draw_pipe_validate.c revision a7ea4d11fb5a2a39daaad8752706291ac93013f7
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 "pipe/p_defines.h"
33#include "draw_private.h"
34#include "draw_pipe.h"
35#include "draw_context.h"
36#include "draw_vbuf.h"
37
38static boolean points( unsigned prim )
39{
40   return (prim == PIPE_PRIM_POINTS);
41}
42
43static boolean lines( unsigned prim )
44{
45   return (prim == PIPE_PRIM_LINES ||
46           prim == PIPE_PRIM_LINE_STRIP ||
47           prim == PIPE_PRIM_LINE_LOOP);
48}
49
50static boolean triangles( unsigned prim )
51{
52   return prim >= PIPE_PRIM_TRIANGLES;
53}
54
55/**
56 * Default version of a function to check if we need any special
57 * pipeline stages, or whether prims/verts can go through untouched.
58 * Don't test for bypass clipping or vs modes, this function is just
59 * about the primitive pipeline stages.
60 *
61 * This can be overridden by the driver.
62 */
63boolean
64draw_need_pipeline(const struct draw_context *draw,
65                   const struct pipe_rasterizer_state *rasterizer,
66                   unsigned int prim )
67{
68   /* If the driver has overridden this, use that version:
69    */
70   if (draw->render &&
71       draw->render->need_pipeline)
72   {
73      return draw->render->need_pipeline( draw->render,
74                                          rasterizer,
75                                          prim );
76   }
77
78   /* Don't have to worry about triangles turning into lines/points
79    * and triggering the pipeline, because we have to trigger the
80    * pipeline *anyway* if unfilled mode is active.
81    */
82   if (lines(prim))
83   {
84      /* line stipple */
85      if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
86         return TRUE;
87
88      /* wide lines */
89      if (rasterizer->line_width > draw->pipeline.wide_line_threshold)
90         return TRUE;
91
92      /* AA lines */
93      if (rasterizer->line_smooth && draw->pipeline.aaline)
94         return TRUE;
95   }
96
97   if (points(prim))
98   {
99      /* large points */
100      if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
101         return TRUE;
102
103      /* sprite points */
104      if (rasterizer->point_quad_rasterization
105          && draw->pipeline.wide_point_sprites)
106         return TRUE;
107
108      /* AA points */
109      if (rasterizer->point_smooth && draw->pipeline.aapoint)
110         return TRUE;
111
112      /* point sprites */
113      if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
114         return TRUE;
115   }
116
117
118   if (triangles(prim))
119   {
120      /* polygon stipple */
121      if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
122         return TRUE;
123
124      /* unfilled polygons */
125      if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
126          rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
127         return TRUE;
128
129      /* polygon offset */
130      if (rasterizer->offset_point ||
131          rasterizer->offset_line ||
132          rasterizer->offset_tri)
133         return TRUE;
134
135      /* two-side lighting */
136      if (rasterizer->light_twoside)
137         return TRUE;
138   }
139
140   /* polygon cull - this is difficult - hardware can cull just fine
141    * most of the time (though sometimes CULL_NEITHER is unsupported.
142    *
143    * Generally this isn't a reason to require the pipeline, though.
144    *
145   if (rasterizer->cull_mode)
146      return TRUE;
147    */
148
149   return FALSE;
150}
151
152
153
154/**
155 * Rebuild the rendering pipeline.
156 */
157static struct draw_stage *validate_pipeline( struct draw_stage *stage )
158{
159   struct draw_context *draw = stage->draw;
160   struct draw_stage *next = draw->pipeline.rasterize;
161   boolean need_det = FALSE;
162   boolean precalc_flat = FALSE;
163   boolean wide_lines, wide_points;
164   const struct pipe_rasterizer_state *rast = draw->rasterizer;
165
166   /* Set the validate's next stage to the rasterize stage, so that it
167    * can be found later if needed for flushing.
168    */
169   stage->next = next;
170
171   /* drawing wide lines? */
172   wide_lines = (rast->line_width > draw->pipeline.wide_line_threshold
173                 && !rast->line_smooth);
174
175   /* drawing large/sprite points (but not AA points)? */
176   if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
177      wide_points = TRUE;
178   else if (rast->point_smooth && draw->pipeline.aapoint)
179      wide_points = FALSE;
180   else if (rast->point_size > draw->pipeline.wide_point_threshold)
181      wide_points = TRUE;
182   else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
183      wide_points = TRUE;
184   else
185      wide_points = FALSE;
186
187   /*
188    * NOTE: we build up the pipeline in end-to-start order.
189    *
190    * TODO: make the current primitive part of the state and build
191    * shorter pipelines for lines & points.
192    */
193
194   if (rast->line_smooth && draw->pipeline.aaline) {
195      draw->pipeline.aaline->next = next;
196      next = draw->pipeline.aaline;
197   }
198
199   if (rast->point_smooth && draw->pipeline.aapoint) {
200      draw->pipeline.aapoint->next = next;
201      next = draw->pipeline.aapoint;
202   }
203
204   if (wide_lines) {
205      draw->pipeline.wide_line->next = next;
206      next = draw->pipeline.wide_line;
207      precalc_flat = TRUE;
208   }
209
210   if (wide_points) {
211      draw->pipeline.wide_point->next = next;
212      next = draw->pipeline.wide_point;
213   }
214
215   if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
216      draw->pipeline.stipple->next = next;
217      next = draw->pipeline.stipple;
218      precalc_flat = TRUE;		/* only needed for lines really */
219   }
220
221   if (rast->poly_stipple_enable
222       && draw->pipeline.pstipple) {
223      draw->pipeline.pstipple->next = next;
224      next = draw->pipeline.pstipple;
225   }
226
227   if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
228       rast->fill_back != PIPE_POLYGON_MODE_FILL) {
229      draw->pipeline.unfilled->next = next;
230      next = draw->pipeline.unfilled;
231      precalc_flat = TRUE;		/* only needed for triangles really */
232      need_det = TRUE;
233   }
234
235   if (rast->flatshade && precalc_flat) {
236      draw->pipeline.flatshade->next = next;
237      next = draw->pipeline.flatshade;
238   }
239
240   if (rast->offset_point ||
241       rast->offset_line ||
242       rast->offset_tri) {
243      draw->pipeline.offset->next = next;
244      next = draw->pipeline.offset;
245      need_det = TRUE;
246   }
247
248   if (rast->light_twoside) {
249      draw->pipeline.twoside->next = next;
250      next = draw->pipeline.twoside;
251      need_det = TRUE;
252   }
253
254   /* Always run the cull stage as we calculate determinant there
255    * also.
256    *
257    * This can actually be a win as culling out the triangles can lead
258    * to less work emitting vertices, smaller vertex buffers, etc.
259    * It's difficult to say whether this will be true in general.
260    */
261   if (need_det || rast->cull_face != PIPE_FACE_NONE) {
262      draw->pipeline.cull->next = next;
263      next = draw->pipeline.cull;
264   }
265
266   /* Clip stage
267    */
268   if (draw->clip_xy || draw->clip_z || draw->clip_user)
269   {
270      draw->pipeline.clip->next = next;
271      next = draw->pipeline.clip;
272   }
273
274
275   draw->pipeline.first = next;
276
277   if (0) {
278      debug_printf("draw pipeline:\n");
279      for (next = draw->pipeline.first; next ; next = next->next )
280         debug_printf("   %s\n", next->name);
281      debug_printf("\n");
282   }
283
284   return draw->pipeline.first;
285}
286
287static void validate_tri( struct draw_stage *stage,
288			  struct prim_header *header )
289{
290   struct draw_stage *pipeline = validate_pipeline( stage );
291   pipeline->tri( pipeline, header );
292}
293
294static void validate_line( struct draw_stage *stage,
295			   struct prim_header *header )
296{
297   struct draw_stage *pipeline = validate_pipeline( stage );
298   pipeline->line( pipeline, header );
299}
300
301static void validate_point( struct draw_stage *stage,
302			    struct prim_header *header )
303{
304   struct draw_stage *pipeline = validate_pipeline( stage );
305   pipeline->point( pipeline, header );
306}
307
308static void validate_reset_stipple_counter( struct draw_stage *stage )
309{
310   struct draw_stage *pipeline = validate_pipeline( stage );
311   pipeline->reset_stipple_counter( pipeline );
312}
313
314static void validate_flush( struct draw_stage *stage,
315			    unsigned flags )
316{
317   /* May need to pass a backend flush on to the rasterize stage.
318    */
319   if (stage->next)
320      stage->next->flush( stage->next, flags );
321}
322
323
324static void validate_destroy( struct draw_stage *stage )
325{
326   FREE( stage );
327}
328
329
330/**
331 * Create validate pipeline stage.
332 */
333struct draw_stage *draw_validate_stage( struct draw_context *draw )
334{
335   struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
336   if (stage == NULL)
337      return NULL;
338
339   stage->draw = draw;
340   stage->name = "validate";
341   stage->next = NULL;
342   stage->point = validate_point;
343   stage->line = validate_line;
344   stage->tri = validate_tri;
345   stage->flush = validate_flush;
346   stage->reset_stipple_counter = validate_reset_stipple_counter;
347   stage->destroy = validate_destroy;
348
349   return stage;
350}
351