/************************************************************************** * * 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. * **************************************************************************/ /** * \brief Drawing stage for user culling */ #include "util/u_math.h" #include "util/u_memory.h" #include "pipe/p_defines.h" #include "draw_pipe.h" struct user_cull_stage { struct draw_stage stage; }; static inline boolean cull_distance_is_out(float dist) { return (dist < 0.0f) || util_is_inf_or_nan(dist); } /* * If the shader writes the culldistance then we can * perform distance based culling. Distance based * culling doesn't require a face and can be performed * on primitives without faces (e.g. points and lines) */ static void user_cull_point( struct draw_stage *stage, struct prim_header *header ) { const unsigned num_written_culldistances = draw_current_shader_num_written_culldistances(stage->draw); const unsigned num_written_clipdistances = draw_current_shader_num_written_clipdistances(stage->draw); unsigned i; debug_assert(num_written_culldistances); for (i = 0; i < num_written_culldistances; ++i) { unsigned cull_idx = (num_written_clipdistances + i) / 4; unsigned out_idx = draw_current_shader_ccdistance_output(stage->draw, cull_idx); unsigned idx = (num_written_clipdistances + i) % 4; float cull1 = header->v[0]->data[out_idx][idx]; boolean vert1_out = cull_distance_is_out(cull1); if (vert1_out) return; } stage->next->point( stage->next, header ); } /* * If the shader writes the culldistance then we can * perform distance based culling. Distance based * culling doesn't require a face and can be performed * on primitives without faces (e.g. points and lines) */ static void user_cull_line( struct draw_stage *stage, struct prim_header *header ) { const unsigned num_written_culldistances = draw_current_shader_num_written_culldistances(stage->draw); const unsigned num_written_clipdistances = draw_current_shader_num_written_clipdistances(stage->draw); unsigned i; debug_assert(num_written_culldistances); for (i = 0; i < num_written_culldistances; ++i) { unsigned cull_idx = (num_written_clipdistances + i) / 4; unsigned out_idx = draw_current_shader_ccdistance_output(stage->draw, cull_idx); unsigned idx = (num_written_clipdistances + i) % 4; float cull1 = header->v[0]->data[out_idx][idx]; float cull2 = header->v[1]->data[out_idx][idx]; boolean vert1_out = cull_distance_is_out(cull1); boolean vert2_out = cull_distance_is_out(cull2); if (vert1_out && vert2_out) return; } stage->next->line( stage->next, header ); } /* * Triangles can be culled either using the cull distance * shader outputs or the regular face culling. If required * this function performs both, starting with distance culling. */ static void user_cull_tri( struct draw_stage *stage, struct prim_header *header ) { const unsigned num_written_culldistances = draw_current_shader_num_written_culldistances(stage->draw); const unsigned num_written_clipdistances = draw_current_shader_num_written_clipdistances(stage->draw); unsigned i; debug_assert(num_written_culldistances); /* Do the distance culling */ for (i = 0; i < num_written_culldistances; ++i) { unsigned cull_idx = (num_written_clipdistances + i) / 4; unsigned out_idx = draw_current_shader_ccdistance_output(stage->draw, cull_idx); unsigned idx = (num_written_clipdistances + i) % 4; float cull1 = header->v[0]->data[out_idx][idx]; float cull2 = header->v[1]->data[out_idx][idx]; float cull3 = header->v[2]->data[out_idx][idx]; boolean vert1_out = cull_distance_is_out(cull1); boolean vert2_out = cull_distance_is_out(cull2); boolean vert3_out = cull_distance_is_out(cull3); if (vert1_out && vert2_out && vert3_out) { return; } } stage->next->tri( stage->next, header ); } static void user_cull_flush( struct draw_stage *stage, unsigned flags ) { stage->point = user_cull_point; stage->line = user_cull_line; stage->tri = user_cull_tri; stage->next->flush( stage->next, flags ); } static void user_cull_reset_stipple_counter( struct draw_stage *stage ) { stage->next->reset_stipple_counter( stage->next ); } static void user_cull_destroy( struct draw_stage *stage ) { draw_free_temp_verts( stage ); FREE( stage ); } /** * Create a new polygon culling stage. */ struct draw_stage *draw_user_cull_stage( struct draw_context *draw ) { struct user_cull_stage *user_cull = CALLOC_STRUCT(user_cull_stage); if (!user_cull) goto fail; user_cull->stage.draw = draw; user_cull->stage.name = "user_cull"; user_cull->stage.next = NULL; user_cull->stage.point = user_cull_point; user_cull->stage.line = user_cull_line; user_cull->stage.tri = user_cull_tri; user_cull->stage.flush = user_cull_flush; user_cull->stage.reset_stipple_counter = user_cull_reset_stipple_counter; user_cull->stage.destroy = user_cull_destroy; if (!draw_alloc_temp_verts( &user_cull->stage, 0 )) goto fail; return &user_cull->stage; fail: if (user_cull) user_cull->stage.destroy( &user_cull->stage ); return NULL; }