Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/auxiliary/draw/draw_pipe_validate.c
4565 views
1
/**************************************************************************
2
*
3
* Copyright 2007 VMware, Inc.
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 VMWARE 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 <[email protected]>
29
*/
30
31
#include "util/u_memory.h"
32
#include "util/u_math.h"
33
#include "util/u_prim.h"
34
#include "pipe/p_defines.h"
35
#include "draw_private.h"
36
#include "draw_pipe.h"
37
#include "draw_context.h"
38
#include "draw_vbuf.h"
39
40
41
/**
42
* Default version of a function to check if we need any special
43
* pipeline stages, or whether prims/verts can go through untouched.
44
* Don't test for bypass clipping or vs modes, this function is just
45
* about the primitive pipeline stages.
46
*
47
* This can be overridden by the driver.
48
*/
49
boolean
50
draw_need_pipeline(const struct draw_context *draw,
51
const struct pipe_rasterizer_state *rasterizer,
52
unsigned int prim )
53
{
54
unsigned reduced_prim = u_reduced_prim(prim);
55
56
/* If the driver has overridden this, use that version:
57
*/
58
if (draw->render &&
59
draw->render->need_pipeline)
60
{
61
return draw->render->need_pipeline( draw->render,
62
rasterizer,
63
prim );
64
}
65
66
/* Don't have to worry about triangles turning into lines/points
67
* and triggering the pipeline, because we have to trigger the
68
* pipeline *anyway* if unfilled mode is active.
69
*/
70
if (reduced_prim == PIPE_PRIM_LINES) {
71
/* line stipple */
72
if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
73
return TRUE;
74
75
/* wide lines */
76
if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
77
return TRUE;
78
79
/* AA lines */
80
if ((!rasterizer->multisample && rasterizer->line_smooth) && draw->pipeline.aaline)
81
return TRUE;
82
83
if (draw_current_shader_num_written_culldistances(draw))
84
return TRUE;
85
}
86
else if (reduced_prim == PIPE_PRIM_POINTS) {
87
/* large points */
88
if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
89
return TRUE;
90
91
/* sprite points */
92
if (rasterizer->point_quad_rasterization
93
&& draw->pipeline.wide_point_sprites)
94
return TRUE;
95
96
/* AA points */
97
if ((!rasterizer->multisample && rasterizer->point_smooth) && draw->pipeline.aapoint)
98
return TRUE;
99
100
/* point sprites */
101
if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
102
return TRUE;
103
104
if (draw_current_shader_num_written_culldistances(draw))
105
return TRUE;
106
}
107
else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
108
/* polygon stipple */
109
if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
110
return TRUE;
111
112
/* unfilled polygons */
113
if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
114
rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
115
return TRUE;
116
117
/* polygon offset */
118
if (rasterizer->offset_point ||
119
rasterizer->offset_line ||
120
rasterizer->offset_tri)
121
return TRUE;
122
123
/* two-side lighting */
124
if (rasterizer->light_twoside)
125
return TRUE;
126
127
if (draw_current_shader_num_written_culldistances(draw))
128
return TRUE;
129
}
130
131
/* polygon cull - this is difficult - hardware can cull just fine
132
* most of the time (though sometimes CULL_NEITHER is unsupported.
133
*
134
* Generally this isn't a reason to require the pipeline, though.
135
*
136
if (rasterizer->cull_mode)
137
return TRUE;
138
*/
139
140
return FALSE;
141
}
142
143
144
145
/**
146
* Rebuild the rendering pipeline.
147
*/
148
static struct draw_stage *validate_pipeline( struct draw_stage *stage )
149
{
150
struct draw_context *draw = stage->draw;
151
struct draw_stage *next = draw->pipeline.rasterize;
152
boolean need_det = FALSE;
153
boolean precalc_flat = FALSE;
154
boolean wide_lines, wide_points;
155
const struct pipe_rasterizer_state *rast = draw->rasterizer;
156
157
/* Set the validate's next stage to the rasterize stage, so that it
158
* can be found later if needed for flushing.
159
*/
160
stage->next = next;
161
162
/* drawing wide, non-AA lines? */
163
wide_lines = rast->line_width != 1.0f &&
164
roundf(rast->line_width) > draw->pipeline.wide_line_threshold &&
165
(!rast->line_smooth || rast->multisample);
166
167
/* drawing large/sprite points (but not AA points)? */
168
if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
169
wide_points = TRUE;
170
else if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint)
171
wide_points = FALSE;
172
else if (rast->point_size > draw->pipeline.wide_point_threshold)
173
wide_points = TRUE;
174
else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
175
wide_points = TRUE;
176
else
177
wide_points = FALSE;
178
179
/*
180
* NOTE: we build up the pipeline in end-to-start order.
181
*
182
* TODO: make the current primitive part of the state and build
183
* shorter pipelines for lines & points.
184
*/
185
186
if ((!rast->multisample && rast->line_smooth) && draw->pipeline.aaline) {
187
draw->pipeline.aaline->next = next;
188
next = draw->pipeline.aaline;
189
precalc_flat = TRUE;
190
}
191
192
if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint) {
193
draw->pipeline.aapoint->next = next;
194
next = draw->pipeline.aapoint;
195
}
196
197
if (wide_lines) {
198
draw->pipeline.wide_line->next = next;
199
next = draw->pipeline.wide_line;
200
precalc_flat = TRUE;
201
}
202
203
if (wide_points) {
204
draw->pipeline.wide_point->next = next;
205
next = draw->pipeline.wide_point;
206
}
207
208
if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
209
draw->pipeline.stipple->next = next;
210
next = draw->pipeline.stipple;
211
precalc_flat = TRUE; /* only needed for lines really */
212
}
213
214
if (rast->poly_stipple_enable
215
&& draw->pipeline.pstipple) {
216
draw->pipeline.pstipple->next = next;
217
next = draw->pipeline.pstipple;
218
}
219
220
if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
221
rast->fill_back != PIPE_POLYGON_MODE_FILL) {
222
draw->pipeline.unfilled->next = next;
223
next = draw->pipeline.unfilled;
224
precalc_flat = TRUE; /* only needed for triangles really */
225
need_det = TRUE;
226
}
227
228
if (precalc_flat) {
229
/*
230
* could only run the stage if either rast->flatshade is true
231
* or there's constant interpolated values.
232
*/
233
draw->pipeline.flatshade->next = next;
234
next = draw->pipeline.flatshade;
235
}
236
237
if (rast->offset_point ||
238
rast->offset_line ||
239
rast->offset_tri) {
240
draw->pipeline.offset->next = next;
241
next = draw->pipeline.offset;
242
need_det = TRUE;
243
}
244
245
if (rast->light_twoside) {
246
draw->pipeline.twoside->next = next;
247
next = draw->pipeline.twoside;
248
need_det = TRUE;
249
}
250
251
/* Always run the cull stage as we calculate determinant there
252
* also.
253
*
254
* This can actually be a win as culling out the triangles can lead
255
* to less work emitting vertices, smaller vertex buffers, etc.
256
* It's difficult to say whether this will be true in general.
257
*/
258
if (need_det || rast->cull_face != PIPE_FACE_NONE) {
259
draw->pipeline.cull->next = next;
260
next = draw->pipeline.cull;
261
}
262
263
/* Clip stage
264
*/
265
if (draw->clip_xy || draw->clip_z || draw->clip_user)
266
{
267
draw->pipeline.clip->next = next;
268
next = draw->pipeline.clip;
269
}
270
271
if (draw_current_shader_num_written_culldistances(draw)) {
272
draw->pipeline.user_cull->next = next;
273
next = draw->pipeline.user_cull;
274
}
275
276
draw->pipeline.first = next;
277
278
if (0) {
279
debug_printf("draw pipeline:\n");
280
for (next = draw->pipeline.first; next ; next = next->next )
281
debug_printf(" %s\n", next->name);
282
debug_printf("\n");
283
}
284
285
return draw->pipeline.first;
286
}
287
288
static void validate_tri( struct draw_stage *stage,
289
struct prim_header *header )
290
{
291
struct draw_stage *pipeline = validate_pipeline( stage );
292
pipeline->tri( pipeline, header );
293
}
294
295
static void validate_line( struct draw_stage *stage,
296
struct prim_header *header )
297
{
298
struct draw_stage *pipeline = validate_pipeline( stage );
299
pipeline->line( pipeline, header );
300
}
301
302
static void validate_point( struct draw_stage *stage,
303
struct prim_header *header )
304
{
305
struct draw_stage *pipeline = validate_pipeline( stage );
306
pipeline->point( pipeline, header );
307
}
308
309
static void validate_reset_stipple_counter( struct draw_stage *stage )
310
{
311
struct draw_stage *pipeline = validate_pipeline( stage );
312
pipeline->reset_stipple_counter( pipeline );
313
}
314
315
static void validate_flush( struct draw_stage *stage,
316
unsigned flags )
317
{
318
/* May need to pass a backend flush on to the rasterize stage.
319
*/
320
if (stage->next)
321
stage->next->flush( stage->next, flags );
322
}
323
324
325
static void validate_destroy( struct draw_stage *stage )
326
{
327
FREE( stage );
328
}
329
330
331
/**
332
* Create validate pipeline stage.
333
*/
334
struct draw_stage *draw_validate_stage( struct draw_context *draw )
335
{
336
struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
337
if (!stage)
338
return NULL;
339
340
stage->draw = draw;
341
stage->name = "validate";
342
stage->next = NULL;
343
stage->point = validate_point;
344
stage->line = validate_line;
345
stage->tri = validate_tri;
346
stage->flush = validate_flush;
347
stage->reset_stipple_counter = validate_reset_stipple_counter;
348
stage->destroy = validate_destroy;
349
350
return stage;
351
}
352
353