draw_pipe_validate.c revision 9ae069dbbd6814fc86ad371e439b7750b938408a
1/**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.com>
29 */
30
31#include "util/u_memory.h"
32#include "util/u_math.h"
33#include "pipe/p_defines.h"
34#include "draw_private.h"
35#include "draw_pipe.h"
36#include "draw_context.h"
37#include "draw_vbuf.h"
38
39static boolean points( unsigned prim )
40{
41   return (prim == PIPE_PRIM_POINTS);
42}
43
44static boolean lines( unsigned prim )
45{
46   return (prim == PIPE_PRIM_LINES ||
47           prim == PIPE_PRIM_LINE_STRIP ||
48           prim == PIPE_PRIM_LINE_LOOP);
49}
50
51static boolean triangles( unsigned prim )
52{
53   return prim >= PIPE_PRIM_TRIANGLES;
54}
55
56/**
57 * Default version of a function to check if we need any special
58 * pipeline stages, or whether prims/verts can go through untouched.
59 * Don't test for bypass clipping or vs modes, this function is just
60 * about the primitive pipeline stages.
61 *
62 * This can be overridden by the driver.
63 */
64boolean
65draw_need_pipeline(const struct draw_context *draw,
66                   const struct pipe_rasterizer_state *rasterizer,
67                   unsigned int prim )
68{
69   /* If the driver has overridden this, use that version:
70    */
71   if (draw->render &&
72       draw->render->need_pipeline)
73   {
74      return draw->render->need_pipeline( draw->render,
75                                          rasterizer,
76                                          prim );
77   }
78
79   /* Don't have to worry about triangles turning into lines/points
80    * and triggering the pipeline, because we have to trigger the
81    * pipeline *anyway* if unfilled mode is active.
82    */
83   if (lines(prim))
84   {
85      /* line stipple */
86      if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
87         return TRUE;
88
89      /* wide lines */
90      if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
91         return TRUE;
92
93      /* AA lines */
94      if (rasterizer->line_smooth && draw->pipeline.aaline)
95         return TRUE;
96   }
97
98   if (points(prim))
99   {
100      /* large points */
101      if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
102         return TRUE;
103
104      /* sprite points */
105      if (rasterizer->point_quad_rasterization
106          && draw->pipeline.wide_point_sprites)
107         return TRUE;
108
109      /* AA points */
110      if (rasterizer->point_smooth && draw->pipeline.aapoint)
111         return TRUE;
112
113      /* point sprites */
114      if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
115         return TRUE;
116   }
117
118
119   if (triangles(prim))
120   {
121      /* polygon stipple */
122      if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
123         return TRUE;
124
125      /* unfilled polygons */
126      if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
127          rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
128         return TRUE;
129
130      /* polygon offset */
131      if (rasterizer->offset_point ||
132          rasterizer->offset_line ||
133          rasterizer->offset_tri)
134         return TRUE;
135
136      /* two-side lighting */
137      if (rasterizer->light_twoside)
138         return TRUE;
139   }
140
141   /* polygon cull - this is difficult - hardware can cull just fine
142    * most of the time (though sometimes CULL_NEITHER is unsupported.
143    *
144    * Generally this isn't a reason to require the pipeline, though.
145    *
146   if (rasterizer->cull_mode)
147      return TRUE;
148    */
149
150   return FALSE;
151}
152
153
154
155/**
156 * Rebuild the rendering pipeline.
157 */
158static struct draw_stage *validate_pipeline( struct draw_stage *stage )
159{
160   struct draw_context *draw = stage->draw;
161   struct draw_stage *next = draw->pipeline.rasterize;
162   boolean need_det = FALSE;
163   boolean precalc_flat = FALSE;
164   boolean wide_lines, wide_points;
165   const struct pipe_rasterizer_state *rast = draw->rasterizer;
166
167   /* Set the validate's next stage to the rasterize stage, so that it
168    * can be found later if needed for flushing.
169    */
170   stage->next = next;
171
172   /* drawing wide lines? */
173   wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
174                 && !rast->line_smooth);
175
176   /* drawing large/sprite points (but not AA points)? */
177   if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
178      wide_points = TRUE;
179   else if (rast->point_smooth && draw->pipeline.aapoint)
180      wide_points = FALSE;
181   else if (rast->point_size > draw->pipeline.wide_point_threshold)
182      wide_points = TRUE;
183   else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
184      wide_points = TRUE;
185   else
186      wide_points = FALSE;
187
188   /*
189    * NOTE: we build up the pipeline in end-to-start order.
190    *
191    * TODO: make the current primitive part of the state and build
192    * shorter pipelines for lines & points.
193    */
194
195   if (rast->line_smooth && draw->pipeline.aaline) {
196      draw->pipeline.aaline->next = next;
197      next = draw->pipeline.aaline;
198      precalc_flat = TRUE;
199   }
200
201   if (rast->point_smooth && draw->pipeline.aapoint) {
202      draw->pipeline.aapoint->next = next;
203      next = draw->pipeline.aapoint;
204   }
205
206   if (wide_lines) {
207      draw->pipeline.wide_line->next = next;
208      next = draw->pipeline.wide_line;
209      precalc_flat = TRUE;
210   }
211
212   if (wide_points) {
213      draw->pipeline.wide_point->next = next;
214      next = draw->pipeline.wide_point;
215   }
216
217   if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
218      draw->pipeline.stipple->next = next;
219      next = draw->pipeline.stipple;
220      precalc_flat = TRUE;		/* only needed for lines really */
221   }
222
223   if (rast->poly_stipple_enable
224       && draw->pipeline.pstipple) {
225      draw->pipeline.pstipple->next = next;
226      next = draw->pipeline.pstipple;
227   }
228
229   if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
230       rast->fill_back != PIPE_POLYGON_MODE_FILL) {
231      draw->pipeline.unfilled->next = next;
232      next = draw->pipeline.unfilled;
233      precalc_flat = TRUE;		/* only needed for triangles really */
234      need_det = TRUE;
235   }
236
237   if (rast->flatshade && precalc_flat) {
238      draw->pipeline.flatshade->next = next;
239      next = draw->pipeline.flatshade;
240   }
241
242   if (rast->offset_point ||
243       rast->offset_line ||
244       rast->offset_tri) {
245      draw->pipeline.offset->next = next;
246      next = draw->pipeline.offset;
247      need_det = TRUE;
248   }
249
250   if (rast->light_twoside) {
251      draw->pipeline.twoside->next = next;
252      next = draw->pipeline.twoside;
253      need_det = TRUE;
254   }
255
256   /* Always run the cull stage as we calculate determinant there
257    * also.
258    *
259    * This can actually be a win as culling out the triangles can lead
260    * to less work emitting vertices, smaller vertex buffers, etc.
261    * It's difficult to say whether this will be true in general.
262    */
263   if (need_det || rast->cull_face != PIPE_FACE_NONE) {
264      draw->pipeline.cull->next = next;
265      next = draw->pipeline.cull;
266   }
267
268   /* Clip stage
269    */
270   if (draw->clip_xy || draw->clip_z || draw->clip_user)
271   {
272      draw->pipeline.clip->next = next;
273      next = draw->pipeline.clip;
274   }
275
276
277   draw->pipeline.first = next;
278
279   if (0) {
280      debug_printf("draw pipeline:\n");
281      for (next = draw->pipeline.first; next ; next = next->next )
282         debug_printf("   %s\n", next->name);
283      debug_printf("\n");
284   }
285
286   return draw->pipeline.first;
287}
288
289static void validate_tri( struct draw_stage *stage,
290			  struct prim_header *header )
291{
292   struct draw_stage *pipeline = validate_pipeline( stage );
293   pipeline->tri( pipeline, header );
294}
295
296static void validate_line( struct draw_stage *stage,
297			   struct prim_header *header )
298{
299   struct draw_stage *pipeline = validate_pipeline( stage );
300   pipeline->line( pipeline, header );
301}
302
303static void validate_point( struct draw_stage *stage,
304			    struct prim_header *header )
305{
306   struct draw_stage *pipeline = validate_pipeline( stage );
307   pipeline->point( pipeline, header );
308}
309
310static void validate_reset_stipple_counter( struct draw_stage *stage )
311{
312   struct draw_stage *pipeline = validate_pipeline( stage );
313   pipeline->reset_stipple_counter( pipeline );
314}
315
316static void validate_flush( struct draw_stage *stage,
317			    unsigned flags )
318{
319   /* May need to pass a backend flush on to the rasterize stage.
320    */
321   if (stage->next)
322      stage->next->flush( stage->next, flags );
323}
324
325
326static void validate_destroy( struct draw_stage *stage )
327{
328   FREE( stage );
329}
330
331
332/**
333 * Create validate pipeline stage.
334 */
335struct draw_stage *draw_validate_stage( struct draw_context *draw )
336{
337   struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
338   if (stage == NULL)
339      return NULL;
340
341   stage->draw = draw;
342   stage->name = "validate";
343   stage->next = NULL;
344   stage->point = validate_point;
345   stage->line = validate_line;
346   stage->tri = validate_tri;
347   stage->flush = validate_flush;
348   stage->reset_stipple_counter = validate_reset_stipple_counter;
349   stage->destroy = validate_destroy;
350
351   return stage;
352}
353