kolibrios-fun/drivers/video/Gallium/auxiliary/draw/draw_pipe_validate.c
Sergey Semyonov (Serge) edb28b33f3 Gallium 3D: initial commit
git-svn-id: svn://kolibrios.org@3770 a494cfbc-eb01-0410-851d-a64ba20cac60
2013-07-06 10:06:47 +00:00

360 lines
10 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#include "util/u_memory.h"
#include "util/u_math.h"
#include "pipe/p_defines.h"
#include "draw_private.h"
#include "draw_pipe.h"
#include "draw_context.h"
#include "draw_vbuf.h"
static boolean points( unsigned prim )
{
return (prim == PIPE_PRIM_POINTS);
}
static boolean lines( unsigned prim )
{
return (prim == PIPE_PRIM_LINES ||
prim == PIPE_PRIM_LINE_STRIP ||
prim == PIPE_PRIM_LINE_LOOP);
}
static boolean triangles( unsigned prim )
{
return prim >= PIPE_PRIM_TRIANGLES;
}
/**
* Default version of a function to check if we need any special
* pipeline stages, or whether prims/verts can go through untouched.
* Don't test for bypass clipping or vs modes, this function is just
* about the primitive pipeline stages.
*
* This can be overridden by the driver.
*/
boolean
draw_need_pipeline(const struct draw_context *draw,
const struct pipe_rasterizer_state *rasterizer,
unsigned int prim )
{
/* If the driver has overridden this, use that version:
*/
if (draw->render &&
draw->render->need_pipeline)
{
return draw->render->need_pipeline( draw->render,
rasterizer,
prim );
}
/* Don't have to worry about triangles turning into lines/points
* and triggering the pipeline, because we have to trigger the
* pipeline *anyway* if unfilled mode is active.
*/
if (lines(prim))
{
/* line stipple */
if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
return TRUE;
/* wide lines */
if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
return TRUE;
/* AA lines */
if (rasterizer->line_smooth && draw->pipeline.aaline)
return TRUE;
if (draw_current_shader_num_written_culldistances(draw))
return TRUE;
}
if (points(prim))
{
/* large points */
if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
return TRUE;
/* sprite points */
if (rasterizer->point_quad_rasterization
&& draw->pipeline.wide_point_sprites)
return TRUE;
/* AA points */
if (rasterizer->point_smooth && draw->pipeline.aapoint)
return TRUE;
/* point sprites */
if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
return TRUE;
}
if (triangles(prim))
{
/* polygon stipple */
if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
return TRUE;
/* unfilled polygons */
if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
return TRUE;
/* polygon offset */
if (rasterizer->offset_point ||
rasterizer->offset_line ||
rasterizer->offset_tri)
return TRUE;
/* two-side lighting */
if (rasterizer->light_twoside)
return TRUE;
if (draw_current_shader_num_written_culldistances(draw))
return TRUE;
}
/* polygon cull - this is difficult - hardware can cull just fine
* most of the time (though sometimes CULL_NEITHER is unsupported.
*
* Generally this isn't a reason to require the pipeline, though.
*
if (rasterizer->cull_mode)
return TRUE;
*/
return FALSE;
}
/**
* Rebuild the rendering pipeline.
*/
static struct draw_stage *validate_pipeline( struct draw_stage *stage )
{
struct draw_context *draw = stage->draw;
struct draw_stage *next = draw->pipeline.rasterize;
boolean need_det = FALSE;
boolean precalc_flat = FALSE;
boolean wide_lines, wide_points;
const struct pipe_rasterizer_state *rast = draw->rasterizer;
/* Set the validate's next stage to the rasterize stage, so that it
* can be found later if needed for flushing.
*/
stage->next = next;
/* drawing wide lines? */
wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
&& !rast->line_smooth);
/* drawing large/sprite points (but not AA points)? */
if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
wide_points = TRUE;
else if (rast->point_smooth && draw->pipeline.aapoint)
wide_points = FALSE;
else if (rast->point_size > draw->pipeline.wide_point_threshold)
wide_points = TRUE;
else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
wide_points = TRUE;
else
wide_points = FALSE;
/*
* NOTE: we build up the pipeline in end-to-start order.
*
* TODO: make the current primitive part of the state and build
* shorter pipelines for lines & points.
*/
if (rast->line_smooth && draw->pipeline.aaline) {
draw->pipeline.aaline->next = next;
next = draw->pipeline.aaline;
precalc_flat = TRUE;
}
if (rast->point_smooth && draw->pipeline.aapoint) {
draw->pipeline.aapoint->next = next;
next = draw->pipeline.aapoint;
}
if (wide_lines) {
draw->pipeline.wide_line->next = next;
next = draw->pipeline.wide_line;
precalc_flat = TRUE;
}
if (wide_points) {
draw->pipeline.wide_point->next = next;
next = draw->pipeline.wide_point;
}
if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
draw->pipeline.stipple->next = next;
next = draw->pipeline.stipple;
precalc_flat = TRUE; /* only needed for lines really */
}
if (rast->poly_stipple_enable
&& draw->pipeline.pstipple) {
draw->pipeline.pstipple->next = next;
next = draw->pipeline.pstipple;
}
if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
rast->fill_back != PIPE_POLYGON_MODE_FILL) {
draw->pipeline.unfilled->next = next;
next = draw->pipeline.unfilled;
precalc_flat = TRUE; /* only needed for triangles really */
need_det = TRUE;
}
if (rast->flatshade && precalc_flat) {
draw->pipeline.flatshade->next = next;
next = draw->pipeline.flatshade;
}
if (rast->offset_point ||
rast->offset_line ||
rast->offset_tri) {
draw->pipeline.offset->next = next;
next = draw->pipeline.offset;
need_det = TRUE;
}
if (rast->light_twoside) {
draw->pipeline.twoside->next = next;
next = draw->pipeline.twoside;
need_det = TRUE;
}
/* Always run the cull stage as we calculate determinant there
* also.
*
* This can actually be a win as culling out the triangles can lead
* to less work emitting vertices, smaller vertex buffers, etc.
* It's difficult to say whether this will be true in general.
*/
if (need_det || rast->cull_face != PIPE_FACE_NONE ||
draw_current_shader_num_written_culldistances(draw)) {
draw->pipeline.cull->next = next;
next = draw->pipeline.cull;
}
/* Clip stage
*/
if (draw->clip_xy || draw->clip_z || draw->clip_user)
{
draw->pipeline.clip->next = next;
next = draw->pipeline.clip;
}
draw->pipeline.first = next;
if (0) {
debug_printf("draw pipeline:\n");
for (next = draw->pipeline.first; next ; next = next->next )
debug_printf(" %s\n", next->name);
debug_printf("\n");
}
return draw->pipeline.first;
}
static void validate_tri( struct draw_stage *stage,
struct prim_header *header )
{
struct draw_stage *pipeline = validate_pipeline( stage );
pipeline->tri( pipeline, header );
}
static void validate_line( struct draw_stage *stage,
struct prim_header *header )
{
struct draw_stage *pipeline = validate_pipeline( stage );
pipeline->line( pipeline, header );
}
static void validate_point( struct draw_stage *stage,
struct prim_header *header )
{
struct draw_stage *pipeline = validate_pipeline( stage );
pipeline->point( pipeline, header );
}
static void validate_reset_stipple_counter( struct draw_stage *stage )
{
struct draw_stage *pipeline = validate_pipeline( stage );
pipeline->reset_stipple_counter( pipeline );
}
static void validate_flush( struct draw_stage *stage,
unsigned flags )
{
/* May need to pass a backend flush on to the rasterize stage.
*/
if (stage->next)
stage->next->flush( stage->next, flags );
}
static void validate_destroy( struct draw_stage *stage )
{
FREE( stage );
}
/**
* Create validate pipeline stage.
*/
struct draw_stage *draw_validate_stage( struct draw_context *draw )
{
struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
if (stage == NULL)
return NULL;
stage->draw = draw;
stage->name = "validate";
stage->next = NULL;
stage->point = validate_point;
stage->line = validate_line;
stage->tri = validate_tri;
stage->flush = validate_flush;
stage->reset_stipple_counter = validate_reset_stipple_counter;
stage->destroy = validate_destroy;
return stage;
}