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/* $Id: t_pipeline.c,v 1.8 2001/01/08 21:56:00 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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.
*
* Author:
* Keith Whitwell <keithw@valinux.com>
*/
#include "glheader.h"
#include "context.h"
#include "mem.h"
#include "mmath.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 gl_pipeline_stage **stages )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct gl_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;
}
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;
}
void _tnl_validate_pipeline( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct gl_pipeline *pipe = &tnl->pipeline;
struct gl_pipeline_stage *stage = pipe->stages;
GLuint newstate = pipe->build_state_changes;
GLuint generated = 0;
GLuint i;
pipe->inputs = 0;
pipe->build_state_changes = 0;
for (i = 0 ; i < pipe->nr_stages ; i++) {
if (stage[i].check_state & newstate) {
stage[i].check(ctx, &stage[i]);
}
if (stage[i].active) {
pipe->inputs |= stage[i].inputs & ~generated;
generated |= stage[i].outputs;
}
}
}
void _tnl_run_pipeline( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct gl_pipeline *pipe = &tnl->pipeline;
struct gl_pipeline_stage *stage = pipe->stages;
GLuint changed_state = pipe->run_state_changes;
GLuint changed_inputs = pipe->run_input_changes;
GLboolean running = GL_TRUE;
GLuint i;
unsigned short __tmp;
/* 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.
*
* Even inactive stages have their state and inputs examined to try
* to keep cached data alive over state-changes.
*/
for (i = 0 ; i < pipe->nr_stages ; i++) {
stage[i].changed_inputs |= stage[i].inputs & changed_inputs;
if (stage[i].run_state & changed_state) {
stage[i].changed_inputs = stage[i].inputs;
}
if (stage[i].active) {
if (stage[i].changed_inputs)
changed_inputs |= stage[i].outputs;
if (running) {
running = stage[i].run( ctx, &stage[i] );
}
}
}
END_FAST_MATH(__tmp);
pipe->run_state_changes = 0;
pipe->run_input_changes = 0;
}
/* 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 VERT_ELT 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 gl_pipeline_stage *_tnl_default_pipeline[] = {
&_tnl_update_material_stage,
&_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,
&_tnl_render_stage,
0
};
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