1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
|
/**************************************************************************
*
* 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 (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;
}
/* 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;
}
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->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;
}
|