/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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 */ #include "pipe/p_util.h" #include "pipe/p_defines.h" #include "draw_private.h" /** * 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; int need_det = 0; int precalc_flat = 0; boolean wide_lines, wide_points; /* 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 = (draw->rasterizer->line_width > draw->wide_line_threshold && !draw->rasterizer->line_smooth); /* drawing large points? */ if (draw->rasterizer->point_smooth && draw->pipeline.aapoint) wide_points = FALSE; else if (draw->rasterizer->point_size > draw->wide_point_threshold) 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 (draw->rasterizer->line_smooth && draw->pipeline.aaline) { draw->pipeline.aaline->next = next; next = draw->pipeline.aaline; } if (draw->rasterizer->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; } if (wide_points || draw->rasterizer->point_sprite) { draw->pipeline.wide_point->next = next; next = draw->pipeline.wide_point; } if (draw->rasterizer->line_stipple_enable) { draw->pipeline.stipple->next = next; next = draw->pipeline.stipple; precalc_flat = 1; /* only needed for lines really */ } if (draw->rasterizer->poly_stipple_enable && draw->pipeline.pstipple) { draw->pipeline.pstipple->next = next; next = draw->pipeline.pstipple; } if (draw->rasterizer->fill_cw != PIPE_POLYGON_MODE_FILL || draw->rasterizer->fill_ccw != PIPE_POLYGON_MODE_FILL) { draw->pipeline.unfilled->next = next; next = draw->pipeline.unfilled; precalc_flat = 1; /* only needed for triangles really */ need_det = 1; } if (draw->rasterizer->flatshade && precalc_flat) { draw->pipeline.flatshade->next = next; next = draw->pipeline.flatshade; } if (draw->rasterizer->offset_cw || draw->rasterizer->offset_ccw) { draw->pipeline.offset->next = next; next = draw->pipeline.offset; need_det = 1; } if (draw->rasterizer->light_twoside) { draw->pipeline.twoside->next = next; next = draw->pipeline.twoside; need_det = 1; } /* 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 || draw->rasterizer->cull_mode) { draw->pipeline.cull->next = next; next = draw->pipeline.cull; } /* Clip stage */ if (!draw->rasterizer->bypass_clipping) { draw->pipeline.clip->next = next; next = draw->pipeline.clip; } draw->pipeline.first = next; return next; } 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); stage->draw = draw; 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; }