| /************************************************************************** |
| * |
| * Copyright 2007 VMware, Inc. |
| * 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 VMWARE 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 <keithw@vmware.com> |
| * Brian Paul |
| * Michel Dänzer |
| */ |
| |
| #include "main/errors.h" |
| #include "main/glheader.h" |
| #include "main/accum.h" |
| #include "main/formats.h" |
| #include "main/framebuffer.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_bitmap.h" |
| #include "st_cb_clear.h" |
| #include "st_cb_fbo.h" |
| #include "st_draw.h" |
| #include "st_format.h" |
| #include "st_nir.h" |
| #include "st_program.h" |
| #include "st_util.h" |
| |
| #include "pipe/p_context.h" |
| #include "pipe/p_shader_tokens.h" |
| #include "pipe/p_state.h" |
| #include "pipe/p_defines.h" |
| #include "util/format/u_format.h" |
| #include "util/u_inlines.h" |
| #include "util/u_simple_shaders.h" |
| |
| #include "cso_cache/cso_context.h" |
| |
| |
| /** |
| * Do per-context initialization for glClear. |
| */ |
| void |
| st_init_clear(struct st_context *st) |
| { |
| memset(&st->clear, 0, sizeof(st->clear)); |
| |
| st->clear.raster.half_pixel_center = 1; |
| st->clear.raster.bottom_edge_rule = 1; |
| st->clear.raster.depth_clip_near = 1; |
| st->clear.raster.depth_clip_far = 1; |
| } |
| |
| |
| /** |
| * Free per-context state for glClear. |
| */ |
| void |
| st_destroy_clear(struct st_context *st) |
| { |
| if (st->clear.fs) { |
| st->pipe->delete_fs_state(st->pipe, st->clear.fs); |
| st->clear.fs = NULL; |
| } |
| if (st->clear.vs) { |
| st->pipe->delete_vs_state(st->pipe, st->clear.vs); |
| st->clear.vs = NULL; |
| } |
| if (st->clear.vs_layered) { |
| st->pipe->delete_vs_state(st->pipe, st->clear.vs_layered); |
| st->clear.vs_layered = NULL; |
| } |
| if (st->clear.gs_layered) { |
| st->pipe->delete_gs_state(st->pipe, st->clear.gs_layered); |
| st->clear.gs_layered = NULL; |
| } |
| } |
| |
| |
| /** |
| * Helper function to set the fragment shaders. |
| */ |
| static inline void |
| set_fragment_shader(struct st_context *st) |
| { |
| struct pipe_screen *pscreen = st->pipe->screen; |
| bool use_nir = PIPE_SHADER_IR_NIR == |
| pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX, |
| PIPE_SHADER_CAP_PREFERRED_IR); |
| |
| if (!st->clear.fs) { |
| if (use_nir) { |
| unsigned inputs[] = { VARYING_SLOT_VAR0 }; |
| unsigned outputs[] = { FRAG_RESULT_COLOR }; |
| unsigned interpolation[] = { INTERP_MODE_FLAT }; |
| st->clear.fs = st_nir_make_passthrough_shader(st, "clear FS", |
| MESA_SHADER_FRAGMENT, |
| 1, inputs, outputs, |
| interpolation, 0); |
| } else { |
| st->clear.fs = |
| util_make_fragment_passthrough_shader(st->pipe, |
| TGSI_SEMANTIC_GENERIC, |
| TGSI_INTERPOLATE_CONSTANT, |
| TRUE); |
| } |
| } |
| |
| cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); |
| } |
| |
| |
| static void * |
| make_nir_clear_vertex_shader(struct st_context *st, bool layered) |
| { |
| const char *shader_name = layered ? "layered clear VS" : "clear VS"; |
| unsigned inputs[] = { |
| VERT_ATTRIB_POS, |
| VERT_ATTRIB_GENERIC0, |
| SYSTEM_VALUE_INSTANCE_ID, |
| }; |
| unsigned outputs[] = { |
| VARYING_SLOT_POS, |
| VARYING_SLOT_VAR0, |
| VARYING_SLOT_LAYER |
| }; |
| |
| return st_nir_make_passthrough_shader(st, shader_name, MESA_SHADER_VERTEX, |
| layered ? 3 : 2, inputs, outputs, |
| NULL, (1 << 2)); |
| } |
| |
| |
| /** |
| * Helper function to set the vertex shader. |
| */ |
| static inline void |
| set_vertex_shader(struct st_context *st) |
| { |
| struct pipe_screen *pscreen = st->pipe->screen; |
| bool use_nir = PIPE_SHADER_IR_NIR == |
| pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX, |
| PIPE_SHADER_CAP_PREFERRED_IR); |
| |
| /* vertex shader - still required to provide the linkage between |
| * fragment shader input semantics and vertex_element/buffers. |
| */ |
| if (!st->clear.vs) |
| { |
| if (use_nir) { |
| st->clear.vs = make_nir_clear_vertex_shader(st, false); |
| } else { |
| const enum tgsi_semantic semantic_names[] = { |
| TGSI_SEMANTIC_POSITION, |
| TGSI_SEMANTIC_GENERIC |
| }; |
| const uint semantic_indexes[] = { 0, 0 }; |
| st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2, |
| semantic_names, |
| semantic_indexes, |
| FALSE); |
| } |
| } |
| |
| cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); |
| cso_set_geometry_shader_handle(st->cso_context, NULL); |
| } |
| |
| |
| static void |
| set_vertex_shader_layered(struct st_context *st) |
| { |
| struct pipe_context *pipe = st->pipe; |
| struct pipe_screen *pscreen = pipe->screen; |
| bool use_nir = PIPE_SHADER_IR_NIR == |
| pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX, |
| PIPE_SHADER_CAP_PREFERRED_IR); |
| |
| if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) { |
| assert(!"Got layered clear, but VS instancing is unsupported"); |
| set_vertex_shader(st); |
| return; |
| } |
| |
| if (!st->clear.vs_layered) { |
| bool vs_layer = |
| pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT); |
| if (vs_layer) { |
| st->clear.vs_layered = |
| use_nir ? make_nir_clear_vertex_shader(st, true) |
| : util_make_layered_clear_vertex_shader(pipe); |
| } else { |
| st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe); |
| st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe); |
| } |
| } |
| |
| cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered); |
| cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered); |
| } |
| |
| |
| /** |
| * 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, unsigned clear_buffers) |
| { |
| struct st_context *st = st_context(ctx); |
| struct cso_context *cso = st->cso_context; |
| const struct gl_framebuffer *fb = ctx->DrawBuffer; |
| const GLfloat fb_width = (GLfloat) fb->Width; |
| const GLfloat fb_height = (GLfloat) fb->Height; |
| |
| _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer); |
| |
| 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; |
| unsigned num_layers = st->state.fb_num_layers; |
| |
| /* |
| printf("%s %s%s%s %f,%f %f,%f\n", __func__, |
| color ? "color, " : "", |
| depth ? "depth, " : "", |
| stencil ? "stencil" : "", |
| x0, y0, |
| x1, y1); |
| */ |
| |
| cso_save_state(cso, (CSO_BIT_BLEND | |
| CSO_BIT_STENCIL_REF | |
| CSO_BIT_DEPTH_STENCIL_ALPHA | |
| CSO_BIT_RASTERIZER | |
| CSO_BIT_SAMPLE_MASK | |
| CSO_BIT_MIN_SAMPLES | |
| CSO_BIT_VIEWPORT | |
| CSO_BIT_STREAM_OUTPUTS | |
| CSO_BIT_VERTEX_ELEMENTS | |
| CSO_BIT_AUX_VERTEX_BUFFER_SLOT | |
| (st->active_queries ? CSO_BIT_PAUSE_QUERIES : 0) | |
| CSO_BITS_ALL_SHADERS)); |
| |
| /* blend state: RGBA masking */ |
| { |
| struct pipe_blend_state blend; |
| memset(&blend, 0, sizeof(blend)); |
| if (clear_buffers & PIPE_CLEAR_COLOR) { |
| int num_buffers = ctx->Extensions.EXT_draw_buffers2 ? |
| ctx->DrawBuffer->_NumColorDrawBuffers : 1; |
| int i; |
| |
| blend.independent_blend_enable = num_buffers > 1; |
| blend.max_rt = num_buffers - 1; |
| |
| for (i = 0; i < num_buffers; i++) { |
| if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i))) |
| continue; |
| |
| blend.rt[i].colormask = GET_COLORMASK(ctx->Color.ColorMask, i); |
| } |
| |
| if (ctx->Color.DitherFlag) |
| blend.dither = 1; |
| } |
| cso_set_blend(cso, &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 (clear_buffers & PIPE_CLEAR_DEPTH) { |
| depth_stencil.depth.enabled = 1; |
| depth_stencil.depth.writemask = 1; |
| depth_stencil.depth.func = PIPE_FUNC_ALWAYS; |
| } |
| |
| if (clear_buffers & PIPE_CLEAR_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(cso, &stencil_ref); |
| } |
| |
| cso_set_depth_stencil_alpha(cso, &depth_stencil); |
| } |
| |
| st->util_velems.count = 2; |
| cso_set_vertex_elements(cso, &st->util_velems); |
| |
| cso_set_stream_outputs(cso, 0, NULL, NULL); |
| cso_set_sample_mask(cso, ~0); |
| cso_set_min_samples(cso, 1); |
| st->clear.raster.multisample = st->state.fb_num_samples > 1; |
| cso_set_rasterizer(cso, &st->clear.raster); |
| |
| /* viewport state: viewport matching window dims */ |
| cso_set_viewport_dims(st->cso_context, fb_width, fb_height, |
| st_fb_orientation(fb) == Y_0_TOP); |
| |
| set_fragment_shader(st); |
| cso_set_tessctrl_shader_handle(cso, NULL); |
| cso_set_tesseval_shader_handle(cso, NULL); |
| |
| if (num_layers > 1) |
| set_vertex_shader_layered(st); |
| else |
| set_vertex_shader(st); |
| |
| /* draw quad matching scissor rect. |
| * |
| * Note: if we're only clearing depth/stencil we still setup vertices |
| * with color, but they'll be ignored. |
| * |
| * We can't translate the clear color to the colorbuffer format, |
| * because different colorbuffers may have different formats. |
| */ |
| if (!st_draw_quad(st, x0, y0, x1, y1, |
| ctx->Depth.Clear * 2.0f - 1.0f, |
| 0.0f, 0.0f, 0.0f, 0.0f, |
| (const float *) &ctx->Color.ClearColor.f, |
| num_layers)) { |
| _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear"); |
| } |
| |
| /* Restore pipe state */ |
| cso_restore_state(cso); |
| } |
| |
| |
| /** |
| * Return if the scissor must be enabled during the clear. |
| */ |
| static inline GLboolean |
| is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb) |
| { |
| const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0]; |
| |
| return (ctx->Scissor.EnableFlags & 1) && |
| (scissor->X > 0 || |
| scissor->Y > 0 || |
| scissor->X + scissor->Width < (int)rb->Width || |
| scissor->Y + scissor->Height < (int)rb->Height); |
| } |
| |
| /** |
| * Return if window rectangles must be enabled during the clear. |
| */ |
| static inline bool |
| is_window_rectangle_enabled(struct gl_context *ctx) |
| { |
| if (ctx->DrawBuffer == ctx->WinSysDrawBuffer) |
| return false; |
| return ctx->Scissor.NumWindowRects > 0 || |
| ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT; |
| } |
| |
| |
| /** |
| * Return if all of the stencil bits are masked. |
| */ |
| static inline GLboolean |
| is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb) |
| { |
| const GLuint stencilMax = 0xff; |
| |
| assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); |
| return (ctx->Stencil.WriteMask[0] & stencilMax) == 0; |
| } |
| |
| |
| /** |
| * Return if any of the stencil bits are masked. |
| */ |
| static inline GLboolean |
| is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb) |
| { |
| const GLuint stencilMax = 0xff; |
| |
| assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); |
| return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; |
| } |
| |
| |
| /** |
| * Called via ctx->Driver.Clear() |
| */ |
| static void |
| st_Clear(struct gl_context *ctx, GLbitfield mask) |
| { |
| 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; |
| bool have_scissor_buffers = false; |
| GLuint i; |
| |
| st_flush_bitmap_cache(st); |
| st_invalidate_readpix_cache(st); |
| |
| /* This makes sure the pipe has the latest scissor, etc values */ |
| st_validate_state(st, ST_PIPELINE_CLEAR); |
| |
| if (mask & BUFFER_BITS_COLOR) { |
| for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { |
| gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; |
| |
| if (b != BUFFER_NONE && mask & (1 << b)) { |
| struct gl_renderbuffer *rb |
| = ctx->DrawBuffer->Attachment[b].Renderbuffer; |
| struct st_renderbuffer *strb = st_renderbuffer(rb); |
| int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0; |
| |
| if (!strb || !strb->surface) |
| continue; |
| |
| unsigned colormask = |
| GET_COLORMASK(ctx->Color.ColorMask, colormask_index); |
| |
| if (!colormask) |
| continue; |
| |
| unsigned surf_colormask = |
| util_format_colormask(util_format_description(strb->surface->format)); |
| |
| bool scissor = is_scissor_enabled(ctx, rb); |
| if ((scissor && !st->can_scissor_clear) || |
| is_window_rectangle_enabled(ctx) || |
| ((colormask & surf_colormask) != surf_colormask)) |
| quad_buffers |= PIPE_CLEAR_COLOR0 << i; |
| else |
| clear_buffers |= PIPE_CLEAR_COLOR0 << i; |
| have_scissor_buffers |= scissor && st->can_scissor_clear; |
| } |
| } |
| } |
| |
| if (mask & BUFFER_BIT_DEPTH) { |
| struct st_renderbuffer *strb = st_renderbuffer(depthRb); |
| |
| if (strb->surface && ctx->Depth.Mask) { |
| if (is_scissor_enabled(ctx, depthRb) || |
| is_window_rectangle_enabled(ctx)) |
| 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 && !is_stencil_disabled(ctx, stencilRb)) { |
| if (is_scissor_enabled(ctx, stencilRb) || |
| is_window_rectangle_enabled(ctx) || |
| is_stencil_masked(ctx, stencilRb)) |
| quad_buffers |= PIPE_CLEAR_STENCIL; |
| else |
| clear_buffers |= PIPE_CLEAR_STENCIL; |
| } |
| } |
| |
| /* Always clear depth and stencil together. |
| * This can only happen when the stencil writemask is not a full mask. |
| */ |
| if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL && |
| clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) { |
| quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL; |
| clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL; |
| } |
| |
| /* Only use quad-based clearing for the renderbuffers which cannot |
| * use pipe->clear. We want to always use pipe->clear for the other |
| * renderbuffers, because it's likely to be faster. |
| */ |
| if (clear_buffers) { |
| const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0]; |
| struct pipe_scissor_state scissor_state = { |
| .minx = MAX2(scissor->X, 0), |
| .miny = MAX2(scissor->Y, 0), |
| .maxx = MAX2(scissor->X + scissor->Width, 0), |
| .maxy = MAX2(scissor->Y + scissor->Height, 0), |
| |
| }; |
| |
| /* Now invert Y if needed. |
| * Gallium drivers use the convention Y=0=top for surfaces. |
| */ |
| if (st->state.fb_orientation == Y_0_TOP) { |
| const struct gl_framebuffer *fb = ctx->DrawBuffer; |
| /* use intermediate variables to avoid uint underflow */ |
| GLint miny, maxy; |
| miny = fb->Height - scissor_state.maxy; |
| maxy = fb->Height - scissor_state.miny; |
| scissor_state.miny = MAX2(miny, 0); |
| scissor_state.maxy = MAX2(maxy, 0); |
| } |
| /* We can't translate the clear color to the colorbuffer format, |
| * because different colorbuffers may have different formats. |
| */ |
| st->pipe->clear(st->pipe, clear_buffers, have_scissor_buffers ? &scissor_state : NULL, |
| (union pipe_color_union*)&ctx->Color.ClearColor, |
| ctx->Depth.Clear, ctx->Stencil.Clear); |
| } |
| if (quad_buffers) { |
| clear_with_quad(ctx, quad_buffers); |
| } |
| if (mask & BUFFER_BIT_ACCUM) |
| _mesa_clear_accum_buffer(ctx); |
| } |
| |
| |
| void |
| st_init_clear_functions(struct dd_function_table *functions) |
| { |
| functions->Clear = st_Clear; |
| } |