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/**************************************************************************
*
* 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;
}
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