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authorJonathan Gray <jsg@cvs.openbsd.org>2015-11-22 02:46:45 +0000
committerJonathan Gray <jsg@cvs.openbsd.org>2015-11-22 02:46:45 +0000
commit0784c49c0f8fcc8b3abd4c9286d9fd8bc089dd7d (patch)
treea6394e3e264a0f80b57f4ce0f5d9526aa543d4b0 /lib/mesa/src/gallium/auxiliary/draw/draw_pipe_validate.c
parentd91d0007eecf589ea5699e34aa4d748fce2c57b2 (diff)
import Mesa 11.0.6
Diffstat (limited to 'lib/mesa/src/gallium/auxiliary/draw/draw_pipe_validate.c')
-rw-r--r--lib/mesa/src/gallium/auxiliary/draw/draw_pipe_validate.c343
1 files changed, 343 insertions, 0 deletions
diff --git a/lib/mesa/src/gallium/auxiliary/draw/draw_pipe_validate.c b/lib/mesa/src/gallium/auxiliary/draw/draw_pipe_validate.c
new file mode 100644
index 000000000..e69d84a37
--- /dev/null
+++ b/lib/mesa/src/gallium/auxiliary/draw/draw_pipe_validate.c
@@ -0,0 +1,343 @@
+/**************************************************************************
+ *
+ * Copyright 2007 VMware, Inc.
+ * 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 VMWARE 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 <keithw@vmware.com>
+ */
+
+#include "util/u_memory.h"
+#include "util/u_math.h"
+#include "util/u_prim.h"
+#include "pipe/p_defines.h"
+#include "draw_private.h"
+#include "draw_pipe.h"
+#include "draw_context.h"
+#include "draw_vbuf.h"
+
+
+/**
+ * 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 )
+{
+ unsigned reduced_prim = u_reduced_prim(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 (reduced_prim == PIPE_PRIM_LINES) {
+ /* 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 (draw_current_shader_num_written_culldistances(draw))
+ return TRUE;
+ }
+ else if (reduced_prim == PIPE_PRIM_POINTS) {
+ /* 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;
+ }
+ else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
+ /* 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;
+
+ if (draw_current_shader_num_written_culldistances(draw))
+ 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;
+ precalc_flat = TRUE;
+ }
+
+ 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 (precalc_flat) {
+ /*
+ * could only run the stage if either rast->flatshade is true
+ * or there's constant interpolated values.
+ */
+ 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_current_shader_num_written_culldistances(draw)) {
+ 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;
+}