1 /************************************************************************** 2 * 3 * Copyright 2007 VMware, Inc. 4 * All Rights Reserved. 5 * Copyright 2009 VMware, Inc. All Rights Reserved. 6 * 7 * Permission is hereby granted, free of charge, to any person obtaining a 8 * copy of this software and associated documentation files (the 9 * "Software"), to deal in the Software without restriction, including 10 * without limitation the rights to use, copy, modify, merge, publish, 11 * distribute, sub license, and/or sell copies of the Software, and to 12 * permit persons to whom the Software is furnished to do so, subject to 13 * the following conditions: 14 * 15 * The above copyright notice and this permission notice (including the 16 * next paragraph) shall be included in all copies or substantial portions 17 * of the Software. 18 * 19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. 22 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR 23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 26 * 27 **************************************************************************/ 28 29 /* 30 * Authors: 31 * Keith Whitwell <keithw (at) vmware.com> 32 * Brian Paul 33 * Michel Dnzer 34 */ 35 36 #include "main/glheader.h" 37 #include "main/accum.h" 38 #include "main/formats.h" 39 #include "main/framebuffer.h" 40 #include "main/macros.h" 41 #include "main/glformats.h" 42 #include "program/prog_instruction.h" 43 #include "st_context.h" 44 #include "st_atom.h" 45 #include "st_cb_bitmap.h" 46 #include "st_cb_clear.h" 47 #include "st_cb_fbo.h" 48 #include "st_draw.h" 49 #include "st_format.h" 50 #include "st_program.h" 51 52 #include "pipe/p_context.h" 53 #include "pipe/p_shader_tokens.h" 54 #include "pipe/p_state.h" 55 #include "pipe/p_defines.h" 56 #include "util/u_format.h" 57 #include "util/u_inlines.h" 58 #include "util/u_simple_shaders.h" 59 60 #include "cso_cache/cso_context.h" 61 62 63 /** 64 * Do per-context initialization for glClear. 65 */ 66 void 67 st_init_clear(struct st_context *st) 68 { 69 memset(&st->clear, 0, sizeof(st->clear)); 70 71 st->clear.raster.half_pixel_center = 1; 72 st->clear.raster.bottom_edge_rule = 1; 73 st->clear.raster.depth_clip = 1; 74 } 75 76 77 /** 78 * Free per-context state for glClear. 79 */ 80 void 81 st_destroy_clear(struct st_context *st) 82 { 83 if (st->clear.fs) { 84 cso_delete_fragment_shader(st->cso_context, st->clear.fs); 85 st->clear.fs = NULL; 86 } 87 if (st->clear.vs) { 88 cso_delete_vertex_shader(st->cso_context, st->clear.vs); 89 st->clear.vs = NULL; 90 } 91 if (st->clear.vs_layered) { 92 cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered); 93 st->clear.vs_layered = NULL; 94 } 95 if (st->clear.gs_layered) { 96 cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered); 97 st->clear.gs_layered = NULL; 98 } 99 } 100 101 102 /** 103 * Helper function to set the fragment shaders. 104 */ 105 static inline void 106 set_fragment_shader(struct st_context *st) 107 { 108 if (!st->clear.fs) 109 st->clear.fs = 110 util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC, 111 TGSI_INTERPOLATE_CONSTANT, 112 TRUE); 113 114 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); 115 } 116 117 118 /** 119 * Helper function to set the vertex shader. 120 */ 121 static inline void 122 set_vertex_shader(struct st_context *st) 123 { 124 /* vertex shader - still required to provide the linkage between 125 * fragment shader input semantics and vertex_element/buffers. 126 */ 127 if (!st->clear.vs) 128 { 129 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 130 TGSI_SEMANTIC_GENERIC }; 131 const uint semantic_indexes[] = { 0, 0 }; 132 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2, 133 semantic_names, 134 semantic_indexes, 135 FALSE); 136 } 137 138 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); 139 cso_set_geometry_shader_handle(st->cso_context, NULL); 140 } 141 142 143 static void 144 set_vertex_shader_layered(struct st_context *st) 145 { 146 struct pipe_context *pipe = st->pipe; 147 148 if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) { 149 assert(!"Got layered clear, but VS instancing is unsupported"); 150 set_vertex_shader(st); 151 return; 152 } 153 154 if (!st->clear.vs_layered) { 155 bool vs_layer = 156 pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT); 157 if (vs_layer) { 158 st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe); 159 } else { 160 st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe); 161 st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe); 162 } 163 } 164 165 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered); 166 cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered); 167 } 168 169 170 /** 171 * Do glClear by drawing a quadrilateral. 172 * The vertices of the quad will be computed from the 173 * ctx->DrawBuffer->_X/Ymin/max fields. 174 */ 175 static void 176 clear_with_quad(struct gl_context *ctx, unsigned clear_buffers) 177 { 178 struct st_context *st = st_context(ctx); 179 struct cso_context *cso = st->cso_context; 180 const struct gl_framebuffer *fb = ctx->DrawBuffer; 181 const GLfloat fb_width = (GLfloat) fb->Width; 182 const GLfloat fb_height = (GLfloat) fb->Height; 183 184 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer); 185 186 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; 187 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; 188 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; 189 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; 190 unsigned num_layers = st->state.fb_num_layers; 191 192 /* 193 printf("%s %s%s%s %f,%f %f,%f\n", __func__, 194 color ? "color, " : "", 195 depth ? "depth, " : "", 196 stencil ? "stencil" : "", 197 x0, y0, 198 x1, y1); 199 */ 200 201 cso_save_state(cso, (CSO_BIT_BLEND | 202 CSO_BIT_STENCIL_REF | 203 CSO_BIT_DEPTH_STENCIL_ALPHA | 204 CSO_BIT_RASTERIZER | 205 CSO_BIT_SAMPLE_MASK | 206 CSO_BIT_MIN_SAMPLES | 207 CSO_BIT_VIEWPORT | 208 CSO_BIT_STREAM_OUTPUTS | 209 CSO_BIT_VERTEX_ELEMENTS | 210 CSO_BIT_AUX_VERTEX_BUFFER_SLOT | 211 CSO_BIT_PAUSE_QUERIES | 212 CSO_BITS_ALL_SHADERS)); 213 214 /* blend state: RGBA masking */ 215 { 216 struct pipe_blend_state blend; 217 memset(&blend, 0, sizeof(blend)); 218 if (clear_buffers & PIPE_CLEAR_COLOR) { 219 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ? 220 ctx->DrawBuffer->_NumColorDrawBuffers : 1; 221 int i; 222 223 blend.independent_blend_enable = num_buffers > 1; 224 225 for (i = 0; i < num_buffers; i++) { 226 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i))) 227 continue; 228 229 if (ctx->Color.ColorMask[i][0]) 230 blend.rt[i].colormask |= PIPE_MASK_R; 231 if (ctx->Color.ColorMask[i][1]) 232 blend.rt[i].colormask |= PIPE_MASK_G; 233 if (ctx->Color.ColorMask[i][2]) 234 blend.rt[i].colormask |= PIPE_MASK_B; 235 if (ctx->Color.ColorMask[i][3]) 236 blend.rt[i].colormask |= PIPE_MASK_A; 237 } 238 239 if (ctx->Color.DitherFlag) 240 blend.dither = 1; 241 } 242 cso_set_blend(cso, &blend); 243 } 244 245 /* depth_stencil state: always pass/set to ref value */ 246 { 247 struct pipe_depth_stencil_alpha_state depth_stencil; 248 memset(&depth_stencil, 0, sizeof(depth_stencil)); 249 if (clear_buffers & PIPE_CLEAR_DEPTH) { 250 depth_stencil.depth.enabled = 1; 251 depth_stencil.depth.writemask = 1; 252 depth_stencil.depth.func = PIPE_FUNC_ALWAYS; 253 } 254 255 if (clear_buffers & PIPE_CLEAR_STENCIL) { 256 struct pipe_stencil_ref stencil_ref; 257 memset(&stencil_ref, 0, sizeof(stencil_ref)); 258 depth_stencil.stencil[0].enabled = 1; 259 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; 260 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; 261 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; 262 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; 263 depth_stencil.stencil[0].valuemask = 0xff; 264 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; 265 stencil_ref.ref_value[0] = ctx->Stencil.Clear; 266 cso_set_stencil_ref(cso, &stencil_ref); 267 } 268 269 cso_set_depth_stencil_alpha(cso, &depth_stencil); 270 } 271 272 cso_set_vertex_elements(cso, 2, st->util_velems); 273 cso_set_stream_outputs(cso, 0, NULL, NULL); 274 cso_set_sample_mask(cso, ~0); 275 cso_set_min_samples(cso, 1); 276 cso_set_rasterizer(cso, &st->clear.raster); 277 278 /* viewport state: viewport matching window dims */ 279 cso_set_viewport_dims(st->cso_context, fb_width, fb_height, 280 st_fb_orientation(fb) == Y_0_TOP); 281 282 set_fragment_shader(st); 283 cso_set_tessctrl_shader_handle(cso, NULL); 284 cso_set_tesseval_shader_handle(cso, NULL); 285 286 if (num_layers > 1) 287 set_vertex_shader_layered(st); 288 else 289 set_vertex_shader(st); 290 291 /* draw quad matching scissor rect. 292 * 293 * Note: if we're only clearing depth/stencil we still setup vertices 294 * with color, but they'll be ignored. 295 * 296 * We can't translate the clear color to the colorbuffer format, 297 * because different colorbuffers may have different formats. 298 */ 299 if (!st_draw_quad(st, x0, y0, x1, y1, 300 ctx->Depth.Clear * 2.0f - 1.0f, 301 0.0f, 0.0f, 0.0f, 0.0f, 302 (const float *) &ctx->Color.ClearColor.f, 303 num_layers)) { 304 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear"); 305 } 306 307 /* Restore pipe state */ 308 cso_restore_state(cso); 309 } 310 311 312 /** 313 * Return if the scissor must be enabled during the clear. 314 */ 315 static inline GLboolean 316 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb) 317 { 318 const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0]; 319 320 return (ctx->Scissor.EnableFlags & 1) && 321 (scissor->X > 0 || 322 scissor->Y > 0 || 323 scissor->X + scissor->Width < (int)rb->Width || 324 scissor->Y + scissor->Height < (int)rb->Height); 325 } 326 327 /** 328 * Return if window rectangles must be enabled during the clear. 329 */ 330 static inline bool 331 is_window_rectangle_enabled(struct gl_context *ctx) 332 { 333 if (ctx->DrawBuffer == ctx->WinSysDrawBuffer) 334 return false; 335 return ctx->Scissor.NumWindowRects > 0 || 336 ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT; 337 } 338 339 340 /** 341 * Return if all of the color channels are masked. 342 */ 343 static inline GLboolean 344 is_color_disabled(struct gl_context *ctx, int i) 345 { 346 return !ctx->Color.ColorMask[i][0] && 347 !ctx->Color.ColorMask[i][1] && 348 !ctx->Color.ColorMask[i][2] && 349 !ctx->Color.ColorMask[i][3]; 350 } 351 352 353 /** 354 * Return if any of the color channels are masked. 355 */ 356 static inline GLboolean 357 is_color_masked(struct gl_context *ctx, int i) 358 { 359 return !ctx->Color.ColorMask[i][0] || 360 !ctx->Color.ColorMask[i][1] || 361 !ctx->Color.ColorMask[i][2] || 362 !ctx->Color.ColorMask[i][3]; 363 } 364 365 366 /** 367 * Return if all of the stencil bits are masked. 368 */ 369 static inline GLboolean 370 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb) 371 { 372 const GLuint stencilMax = 0xff; 373 374 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 375 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0; 376 } 377 378 379 /** 380 * Return if any of the stencil bits are masked. 381 */ 382 static inline GLboolean 383 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb) 384 { 385 const GLuint stencilMax = 0xff; 386 387 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 388 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; 389 } 390 391 392 /** 393 * Called via ctx->Driver.Clear() 394 */ 395 static void 396 st_Clear(struct gl_context *ctx, GLbitfield mask) 397 { 398 struct st_context *st = st_context(ctx); 399 struct gl_renderbuffer *depthRb 400 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 401 struct gl_renderbuffer *stencilRb 402 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; 403 GLbitfield quad_buffers = 0x0; 404 GLbitfield clear_buffers = 0x0; 405 GLuint i; 406 407 st_flush_bitmap_cache(st); 408 st_invalidate_readpix_cache(st); 409 410 /* This makes sure the pipe has the latest scissor, etc values */ 411 st_validate_state(st, ST_PIPELINE_CLEAR); 412 413 if (mask & BUFFER_BITS_COLOR) { 414 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { 415 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; 416 417 if (b != BUFFER_NONE && mask & (1 << b)) { 418 struct gl_renderbuffer *rb 419 = ctx->DrawBuffer->Attachment[b].Renderbuffer; 420 struct st_renderbuffer *strb = st_renderbuffer(rb); 421 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0; 422 423 if (!strb || !strb->surface) 424 continue; 425 426 if (is_color_disabled(ctx, colormask_index)) 427 continue; 428 429 if (is_scissor_enabled(ctx, rb) || 430 is_window_rectangle_enabled(ctx) || 431 is_color_masked(ctx, colormask_index)) 432 quad_buffers |= PIPE_CLEAR_COLOR0 << i; 433 else 434 clear_buffers |= PIPE_CLEAR_COLOR0 << i; 435 } 436 } 437 } 438 439 if (mask & BUFFER_BIT_DEPTH) { 440 struct st_renderbuffer *strb = st_renderbuffer(depthRb); 441 442 if (strb->surface && ctx->Depth.Mask) { 443 if (is_scissor_enabled(ctx, depthRb) || 444 is_window_rectangle_enabled(ctx)) 445 quad_buffers |= PIPE_CLEAR_DEPTH; 446 else 447 clear_buffers |= PIPE_CLEAR_DEPTH; 448 } 449 } 450 if (mask & BUFFER_BIT_STENCIL) { 451 struct st_renderbuffer *strb = st_renderbuffer(stencilRb); 452 453 if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) { 454 if (is_scissor_enabled(ctx, stencilRb) || 455 is_window_rectangle_enabled(ctx) || 456 is_stencil_masked(ctx, stencilRb)) 457 quad_buffers |= PIPE_CLEAR_STENCIL; 458 else 459 clear_buffers |= PIPE_CLEAR_STENCIL; 460 } 461 } 462 463 /* Always clear depth and stencil together. 464 * This can only happen when the stencil writemask is not a full mask. 465 */ 466 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL && 467 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) { 468 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL; 469 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL; 470 } 471 472 /* Only use quad-based clearing for the renderbuffers which cannot 473 * use pipe->clear. We want to always use pipe->clear for the other 474 * renderbuffers, because it's likely to be faster. 475 */ 476 if (quad_buffers) { 477 clear_with_quad(ctx, quad_buffers); 478 } 479 if (clear_buffers) { 480 /* We can't translate the clear color to the colorbuffer format, 481 * because different colorbuffers may have different formats. 482 */ 483 st->pipe->clear(st->pipe, clear_buffers, 484 (union pipe_color_union*)&ctx->Color.ClearColor, 485 ctx->Depth.Clear, ctx->Stencil.Clear); 486 } 487 if (mask & BUFFER_BIT_ACCUM) 488 _mesa_clear_accum_buffer(ctx); 489 } 490 491 492 void 493 st_init_clear_functions(struct dd_function_table *functions) 494 { 495 functions->Clear = st_Clear; 496 } 497