct draw_context *draw )
343
{
344
   struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
345
   if (stage == NULL)
346
      return NULL;
347
 
348
   stage->draw = draw;
349
   stage->name = "validate";
350
   stage->next = NULL;
351
   stage->point = validate_point;
352
   stage->line = validate_line;
353
   stage->tri = validate_tri;
354
   stage->flush = validate_flush;
355
   stage->reset_stipple_counter = validate_reset_stipple_counter;
356
   stage->destroy = validate_destroy;
357
 
358
   return stage;
359
}