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 "util/u_math.h"
33 #include "pipe/p_defines.h"
34 #include "draw_private.h"
35 #include "draw_pipe.h"
36 #include "draw_context.h"
37 #include "draw_vbuf.h"
38 
points(unsigned prim)39 static boolean points( unsigned prim )
40 {
41    return (prim == PIPE_PRIM_POINTS);
42 }
43 
lines(unsigned prim)44 static boolean lines( unsigned prim )
45 {
46    return (prim == PIPE_PRIM_LINES ||
47            prim == PIPE_PRIM_LINE_STRIP ||
48            prim == PIPE_PRIM_LINE_LOOP);
49 }
50 
triangles(unsigned prim)51 static boolean triangles( unsigned prim )
52 {
53    return prim >= PIPE_PRIM_TRIANGLES;
54 }
55 
56 /**
57  * Default version of a function to check if we need any special
58  * pipeline stages, or whether prims/verts can go through untouched.
59  * Don't test for bypass clipping or vs modes, this function is just
60  * about the primitive pipeline stages.
61  *
62  * This can be overridden by the driver.
63  */
64 boolean
draw_need_pipeline(const struct draw_context * draw,const struct pipe_rasterizer_state * rasterizer,unsigned int prim)65 draw_need_pipeline(const struct draw_context *draw,
66                    const struct pipe_rasterizer_state *rasterizer,
67                    unsigned int prim )
68 {
69    /* If the driver has overridden this, use that version:
70     */
71    if (draw->render &&
72        draw->render->need_pipeline)
73    {
74       return draw->render->need_pipeline( draw->render,
75                                           rasterizer,
76                                           prim );
77    }
78 
79    /* Don't have to worry about triangles turning into lines/points
80     * and triggering the pipeline, because we have to trigger the
81     * pipeline *anyway* if unfilled mode is active.
82     */
83    if (lines(prim))
84    {
85       /* line stipple */
86       if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
87          return TRUE;
88 
89       /* wide lines */
90       if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
91          return TRUE;
92 
93       /* AA lines */
94       if (rasterizer->line_smooth && draw->pipeline.aaline)
95          return TRUE;
96    }
97 
98    if (points(prim))
99    {
100       /* large points */
101       if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
102          return TRUE;
103 
104       /* sprite points */
105       if (rasterizer->point_quad_rasterization
106           && draw->pipeline.wide_point_sprites)
107          return TRUE;
108 
109       /* AA points */
110       if (rasterizer->point_smooth && draw->pipeline.aapoint)
111          return TRUE;
112 
113       /* point sprites */
114       if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
115          return TRUE;
116    }
117 
118 
119    if (triangles(prim))
120    {
121       /* polygon stipple */
122       if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
123          return TRUE;
124 
125       /* unfilled polygons */
126       if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
127           rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
128          return TRUE;
129 
130       /* polygon offset */
131       if (rasterizer->offset_point ||
132           rasterizer->offset_line ||
133           rasterizer->offset_tri)
134          return TRUE;
135 
136       /* two-side lighting */
137       if (rasterizer->light_twoside)
138          return TRUE;
139    }
140 
141    /* polygon cull - this is difficult - hardware can cull just fine
142     * most of the time (though sometimes CULL_NEITHER is unsupported.
143     *
144     * Generally this isn't a reason to require the pipeline, though.
145     *
146    if (rasterizer->cull_mode)
147       return TRUE;
148     */
149 
150    return FALSE;
151 }
152 
153 
154 
155 /**
156  * Rebuild the rendering pipeline.
157  */
validate_pipeline(struct draw_stage * stage)158 static struct draw_stage *validate_pipeline( struct draw_stage *stage )
159 {
160    struct draw_context *draw = stage->draw;
161    struct draw_stage *next = draw->pipeline.rasterize;
162    boolean need_det = FALSE;
163    boolean precalc_flat = FALSE;
164    boolean wide_lines, wide_points;
165    const struct pipe_rasterizer_state *rast = draw->rasterizer;
166 
167    /* Set the validate's next stage to the rasterize stage, so that it
168     * can be found later if needed for flushing.
169     */
170    stage->next = next;
171 
172    /* drawing wide lines? */
173    wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
174                  && !rast->line_smooth);
175 
176    /* drawing large/sprite points (but not AA points)? */
177    if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
178       wide_points = TRUE;
179    else if (rast->point_smooth && draw->pipeline.aapoint)
180       wide_points = FALSE;
181    else if (rast->point_size > draw->pipeline.wide_point_threshold)
182       wide_points = TRUE;
183    else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
184       wide_points = TRUE;
185    else
186       wide_points = FALSE;
187 
188    /*
189     * NOTE: we build up the pipeline in end-to-start order.
190     *
191     * TODO: make the current primitive part of the state and build
192     * shorter pipelines for lines & points.
193     */
194 
195    if (rast->line_smooth && draw->pipeline.aaline) {
196       draw->pipeline.aaline->next = next;
197       next = draw->pipeline.aaline;
198       precalc_flat = TRUE;
199    }
200 
201    if (rast->point_smooth && draw->pipeline.aapoint) {
202       draw->pipeline.aapoint->next = next;
203       next = draw->pipeline.aapoint;
204    }
205 
206    if (wide_lines) {
207       draw->pipeline.wide_line->next = next;
208       next = draw->pipeline.wide_line;
209       precalc_flat = TRUE;
210    }
211 
212    if (wide_points) {
213       draw->pipeline.wide_point->next = next;
214       next = draw->pipeline.wide_point;
215    }
216 
217    if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
218       draw->pipeline.stipple->next = next;
219       next = draw->pipeline.stipple;
220       precalc_flat = TRUE;		/* only needed for lines really */
221    }
222 
223    if (rast->poly_stipple_enable
224        && draw->pipeline.pstipple) {
225       draw->pipeline.pstipple->next = next;
226       next = draw->pipeline.pstipple;
227    }
228 
229    if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
230        rast->fill_back != PIPE_POLYGON_MODE_FILL) {
231       draw->pipeline.unfilled->next = next;
232       next = draw->pipeline.unfilled;
233       precalc_flat = TRUE;		/* only needed for triangles really */
234       need_det = TRUE;
235    }
236 
237    if (rast->flatshade && precalc_flat) {
238       draw->pipeline.flatshade->next = next;
239       next = draw->pipeline.flatshade;
240    }
241 
242    if (rast->offset_point ||
243        rast->offset_line ||
244        rast->offset_tri) {
245       draw->pipeline.offset->next = next;
246       next = draw->pipeline.offset;
247       need_det = TRUE;
248    }
249 
250    if (rast->light_twoside) {
251       draw->pipeline.twoside->next = next;
252       next = draw->pipeline.twoside;
253       need_det = TRUE;
254    }
255 
256    /* Always run the cull stage as we calculate determinant there
257     * also.
258     *
259     * This can actually be a win as culling out the triangles can lead
260     * to less work emitting vertices, smaller vertex buffers, etc.
261     * It's difficult to say whether this will be true in general.
262     */
263    if (need_det || rast->cull_face != PIPE_FACE_NONE) {
264       draw->pipeline.cull->next = next;
265       next = draw->pipeline.cull;
266    }
267 
268    /* Clip stage
269     */
270    if (draw->clip_xy || draw->clip_z || draw->clip_user)
271    {
272       draw->pipeline.clip->next = next;
273       next = draw->pipeline.clip;
274    }
275 
276 
277    draw->pipeline.first = next;
278 
279    if (0) {
280       debug_printf("draw pipeline:\n");
281       for (next = draw->pipeline.first; next ; next = next->next )
282          debug_printf("   %s\n", next->name);
283       debug_printf("\n");
284    }
285 
286    return draw->pipeline.first;
287 }
288 
validate_tri(struct draw_stage * stage,struct prim_header * header)289 static void validate_tri( struct draw_stage *stage,
290 			  struct prim_header *header )
291 {
292    struct draw_stage *pipeline = validate_pipeline( stage );
293    pipeline->tri( pipeline, header );
294 }
295 
validate_line(struct draw_stage * stage,struct prim_header * header)296 static void validate_line( struct draw_stage *stage,
297 			   struct prim_header *header )
298 {
299    struct draw_stage *pipeline = validate_pipeline( stage );
300    pipeline->line( pipeline, header );
301 }
302 
validate_point(struct draw_stage * stage,struct prim_header * header)303 static void validate_point( struct draw_stage *stage,
304 			    struct prim_header *header )
305 {
306    struct draw_stage *pipeline = validate_pipeline( stage );
307    pipeline->point( pipeline, header );
308 }
309 
validate_reset_stipple_counter(struct draw_stage * stage)310 static void validate_reset_stipple_counter( struct draw_stage *stage )
311 {
312    struct draw_stage *pipeline = validate_pipeline( stage );
313    pipeline->reset_stipple_counter( pipeline );
314 }
315 
validate_flush(struct draw_stage * stage,unsigned flags)316 static void validate_flush( struct draw_stage *stage,
317 			    unsigned flags )
318 {
319    /* May need to pass a backend flush on to the rasterize stage.
320     */
321    if (stage->next)
322       stage->next->flush( stage->next, flags );
323 }
324 
325 
validate_destroy(struct draw_stage * stage)326 static void validate_destroy( struct draw_stage *stage )
327 {
328    FREE( stage );
329 }
330 
331 
332 /**
333  * Create validate pipeline stage.
334  */
draw_validate_stage(struct draw_context * draw)335 struct draw_stage *draw_validate_stage( struct draw_context *draw )
336 {
337    struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
338    if (stage == NULL)
339       return NULL;
340 
341    stage->draw = draw;
342    stage->name = "validate";
343    stage->next = NULL;
344    stage->point = validate_point;
345    stage->line = validate_line;
346    stage->tri = validate_tri;
347    stage->flush = validate_flush;
348    stage->reset_stipple_counter = validate_reset_stipple_counter;
349    stage->destroy = validate_destroy;
350 
351    return stage;
352 }
353