/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 Brian Paul 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, sublicense, * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL 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 "glheader.h" #include "context.h" #include "imports.h" #include "state.h" #include "mtypes.h" #include "math/m_translate.h" #include "math/m_xform.h" #include "t_context.h" #include "t_pipeline.h" void _tnl_install_pipeline( GLcontext *ctx, const struct tnl_pipeline_stage **stages ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct tnl_pipeline *pipe = &tnl->pipeline; GLuint i; ASSERT(pipe->nr_stages == 0); pipe->run_state_changes = ~0; pipe->run_input_changes = ~0; pipe->build_state_changes = ~0; pipe->build_state_trigger = 0; pipe->inputs = 0; /* Create a writeable copy of each stage. */ for (i = 0 ; i < MAX_PIPELINE_STAGES && stages[i] ; i++) { MEMCPY( &pipe->stages[i], stages[i], sizeof( **stages )); pipe->build_state_trigger |= pipe->stages[i].check_state; } MEMSET( &pipe->stages[i], 0, sizeof( **stages )); pipe->nr_stages = i; } void _tnl_destroy_pipeline( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); GLuint i; for (i = 0 ; i < tnl->pipeline.nr_stages ; i++) tnl->pipeline.stages[i].destroy( &tnl->pipeline.stages[i] ); tnl->pipeline.nr_stages = 0; } /* TODO: merge validate with run. */ void _tnl_validate_pipeline( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct tnl_pipeline *pipe = &tnl->pipeline; struct tnl_pipeline_stage *s = pipe->stages; GLuint newstate = pipe->build_state_changes; GLuint generated = 0; GLuint changed_inputs = 0; pipe->inputs = 0; pipe->build_state_changes = 0; for ( ; s->check ; s++) { s->changed_inputs |= s->inputs & changed_inputs; if (s->check_state & newstate) { if (s->active) { GLuint old_outputs = s->outputs; s->check(ctx, s); if (!s->active) changed_inputs |= old_outputs; } else s->check(ctx, s); } if (s->active) { pipe->inputs |= s->inputs & ~generated; generated |= s->outputs; } } } void _tnl_run_pipeline( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct tnl_pipeline *pipe = &tnl->pipeline; struct tnl_pipeline_stage *s = pipe->stages; GLuint changed_state = pipe->run_state_changes; GLuint changed_inputs = pipe->run_input_changes; GLboolean running = GL_TRUE; unsigned short __tmp; pipe->run_state_changes = 0; pipe->run_input_changes = 0; /* Done elsewhere. */ ASSERT(pipe->build_state_changes == 0); START_FAST_MATH(__tmp); /* If something changes in the pipeline, tag all subsequent stages * using this value for recalculation. Inactive stages have their * state and inputs examined to try to keep cached data alive over * state-changes. */ for ( ; s->run ; s++) { s->changed_inputs |= s->inputs & changed_inputs; if (s->run_state & changed_state) s->changed_inputs = s->inputs; if (s->active && running) { if (s->changed_inputs) changed_inputs |= s->outputs; running = s->run( ctx, s ); s->changed_inputs = 0; } } END_FAST_MATH(__tmp); } /* The default pipeline. This is useful for software rasterizers, and * simple hardware rasterizers. For customization, I don't recommend * tampering with the internals of these stages in the way that * drivers did in Mesa 3.4. These stages are basically black boxes, * and should be left intact. * * To customize the pipeline, consider: * * - removing redundant stages (making sure that the software rasterizer * can cope with this on fallback paths). An example is fog * coordinate generation, which is not required in the FX driver. * * - replacing general-purpose machine-independent stages with * general-purpose machine-specific stages. There is no example of * this to date, though it must be borne in mind that all subsequent * stages that reference the output of the new stage must cope with * any machine-specific data introduced. This may not be easy * unless there are no such stages (ie the new stage is the last in * the pipe). * * - inserting optimized (but specialized) stages ahead of the * general-purpose fallback implementation. For example, the old * fastpath mechanism, which only works when the VB->Elts input is * available, can be duplicated by placing the fastpath stage at the * head of this pipeline. Such specialized stages are currently * constrained to have no outputs (ie. they must either finish the * * pipeline by returning GL_FALSE from run(), or do nothing). * * Some work can be done to lift some of the restrictions in the final * case, if it becomes necessary to do so. */ const struct tnl_pipeline_stage *_tnl_default_pipeline[] = { &_tnl_vertex_transform_stage, &_tnl_normal_transform_stage, &_tnl_lighting_stage, &_tnl_fog_coordinate_stage, &_tnl_texgen_stage, &_tnl_texture_transform_stage, &_tnl_point_attenuation_stage, #if FEATURE_NV_vertex_program &_tnl_vertex_program_stage, #endif &_tnl_render_stage, 0 };