| /************************************************************************** |
| * |
| * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. |
| * All Rights Reserved. |
| * Copyright 2009 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 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 <keith@tungstengraphics.com> |
| * Brian Paul |
| * Michel Dänzer |
| */ |
| |
| #include "main/glheader.h" |
| #include "main/accum.h" |
| #include "main/formats.h" |
| #include "main/macros.h" |
| #include "main/glformats.h" |
| #include "program/prog_instruction.h" |
| #include "st_context.h" |
| #include "st_atom.h" |
| #include "st_cb_clear.h" |
| #include "st_cb_fbo.h" |
| #include "st_format.h" |
| #include "st_program.h" |
| |
| #include "pipe/p_context.h" |
| #include "pipe/p_shader_tokens.h" |
| #include "pipe/p_state.h" |
| #include "pipe/p_defines.h" |
| #include "util/u_format.h" |
| #include "util/u_inlines.h" |
| #include "util/u_simple_shaders.h" |
| #include "util/u_draw_quad.h" |
| #include "util/u_upload_mgr.h" |
| |
| #include "cso_cache/cso_context.h" |
| |
| |
| /** |
| * Do per-context initialization for glClear. |
| */ |
| void |
| st_init_clear(struct st_context *st) |
| { |
| struct pipe_screen *pscreen = st->pipe->screen; |
| |
| memset(&st->clear, 0, sizeof(st->clear)); |
| |
| st->clear.raster.gl_rasterization_rules = 1; |
| st->clear.raster.depth_clip = 1; |
| st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE); |
| } |
| |
| |
| /** |
| * Free per-context state for glClear. |
| */ |
| void |
| st_destroy_clear(struct st_context *st) |
| { |
| if (st->clear.fs) { |
| cso_delete_fragment_shader(st->cso_context, st->clear.fs); |
| st->clear.fs = NULL; |
| } |
| if (st->clear.vs) { |
| cso_delete_vertex_shader(st->cso_context, st->clear.vs); |
| st->clear.vs = NULL; |
| } |
| } |
| |
| |
| /** |
| * Helper function to set the fragment shaders. |
| */ |
| static INLINE void |
| set_fragment_shader(struct st_context *st) |
| { |
| if (!st->clear.fs) |
| st->clear.fs = util_make_fragment_passthrough_shader(st->pipe); |
| |
| cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); |
| } |
| |
| |
| /** |
| * Helper function to set the vertex shader. |
| */ |
| static INLINE void |
| set_vertex_shader(struct st_context *st) |
| { |
| /* vertex shader - still required to provide the linkage between |
| * fragment shader input semantics and vertex_element/buffers. |
| */ |
| if (!st->clear.vs) |
| { |
| const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, |
| TGSI_SEMANTIC_COLOR }; |
| const uint semantic_indexes[] = { 0, 0 }; |
| st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2, |
| semantic_names, |
| semantic_indexes); |
| } |
| |
| cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); |
| } |
| |
| |
| /** |
| * Draw a screen-aligned quadrilateral. |
| * Coords are clip coords with y=0=bottom. |
| */ |
| static void |
| draw_quad(struct st_context *st, |
| float x0, float y0, float x1, float y1, GLfloat z, |
| const union pipe_color_union *color) |
| { |
| struct pipe_context *pipe = st->pipe; |
| struct pipe_resource *vbuf = NULL; |
| GLuint i, offset; |
| float (*vertices)[2][4]; /**< vertex pos + color */ |
| |
| if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), |
| &offset, &vbuf, (void **) &vertices) != PIPE_OK) { |
| return; |
| } |
| |
| /* positions */ |
| vertices[0][0][0] = x0; |
| vertices[0][0][1] = y0; |
| |
| vertices[1][0][0] = x1; |
| vertices[1][0][1] = y0; |
| |
| vertices[2][0][0] = x1; |
| vertices[2][0][1] = y1; |
| |
| vertices[3][0][0] = x0; |
| vertices[3][0][1] = y1; |
| |
| /* same for all verts: */ |
| for (i = 0; i < 4; i++) { |
| vertices[i][0][2] = z; |
| vertices[i][0][3] = 1.0; |
| vertices[i][1][0] = color->f[0]; |
| vertices[i][1][1] = color->f[1]; |
| vertices[i][1][2] = color->f[2]; |
| vertices[i][1][3] = color->f[3]; |
| } |
| |
| u_upload_unmap(st->uploader); |
| |
| /* draw */ |
| util_draw_vertex_buffer(pipe, |
| st->cso_context, |
| vbuf, offset, |
| PIPE_PRIM_TRIANGLE_FAN, |
| 4, /* verts */ |
| 2); /* attribs/vert */ |
| |
| pipe_resource_reference(&vbuf, NULL); |
| } |
| |
| |
| |
| /** |
| * Do glClear by drawing a quadrilateral. |
| * The vertices of the quad will be computed from the |
| * ctx->DrawBuffer->_X/Ymin/max fields. |
| */ |
| static void |
| clear_with_quad(struct gl_context *ctx, |
| GLboolean color, GLboolean depth, GLboolean stencil) |
| { |
| struct st_context *st = st_context(ctx); |
| const struct gl_framebuffer *fb = ctx->DrawBuffer; |
| const GLfloat fb_width = (GLfloat) fb->Width; |
| const GLfloat fb_height = (GLfloat) fb->Height; |
| const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; |
| const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; |
| const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; |
| const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; |
| union pipe_color_union clearColor; |
| |
| /* |
| printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, |
| color ? "color, " : "", |
| depth ? "depth, " : "", |
| stencil ? "stencil" : "", |
| x0, y0, |
| x1, y1); |
| */ |
| |
| cso_save_blend(st->cso_context); |
| cso_save_stencil_ref(st->cso_context); |
| cso_save_depth_stencil_alpha(st->cso_context); |
| cso_save_rasterizer(st->cso_context); |
| cso_save_sample_mask(st->cso_context); |
| cso_save_viewport(st->cso_context); |
| cso_save_fragment_shader(st->cso_context); |
| cso_save_stream_outputs(st->cso_context); |
| cso_save_vertex_shader(st->cso_context); |
| cso_save_geometry_shader(st->cso_context); |
| cso_save_vertex_elements(st->cso_context); |
| cso_save_vertex_buffers(st->cso_context); |
| |
| /* blend state: RGBA masking */ |
| { |
| struct pipe_blend_state blend; |
| memset(&blend, 0, sizeof(blend)); |
| blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; |
| blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; |
| blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; |
| blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; |
| if (color) { |
| if (ctx->Color.ColorMask[0][0]) |
| blend.rt[0].colormask |= PIPE_MASK_R; |
| if (ctx->Color.ColorMask[0][1]) |
| blend.rt[0].colormask |= PIPE_MASK_G; |
| if (ctx->Color.ColorMask[0][2]) |
| blend.rt[0].colormask |= PIPE_MASK_B; |
| if (ctx->Color.ColorMask[0][3]) |
| blend.rt[0].colormask |= PIPE_MASK_A; |
| if (st->ctx->Color.DitherFlag) |
| blend.dither = 1; |
| } |
| cso_set_blend(st->cso_context, &blend); |
| } |
| |
| /* depth_stencil state: always pass/set to ref value */ |
| { |
| struct pipe_depth_stencil_alpha_state depth_stencil; |
| memset(&depth_stencil, 0, sizeof(depth_stencil)); |
| if (depth) { |
| depth_stencil.depth.enabled = 1; |
| depth_stencil.depth.writemask = 1; |
| depth_stencil.depth.func = PIPE_FUNC_ALWAYS; |
| } |
| |
| if (stencil) { |
| struct pipe_stencil_ref stencil_ref; |
| memset(&stencil_ref, 0, sizeof(stencil_ref)); |
| depth_stencil.stencil[0].enabled = 1; |
| depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; |
| depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; |
| depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; |
| depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; |
| depth_stencil.stencil[0].valuemask = 0xff; |
| depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; |
| stencil_ref.ref_value[0] = ctx->Stencil.Clear; |
| cso_set_stencil_ref(st->cso_context, &stencil_ref); |
| } |
| |
| cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); |
| } |
| |
| cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw); |
| cso_set_stream_outputs(st->cso_context, 0, NULL, 0); |
| cso_set_sample_mask(st->cso_context, ~0); |
| cso_set_rasterizer(st->cso_context, &st->clear.raster); |
| |
| /* viewport state: viewport matching window dims */ |
| { |
| const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); |
| struct pipe_viewport_state vp; |
| vp.scale[0] = 0.5f * fb_width; |
| vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f); |
| vp.scale[2] = 1.0f; |
| vp.scale[3] = 1.0f; |
| vp.translate[0] = 0.5f * fb_width; |
| vp.translate[1] = 0.5f * fb_height; |
| vp.translate[2] = 0.0f; |
| vp.translate[3] = 0.0f; |
| cso_set_viewport(st->cso_context, &vp); |
| } |
| |
| set_fragment_shader(st); |
| set_vertex_shader(st); |
| cso_set_geometry_shader_handle(st->cso_context, NULL); |
| |
| if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { |
| struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; |
| GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat); |
| |
| st_translate_color(&ctx->Color.ClearColor, |
| &clearColor, |
| ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, |
| is_integer); |
| } |
| |
| /* draw quad matching scissor rect */ |
| draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor); |
| |
| /* Restore pipe state */ |
| cso_restore_blend(st->cso_context); |
| cso_restore_stencil_ref(st->cso_context); |
| cso_restore_depth_stencil_alpha(st->cso_context); |
| cso_restore_rasterizer(st->cso_context); |
| cso_restore_sample_mask(st->cso_context); |
| cso_restore_viewport(st->cso_context); |
| cso_restore_fragment_shader(st->cso_context); |
| cso_restore_vertex_shader(st->cso_context); |
| cso_restore_geometry_shader(st->cso_context); |
| cso_restore_vertex_elements(st->cso_context); |
| cso_restore_vertex_buffers(st->cso_context); |
| cso_restore_stream_outputs(st->cso_context); |
| } |
| |
| |
| /** |
| * Determine if we need to clear the depth buffer by drawing a quad. |
| */ |
| static INLINE GLboolean |
| check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb) |
| { |
| if (ctx->Scissor.Enabled && |
| (ctx->Scissor.X != 0 || |
| ctx->Scissor.Y != 0 || |
| ctx->Scissor.Width < rb->Width || |
| ctx->Scissor.Height < rb->Height)) |
| return GL_TRUE; |
| |
| if (!ctx->Color.ColorMask[0][0] || |
| !ctx->Color.ColorMask[0][1] || |
| !ctx->Color.ColorMask[0][2] || |
| !ctx->Color.ColorMask[0][3]) |
| return GL_TRUE; |
| |
| return GL_FALSE; |
| } |
| |
| |
| /** |
| * Determine if we need to clear the combiend depth/stencil buffer by |
| * drawing a quad. |
| */ |
| static INLINE GLboolean |
| check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb) |
| { |
| const GLuint stencilMax = 0xff; |
| GLboolean maskStencil |
| = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; |
| |
| assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); |
| |
| if (ctx->Scissor.Enabled && |
| (ctx->Scissor.X != 0 || |
| ctx->Scissor.Y != 0 || |
| ctx->Scissor.Width < rb->Width || |
| ctx->Scissor.Height < rb->Height)) |
| return GL_TRUE; |
| |
| if (maskStencil) |
| return GL_TRUE; |
| |
| return GL_FALSE; |
| } |
| |
| |
| /** |
| * Determine if we need to clear the depth buffer by drawing a quad. |
| */ |
| static INLINE GLboolean |
| check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, |
| boolean ds_separate) |
| { |
| const struct st_renderbuffer *strb = st_renderbuffer(rb); |
| const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); |
| |
| if (ctx->Scissor.Enabled && |
| (ctx->Scissor.X != 0 || |
| ctx->Scissor.Y != 0 || |
| ctx->Scissor.Width < rb->Width || |
| ctx->Scissor.Height < rb->Height)) |
| return GL_TRUE; |
| |
| if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0) |
| return GL_TRUE; |
| |
| return GL_FALSE; |
| } |
| |
| |
| /** |
| * Determine if we need to clear the stencil buffer by drawing a quad. |
| */ |
| static INLINE GLboolean |
| check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, |
| boolean ds_separate) |
| { |
| const struct st_renderbuffer *strb = st_renderbuffer(rb); |
| const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); |
| const GLuint stencilMax = 0xff; |
| const GLboolean maskStencil |
| = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; |
| |
| assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); |
| |
| if (maskStencil) |
| return GL_TRUE; |
| |
| if (ctx->Scissor.Enabled && |
| (ctx->Scissor.X != 0 || |
| ctx->Scissor.Y != 0 || |
| ctx->Scissor.Width < rb->Width || |
| ctx->Scissor.Height < rb->Height)) |
| return GL_TRUE; |
| |
| /* This is correct, but it is necessary to look at the depth clear |
| * value held in the surface when it comes time to issue the clear, |
| * rather than taking depth and stencil clear values from the |
| * current state. |
| */ |
| if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0) |
| return GL_TRUE; |
| |
| return GL_FALSE; |
| } |
| |
| |
| /** |
| * Called via ctx->Driver.Clear() |
| */ |
| static void |
| st_Clear(struct gl_context *ctx, GLbitfield mask) |
| { |
| static const GLbitfield BUFFER_BITS_DS |
| = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); |
| struct st_context *st = st_context(ctx); |
| struct gl_renderbuffer *depthRb |
| = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; |
| struct gl_renderbuffer *stencilRb |
| = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; |
| GLbitfield quad_buffers = 0x0; |
| GLbitfield clear_buffers = 0x0; |
| GLuint i; |
| |
| /* This makes sure the pipe has the latest scissor, etc values */ |
| st_validate_state( st ); |
| |
| if (mask & BUFFER_BITS_COLOR) { |
| for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { |
| GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; |
| |
| if (mask & (1 << b)) { |
| struct gl_renderbuffer *rb |
| = ctx->DrawBuffer->Attachment[b].Renderbuffer; |
| struct st_renderbuffer *strb = st_renderbuffer(rb); |
| |
| if (!strb || !strb->surface) |
| continue; |
| |
| if (check_clear_color_with_quad( ctx, rb )) |
| quad_buffers |= PIPE_CLEAR_COLOR; |
| else |
| clear_buffers |= PIPE_CLEAR_COLOR; |
| } |
| } |
| } |
| |
| if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) { |
| /* clearing combined depth + stencil */ |
| struct st_renderbuffer *strb = st_renderbuffer(depthRb); |
| |
| if (strb->surface) { |
| if (check_clear_depth_stencil_with_quad(ctx, depthRb)) |
| quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL; |
| else |
| clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; |
| } |
| } |
| else { |
| /* separate depth/stencil clears */ |
| /* I don't think truly separate buffers are actually possible in gallium or hw? */ |
| if (mask & BUFFER_BIT_DEPTH) { |
| struct st_renderbuffer *strb = st_renderbuffer(depthRb); |
| |
| if (strb->surface) { |
| if (check_clear_depth_with_quad(ctx, depthRb, |
| st->clear.enable_ds_separate)) |
| quad_buffers |= PIPE_CLEAR_DEPTH; |
| else |
| clear_buffers |= PIPE_CLEAR_DEPTH; |
| } |
| } |
| if (mask & BUFFER_BIT_STENCIL) { |
| struct st_renderbuffer *strb = st_renderbuffer(stencilRb); |
| |
| if (strb->surface) { |
| if (check_clear_stencil_with_quad(ctx, stencilRb, |
| st->clear.enable_ds_separate)) |
| quad_buffers |= PIPE_CLEAR_STENCIL; |
| else |
| clear_buffers |= PIPE_CLEAR_STENCIL; |
| } |
| } |
| } |
| |
| /* |
| * If we're going to use clear_with_quad() for any reason, use it for |
| * everything possible. |
| */ |
| if (quad_buffers) { |
| quad_buffers |= clear_buffers; |
| clear_with_quad(ctx, |
| quad_buffers & PIPE_CLEAR_COLOR, |
| quad_buffers & PIPE_CLEAR_DEPTH, |
| quad_buffers & PIPE_CLEAR_STENCIL); |
| } else if (clear_buffers) { |
| /* driver cannot know it can clear everything if the buffer |
| * is a combined depth/stencil buffer but this wasn't actually |
| * required from the visual. Hence fix this up to avoid potential |
| * read-modify-write in the driver. |
| */ |
| union pipe_color_union clearColor; |
| |
| if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) && |
| ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) && |
| (depthRb == stencilRb) && |
| (ctx->DrawBuffer->Visual.depthBits == 0 || |
| ctx->DrawBuffer->Visual.stencilBits == 0)) |
| clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; |
| |
| if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { |
| struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; |
| GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat); |
| |
| st_translate_color(&ctx->Color.ClearColor, |
| &clearColor, |
| ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, |
| is_integer); |
| } |
| |
| st->pipe->clear(st->pipe, clear_buffers, &clearColor, |
| ctx->Depth.Clear, ctx->Stencil.Clear); |
| } |
| if (mask & BUFFER_BIT_ACCUM) |
| _mesa_clear_accum_buffer(ctx); |
| } |
| |
| |
| void |
| st_init_clear_functions(struct dd_function_table *functions) |
| { |
| functions->Clear = st_Clear; |
| } |