draw: fix flatshade stage for constant interpolated values
[mesa.git] / src / gallium / auxiliary / draw / draw_pipe_validate.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
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27
28 /* Authors: Keith Whitwell <keithw@vmware.com>
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->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->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 else if (reduced_prim == PIPE_PRIM_TRIANGLES) {
105 /* polygon stipple */
106 if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
107 return TRUE;
108
109 /* unfilled polygons */
110 if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
111 rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
112 return TRUE;
113
114 /* polygon offset */
115 if (rasterizer->offset_point ||
116 rasterizer->offset_line ||
117 rasterizer->offset_tri)
118 return TRUE;
119
120 /* two-side lighting */
121 if (rasterizer->light_twoside)
122 return TRUE;
123
124 if (draw_current_shader_num_written_culldistances(draw))
125 return TRUE;
126 }
127
128 /* polygon cull - this is difficult - hardware can cull just fine
129 * most of the time (though sometimes CULL_NEITHER is unsupported.
130 *
131 * Generally this isn't a reason to require the pipeline, though.
132 *
133 if (rasterizer->cull_mode)
134 return TRUE;
135 */
136
137 return FALSE;
138 }
139
140
141
142 /**
143 * Rebuild the rendering pipeline.
144 */
145 static struct draw_stage *validate_pipeline( struct draw_stage *stage )
146 {
147 struct draw_context *draw = stage->draw;
148 struct draw_stage *next = draw->pipeline.rasterize;
149 boolean need_det = FALSE;
150 boolean precalc_flat = FALSE;
151 boolean wide_lines, wide_points;
152 const struct pipe_rasterizer_state *rast = draw->rasterizer;
153
154 /* Set the validate's next stage to the rasterize stage, so that it
155 * can be found later if needed for flushing.
156 */
157 stage->next = next;
158
159 /* drawing wide lines? */
160 wide_lines = (roundf(rast->line_width) > draw->pipeline.wide_line_threshold
161 && !rast->line_smooth);
162
163 /* drawing large/sprite points (but not AA points)? */
164 if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
165 wide_points = TRUE;
166 else if (rast->point_smooth && draw->pipeline.aapoint)
167 wide_points = FALSE;
168 else if (rast->point_size > draw->pipeline.wide_point_threshold)
169 wide_points = TRUE;
170 else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
171 wide_points = TRUE;
172 else
173 wide_points = FALSE;
174
175 /*
176 * NOTE: we build up the pipeline in end-to-start order.
177 *
178 * TODO: make the current primitive part of the state and build
179 * shorter pipelines for lines & points.
180 */
181
182 if (rast->line_smooth && draw->pipeline.aaline) {
183 draw->pipeline.aaline->next = next;
184 next = draw->pipeline.aaline;
185 precalc_flat = TRUE;
186 }
187
188 if (rast->point_smooth && draw->pipeline.aapoint) {
189 draw->pipeline.aapoint->next = next;
190 next = draw->pipeline.aapoint;
191 }
192
193 if (wide_lines) {
194 draw->pipeline.wide_line->next = next;
195 next = draw->pipeline.wide_line;
196 precalc_flat = TRUE;
197 }
198
199 if (wide_points) {
200 draw->pipeline.wide_point->next = next;
201 next = draw->pipeline.wide_point;
202 }
203
204 if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
205 draw->pipeline.stipple->next = next;
206 next = draw->pipeline.stipple;
207 precalc_flat = TRUE; /* only needed for lines really */
208 }
209
210 if (rast->poly_stipple_enable
211 && draw->pipeline.pstipple) {
212 draw->pipeline.pstipple->next = next;
213 next = draw->pipeline.pstipple;
214 }
215
216 if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
217 rast->fill_back != PIPE_POLYGON_MODE_FILL) {
218 draw->pipeline.unfilled->next = next;
219 next = draw->pipeline.unfilled;
220 precalc_flat = TRUE; /* only needed for triangles really */
221 need_det = TRUE;
222 }
223
224 if (precalc_flat) {
225 /*
226 * could only run the stage if either rast->flatshade is true
227 * or there's constant interpolated values.
228 */
229 draw->pipeline.flatshade->next = next;
230 next = draw->pipeline.flatshade;
231 }
232
233 if (rast->offset_point ||
234 rast->offset_line ||
235 rast->offset_tri) {
236 draw->pipeline.offset->next = next;
237 next = draw->pipeline.offset;
238 need_det = TRUE;
239 }
240
241 if (rast->light_twoside) {
242 draw->pipeline.twoside->next = next;
243 next = draw->pipeline.twoside;
244 need_det = TRUE;
245 }
246
247 /* Always run the cull stage as we calculate determinant there
248 * also.
249 *
250 * This can actually be a win as culling out the triangles can lead
251 * to less work emitting vertices, smaller vertex buffers, etc.
252 * It's difficult to say whether this will be true in general.
253 */
254 if (need_det || rast->cull_face != PIPE_FACE_NONE ||
255 draw_current_shader_num_written_culldistances(draw)) {
256 draw->pipeline.cull->next = next;
257 next = draw->pipeline.cull;
258 }
259
260 /* Clip stage
261 */
262 if (draw->clip_xy || draw->clip_z || draw->clip_user)
263 {
264 draw->pipeline.clip->next = next;
265 next = draw->pipeline.clip;
266 }
267
268 draw->pipeline.first = next;
269
270 if (0) {
271 debug_printf("draw pipeline:\n");
272 for (next = draw->pipeline.first; next ; next = next->next )
273 debug_printf(" %s\n", next->name);
274 debug_printf("\n");
275 }
276
277 return draw->pipeline.first;
278 }
279
280 static void validate_tri( struct draw_stage *stage,
281 struct prim_header *header )
282 {
283 struct draw_stage *pipeline = validate_pipeline( stage );
284 pipeline->tri( pipeline, header );
285 }
286
287 static void validate_line( struct draw_stage *stage,
288 struct prim_header *header )
289 {
290 struct draw_stage *pipeline = validate_pipeline( stage );
291 pipeline->line( pipeline, header );
292 }
293
294 static void validate_point( struct draw_stage *stage,
295 struct prim_header *header )
296 {
297 struct draw_stage *pipeline = validate_pipeline( stage );
298 pipeline->point( pipeline, header );
299 }
300
301 static void validate_reset_stipple_counter( struct draw_stage *stage )
302 {
303 struct draw_stage *pipeline = validate_pipeline( stage );
304 pipeline->reset_stipple_counter( pipeline );
305 }
306
307 static void validate_flush( struct draw_stage *stage,
308 unsigned flags )
309 {
310 /* May need to pass a backend flush on to the rasterize stage.
311 */
312 if (stage->next)
313 stage->next->flush( stage->next, flags );
314 }
315
316
317 static void validate_destroy( struct draw_stage *stage )
318 {
319 FREE( stage );
320 }
321
322
323 /**
324 * Create validate pipeline stage.
325 */
326 struct draw_stage *draw_validate_stage( struct draw_context *draw )
327 {
328 struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
329 if (stage == NULL)
330 return NULL;
331
332 stage->draw = draw;
333 stage->name = "validate";
334 stage->next = NULL;
335 stage->point = validate_point;
336 stage->line = validate_line;
337 stage->tri = validate_tri;
338 stage->flush = validate_flush;
339 stage->reset_stipple_counter = validate_reset_stipple_counter;
340 stage->destroy = validate_destroy;
341
342 return stage;
343 }