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 */
49boolean
50draw_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 */
145static 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
280static 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
287static 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
294static 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
301static 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
307static 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
317static void validate_destroy( struct draw_stage *stage )
318{
319   FREE( stage );
320}
321
322
323/**
324 * Create validate pipeline stage.
325 */
326struct draw_stage *draw_validate_stage( struct draw_context *draw )
327{
328   struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
329   if (!stage)
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