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/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/* Authors: Keith Whitwell <[email protected]>
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*/
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#include "util/u_memory.h"
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#include "util/u_math.h"
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#include "util/u_prim.h"
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#include "pipe/p_defines.h"
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#include "draw_private.h"
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#include "draw_pipe.h"
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#include "draw_context.h"
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#include "draw_vbuf.h"
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/**
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* Default version of a function to check if we need any special
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* pipeline stages, or whether prims/verts can go through untouched.
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* Don't test for bypass clipping or vs modes, this function is just
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* about the primitive pipeline stages.
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*
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* This can be overridden by the driver.
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*/
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bool
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draw_need_pipeline(const struct draw_context *draw,
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const struct pipe_rasterizer_state *rasterizer,
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enum mesa_prim prim)
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{
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unsigned reduced_prim = u_reduced_prim(prim);
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/* If the driver has overridden this, use that version:
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*/
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if (draw->render && draw->render->need_pipeline) {
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return draw->render->need_pipeline(draw->render, rasterizer, prim);
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}
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/* Don't have to worry about triangles turning into lines/points
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* and triggering the pipeline, because we have to trigger the
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* pipeline *anyway* if unfilled mode is active.
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*/
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if (reduced_prim == MESA_PRIM_LINES) {
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/* line stipple */
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if (rasterizer->line_stipple_enable && draw->pipeline.line_stipple)
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return true;
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/* wide lines */
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if (roundf(rasterizer->line_width) > draw->pipeline.wide_line_threshold)
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return true;
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/* AA lines */
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if ((!rasterizer->multisample && rasterizer->line_smooth) && draw->pipeline.aaline)
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return true;
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if (draw_current_shader_num_written_culldistances(draw))
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return true;
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} else if (reduced_prim == MESA_PRIM_POINTS) {
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/* large points */
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if (rasterizer->point_size > draw->pipeline.wide_point_threshold)
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return true;
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/* sprite points */
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if (rasterizer->point_quad_rasterization
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&& draw->pipeline.wide_point_sprites)
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return true;
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/* AA points */
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if ((!rasterizer->multisample && rasterizer->point_smooth) && draw->pipeline.aapoint)
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return true;
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/* point sprites */
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if (rasterizer->sprite_coord_enable && draw->pipeline.point_sprite)
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return true;
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if (draw_current_shader_num_written_culldistances(draw))
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return true;
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} else if (reduced_prim == MESA_PRIM_TRIANGLES) {
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/* polygon stipple */
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if (rasterizer->poly_stipple_enable && draw->pipeline.pstipple)
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return true;
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/* unfilled polygons */
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if (rasterizer->fill_front != PIPE_POLYGON_MODE_FILL ||
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rasterizer->fill_back != PIPE_POLYGON_MODE_FILL)
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return true;
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/* polygon offset */
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if (rasterizer->offset_point ||
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rasterizer->offset_line ||
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rasterizer->offset_tri)
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return true;
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/* two-side lighting */
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if (rasterizer->light_twoside)
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return true;
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if (draw_current_shader_num_written_culldistances(draw))
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return true;
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}
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/* polygon cull - this is difficult - hardware can cull just fine
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* most of the time (though sometimes CULL_NEITHER is unsupported.
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*
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* Generally this isn't a reason to require the pipeline, though.
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*
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if (rasterizer->cull_mode)
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return TRUE;
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*/
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return false;
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}
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/**
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* Rebuild the rendering pipeline.
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*/
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static struct draw_stage *
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validate_pipeline(struct draw_stage *stage)
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{
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struct draw_context *draw = stage->draw;
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struct draw_stage *next = draw->pipeline.rasterize;
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bool need_det = false;
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bool precalc_flat = false;
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bool wide_lines, wide_points;
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const struct pipe_rasterizer_state *rast = draw->rasterizer;
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/* Set the validate's next stage to the rasterize stage, so that it
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* can be found later if needed for flushing.
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*/
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stage->next = next;
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/* drawing wide, non-AA lines? */
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wide_lines = rast->line_width != 1.0f &&
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roundf(rast->line_width) > draw->pipeline.wide_line_threshold &&
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(!rast->line_smooth || rast->multisample);
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/* drawing large/sprite points (but not AA points)? */
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if (rast->sprite_coord_enable && draw->pipeline.point_sprite)
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wide_points = true;
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else if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint)
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wide_points = false;
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else if (rast->point_size > draw->pipeline.wide_point_threshold)
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wide_points = true;
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else if (rast->point_quad_rasterization && draw->pipeline.wide_point_sprites)
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wide_points = true;
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else
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wide_points = false;
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/*
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* NOTE: we build up the pipeline in end-to-start order.
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*
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* TODO: make the current primitive part of the state and build
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* shorter pipelines for lines & points.
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*/
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if ((!rast->multisample && rast->line_smooth) && draw->pipeline.aaline) {
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draw->pipeline.aaline->next = next;
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next = draw->pipeline.aaline;
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precalc_flat = true;
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}
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if ((!rast->multisample && rast->point_smooth) && draw->pipeline.aapoint) {
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draw->pipeline.aapoint->next = next;
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next = draw->pipeline.aapoint;
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}
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if (wide_lines) {
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draw->pipeline.wide_line->next = next;
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next = draw->pipeline.wide_line;
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precalc_flat = true;
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}
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if (wide_points) {
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draw->pipeline.wide_point->next = next;
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next = draw->pipeline.wide_point;
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}
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if (rast->line_stipple_enable && draw->pipeline.line_stipple) {
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draw->pipeline.stipple->next = next;
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next = draw->pipeline.stipple;
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precalc_flat = true; /* only needed for lines really */
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}
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if (rast->poly_stipple_enable
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&& draw->pipeline.pstipple) {
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draw->pipeline.pstipple->next = next;
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next = draw->pipeline.pstipple;
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}
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if (rast->fill_front != PIPE_POLYGON_MODE_FILL ||
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rast->fill_back != PIPE_POLYGON_MODE_FILL) {
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draw->pipeline.unfilled->next = next;
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next = draw->pipeline.unfilled;
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precalc_flat = true; /* only needed for triangles really */
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need_det = true;
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}
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if (precalc_flat) {
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/*
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* could only run the stage if either rast->flatshade is true
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* or there's constant interpolated values.
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*/
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draw->pipeline.flatshade->next = next;
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next = draw->pipeline.flatshade;
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}
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if (rast->offset_point ||
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rast->offset_line ||
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rast->offset_tri) {
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draw->pipeline.offset->next = next;
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next = draw->pipeline.offset;
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need_det = true;
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}
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if (rast->light_twoside) {
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draw->pipeline.twoside->next = next;
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next = draw->pipeline.twoside;
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need_det = true;
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}
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/* Always run the cull stage as we calculate determinant there
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* also.
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*
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* This can actually be a win as culling out the triangles can lead
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* to less work emitting vertices, smaller vertex buffers, etc.
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* It's difficult to say whether this will be true in general.
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*/
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if (need_det || rast->cull_face != PIPE_FACE_NONE) {
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draw->pipeline.cull->next = next;
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next = draw->pipeline.cull;
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}
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/* Clip stage
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*/
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if (draw->clip_xy || draw->clip_z || draw->clip_user) {
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draw->pipeline.clip->next = next;
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next = draw->pipeline.clip;
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}
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if (draw_current_shader_num_written_culldistances(draw)) {
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draw->pipeline.user_cull->next = next;
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next = draw->pipeline.user_cull;
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}
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draw->pipeline.first = next;
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if (0) {
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debug_printf("draw pipeline:\n");
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for (next = draw->pipeline.first; next ; next = next->next)
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debug_printf(" %s\n", next->name);
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debug_printf("\n");
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}
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return draw->pipeline.first;
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}
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static void
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validate_tri(struct draw_stage *stage,
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struct prim_header *header)
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{
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struct draw_stage *pipeline = validate_pipeline(stage);
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pipeline->tri(pipeline, header);
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}
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static void
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validate_line(struct draw_stage *stage,
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struct prim_header *header)
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{
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struct draw_stage *pipeline = validate_pipeline(stage);
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pipeline->line(pipeline, header);
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}
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static void
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validate_point(struct draw_stage *stage,
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struct prim_header *header)
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{
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struct draw_stage *pipeline = validate_pipeline(stage);
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pipeline->point(pipeline, header);
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}
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static void
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validate_reset_stipple_counter(struct draw_stage *stage)
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{
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struct draw_stage *pipeline = validate_pipeline(stage);
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pipeline->reset_stipple_counter(pipeline);
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}
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static void
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validate_flush(struct draw_stage *stage,
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unsigned flags)
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{
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/* May need to pass a backend flush on to the rasterize stage.
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*/
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if (stage->next)
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stage->next->flush(stage->next, flags);
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}
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static void
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validate_destroy(struct draw_stage *stage)
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{
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FREE(stage);
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}
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/**
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* Create validate pipeline stage.
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*/
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struct draw_stage *
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draw_validate_stage(struct draw_context *draw)
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{
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struct draw_stage *stage = CALLOC_STRUCT(draw_stage);
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if (!stage)
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return NULL;
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stage->draw = draw;
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stage->name = "validate";
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stage->next = NULL;
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stage->point = validate_point;
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stage->line = validate_line;
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stage->tri = validate_tri;
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stage->flush = validate_flush;
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stage->reset_stipple_counter = validate_reset_stipple_counter;
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stage->destroy = validate_destroy;
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return stage;
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}
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