1 /************************************************************************** 2 * 3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. 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 TUNGSTEN GRAPHICS 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 <keith (at) tungstengraphics.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/macros.h" 40 #include "main/glformats.h" 41 #include "program/prog_instruction.h" 42 #include "st_context.h" 43 #include "st_atom.h" 44 #include "st_cb_clear.h" 45 #include "st_cb_fbo.h" 46 #include "st_format.h" 47 #include "st_program.h" 48 49 #include "pipe/p_context.h" 50 #include "pipe/p_shader_tokens.h" 51 #include "pipe/p_state.h" 52 #include "pipe/p_defines.h" 53 #include "util/u_format.h" 54 #include "util/u_inlines.h" 55 #include "util/u_simple_shaders.h" 56 #include "util/u_draw_quad.h" 57 #include "util/u_upload_mgr.h" 58 59 #include "cso_cache/cso_context.h" 60 61 62 /** 63 * Do per-context initialization for glClear. 64 */ 65 void 66 st_init_clear(struct st_context *st) 67 { 68 struct pipe_screen *pscreen = st->pipe->screen; 69 70 memset(&st->clear, 0, sizeof(st->clear)); 71 72 st->clear.raster.gl_rasterization_rules = 1; 73 st->clear.raster.depth_clip = 1; 74 st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE); 75 } 76 77 78 /** 79 * Free per-context state for glClear. 80 */ 81 void 82 st_destroy_clear(struct st_context *st) 83 { 84 if (st->clear.fs) { 85 cso_delete_fragment_shader(st->cso_context, st->clear.fs); 86 st->clear.fs = NULL; 87 } 88 if (st->clear.vs) { 89 cso_delete_vertex_shader(st->cso_context, st->clear.vs); 90 st->clear.vs = NULL; 91 } 92 } 93 94 95 /** 96 * Helper function to set the fragment shaders. 97 */ 98 static INLINE void 99 set_fragment_shader(struct st_context *st) 100 { 101 if (!st->clear.fs) 102 st->clear.fs = util_make_fragment_passthrough_shader(st->pipe); 103 104 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); 105 } 106 107 108 /** 109 * Helper function to set the vertex shader. 110 */ 111 static INLINE void 112 set_vertex_shader(struct st_context *st) 113 { 114 /* vertex shader - still required to provide the linkage between 115 * fragment shader input semantics and vertex_element/buffers. 116 */ 117 if (!st->clear.vs) 118 { 119 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 120 TGSI_SEMANTIC_COLOR }; 121 const uint semantic_indexes[] = { 0, 0 }; 122 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2, 123 semantic_names, 124 semantic_indexes); 125 } 126 127 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); 128 } 129 130 131 /** 132 * Draw a screen-aligned quadrilateral. 133 * Coords are clip coords with y=0=bottom. 134 */ 135 static void 136 draw_quad(struct st_context *st, 137 float x0, float y0, float x1, float y1, GLfloat z, 138 const union pipe_color_union *color) 139 { 140 struct pipe_context *pipe = st->pipe; 141 struct pipe_resource *vbuf = NULL; 142 GLuint i, offset; 143 float (*vertices)[2][4]; /**< vertex pos + color */ 144 145 if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 146 &offset, &vbuf, (void **) &vertices) != PIPE_OK) { 147 return; 148 } 149 150 /* positions */ 151 vertices[0][0][0] = x0; 152 vertices[0][0][1] = y0; 153 154 vertices[1][0][0] = x1; 155 vertices[1][0][1] = y0; 156 157 vertices[2][0][0] = x1; 158 vertices[2][0][1] = y1; 159 160 vertices[3][0][0] = x0; 161 vertices[3][0][1] = y1; 162 163 /* same for all verts: */ 164 for (i = 0; i < 4; i++) { 165 vertices[i][0][2] = z; 166 vertices[i][0][3] = 1.0; 167 vertices[i][1][0] = color->f[0]; 168 vertices[i][1][1] = color->f[1]; 169 vertices[i][1][2] = color->f[2]; 170 vertices[i][1][3] = color->f[3]; 171 } 172 173 u_upload_unmap(st->uploader); 174 175 /* draw */ 176 util_draw_vertex_buffer(pipe, 177 st->cso_context, 178 vbuf, offset, 179 PIPE_PRIM_TRIANGLE_FAN, 180 4, /* verts */ 181 2); /* attribs/vert */ 182 183 pipe_resource_reference(&vbuf, NULL); 184 } 185 186 187 188 /** 189 * Do glClear by drawing a quadrilateral. 190 * The vertices of the quad will be computed from the 191 * ctx->DrawBuffer->_X/Ymin/max fields. 192 */ 193 static void 194 clear_with_quad(struct gl_context *ctx, 195 GLboolean color, GLboolean depth, GLboolean stencil) 196 { 197 struct st_context *st = st_context(ctx); 198 const struct gl_framebuffer *fb = ctx->DrawBuffer; 199 const GLfloat fb_width = (GLfloat) fb->Width; 200 const GLfloat fb_height = (GLfloat) fb->Height; 201 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; 202 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; 203 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; 204 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; 205 union pipe_color_union clearColor; 206 207 /* 208 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, 209 color ? "color, " : "", 210 depth ? "depth, " : "", 211 stencil ? "stencil" : "", 212 x0, y0, 213 x1, y1); 214 */ 215 216 cso_save_blend(st->cso_context); 217 cso_save_stencil_ref(st->cso_context); 218 cso_save_depth_stencil_alpha(st->cso_context); 219 cso_save_rasterizer(st->cso_context); 220 cso_save_sample_mask(st->cso_context); 221 cso_save_viewport(st->cso_context); 222 cso_save_fragment_shader(st->cso_context); 223 cso_save_stream_outputs(st->cso_context); 224 cso_save_vertex_shader(st->cso_context); 225 cso_save_geometry_shader(st->cso_context); 226 cso_save_vertex_elements(st->cso_context); 227 cso_save_vertex_buffers(st->cso_context); 228 229 /* blend state: RGBA masking */ 230 { 231 struct pipe_blend_state blend; 232 memset(&blend, 0, sizeof(blend)); 233 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; 234 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; 235 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; 236 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; 237 if (color) { 238 if (ctx->Color.ColorMask[0][0]) 239 blend.rt[0].colormask |= PIPE_MASK_R; 240 if (ctx->Color.ColorMask[0][1]) 241 blend.rt[0].colormask |= PIPE_MASK_G; 242 if (ctx->Color.ColorMask[0][2]) 243 blend.rt[0].colormask |= PIPE_MASK_B; 244 if (ctx->Color.ColorMask[0][3]) 245 blend.rt[0].colormask |= PIPE_MASK_A; 246 if (st->ctx->Color.DitherFlag) 247 blend.dither = 1; 248 } 249 cso_set_blend(st->cso_context, &blend); 250 } 251 252 /* depth_stencil state: always pass/set to ref value */ 253 { 254 struct pipe_depth_stencil_alpha_state depth_stencil; 255 memset(&depth_stencil, 0, sizeof(depth_stencil)); 256 if (depth) { 257 depth_stencil.depth.enabled = 1; 258 depth_stencil.depth.writemask = 1; 259 depth_stencil.depth.func = PIPE_FUNC_ALWAYS; 260 } 261 262 if (stencil) { 263 struct pipe_stencil_ref stencil_ref; 264 memset(&stencil_ref, 0, sizeof(stencil_ref)); 265 depth_stencil.stencil[0].enabled = 1; 266 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; 267 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; 268 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; 269 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; 270 depth_stencil.stencil[0].valuemask = 0xff; 271 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; 272 stencil_ref.ref_value[0] = ctx->Stencil.Clear; 273 cso_set_stencil_ref(st->cso_context, &stencil_ref); 274 } 275 276 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); 277 } 278 279 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw); 280 cso_set_stream_outputs(st->cso_context, 0, NULL, 0); 281 cso_set_sample_mask(st->cso_context, ~0); 282 cso_set_rasterizer(st->cso_context, &st->clear.raster); 283 284 /* viewport state: viewport matching window dims */ 285 { 286 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); 287 struct pipe_viewport_state vp; 288 vp.scale[0] = 0.5f * fb_width; 289 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f); 290 vp.scale[2] = 1.0f; 291 vp.scale[3] = 1.0f; 292 vp.translate[0] = 0.5f * fb_width; 293 vp.translate[1] = 0.5f * fb_height; 294 vp.translate[2] = 0.0f; 295 vp.translate[3] = 0.0f; 296 cso_set_viewport(st->cso_context, &vp); 297 } 298 299 set_fragment_shader(st); 300 set_vertex_shader(st); 301 cso_set_geometry_shader_handle(st->cso_context, NULL); 302 303 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { 304 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; 305 GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat); 306 307 st_translate_color(&ctx->Color.ClearColor, 308 &clearColor, 309 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, 310 is_integer); 311 } 312 313 /* draw quad matching scissor rect */ 314 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor); 315 316 /* Restore pipe state */ 317 cso_restore_blend(st->cso_context); 318 cso_restore_stencil_ref(st->cso_context); 319 cso_restore_depth_stencil_alpha(st->cso_context); 320 cso_restore_rasterizer(st->cso_context); 321 cso_restore_sample_mask(st->cso_context); 322 cso_restore_viewport(st->cso_context); 323 cso_restore_fragment_shader(st->cso_context); 324 cso_restore_vertex_shader(st->cso_context); 325 cso_restore_geometry_shader(st->cso_context); 326 cso_restore_vertex_elements(st->cso_context); 327 cso_restore_vertex_buffers(st->cso_context); 328 cso_restore_stream_outputs(st->cso_context); 329 } 330 331 332 /** 333 * Determine if we need to clear the depth buffer by drawing a quad. 334 */ 335 static INLINE GLboolean 336 check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb) 337 { 338 if (ctx->Scissor.Enabled && 339 (ctx->Scissor.X != 0 || 340 ctx->Scissor.Y != 0 || 341 ctx->Scissor.Width < rb->Width || 342 ctx->Scissor.Height < rb->Height)) 343 return GL_TRUE; 344 345 if (!ctx->Color.ColorMask[0][0] || 346 !ctx->Color.ColorMask[0][1] || 347 !ctx->Color.ColorMask[0][2] || 348 !ctx->Color.ColorMask[0][3]) 349 return GL_TRUE; 350 351 return GL_FALSE; 352 } 353 354 355 /** 356 * Determine if we need to clear the combiend depth/stencil buffer by 357 * drawing a quad. 358 */ 359 static INLINE GLboolean 360 check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb) 361 { 362 const GLuint stencilMax = 0xff; 363 GLboolean maskStencil 364 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; 365 366 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 367 368 if (ctx->Scissor.Enabled && 369 (ctx->Scissor.X != 0 || 370 ctx->Scissor.Y != 0 || 371 ctx->Scissor.Width < rb->Width || 372 ctx->Scissor.Height < rb->Height)) 373 return GL_TRUE; 374 375 if (maskStencil) 376 return GL_TRUE; 377 378 return GL_FALSE; 379 } 380 381 382 /** 383 * Determine if we need to clear the depth buffer by drawing a quad. 384 */ 385 static INLINE GLboolean 386 check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, 387 boolean ds_separate) 388 { 389 const struct st_renderbuffer *strb = st_renderbuffer(rb); 390 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); 391 392 if (ctx->Scissor.Enabled && 393 (ctx->Scissor.X != 0 || 394 ctx->Scissor.Y != 0 || 395 ctx->Scissor.Width < rb->Width || 396 ctx->Scissor.Height < rb->Height)) 397 return GL_TRUE; 398 399 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0) 400 return GL_TRUE; 401 402 return GL_FALSE; 403 } 404 405 406 /** 407 * Determine if we need to clear the stencil buffer by drawing a quad. 408 */ 409 static INLINE GLboolean 410 check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, 411 boolean ds_separate) 412 { 413 const struct st_renderbuffer *strb = st_renderbuffer(rb); 414 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); 415 const GLuint stencilMax = 0xff; 416 const GLboolean maskStencil 417 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; 418 419 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 420 421 if (maskStencil) 422 return GL_TRUE; 423 424 if (ctx->Scissor.Enabled && 425 (ctx->Scissor.X != 0 || 426 ctx->Scissor.Y != 0 || 427 ctx->Scissor.Width < rb->Width || 428 ctx->Scissor.Height < rb->Height)) 429 return GL_TRUE; 430 431 /* This is correct, but it is necessary to look at the depth clear 432 * value held in the surface when it comes time to issue the clear, 433 * rather than taking depth and stencil clear values from the 434 * current state. 435 */ 436 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0) 437 return GL_TRUE; 438 439 return GL_FALSE; 440 } 441 442 443 /** 444 * Called via ctx->Driver.Clear() 445 */ 446 static void 447 st_Clear(struct gl_context *ctx, GLbitfield mask) 448 { 449 static const GLbitfield BUFFER_BITS_DS 450 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); 451 struct st_context *st = st_context(ctx); 452 struct gl_renderbuffer *depthRb 453 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 454 struct gl_renderbuffer *stencilRb 455 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; 456 GLbitfield quad_buffers = 0x0; 457 GLbitfield clear_buffers = 0x0; 458 GLuint i; 459 460 /* This makes sure the pipe has the latest scissor, etc values */ 461 st_validate_state( st ); 462 463 if (mask & BUFFER_BITS_COLOR) { 464 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { 465 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; 466 467 if (mask & (1 << b)) { 468 struct gl_renderbuffer *rb 469 = ctx->DrawBuffer->Attachment[b].Renderbuffer; 470 struct st_renderbuffer *strb = st_renderbuffer(rb); 471 472 if (!strb || !strb->surface) 473 continue; 474 475 if (check_clear_color_with_quad( ctx, rb )) 476 quad_buffers |= PIPE_CLEAR_COLOR; 477 else 478 clear_buffers |= PIPE_CLEAR_COLOR; 479 } 480 } 481 } 482 483 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) { 484 /* clearing combined depth + stencil */ 485 struct st_renderbuffer *strb = st_renderbuffer(depthRb); 486 487 if (strb->surface) { 488 if (check_clear_depth_stencil_with_quad(ctx, depthRb)) 489 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL; 490 else 491 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; 492 } 493 } 494 else { 495 /* separate depth/stencil clears */ 496 /* I don't think truly separate buffers are actually possible in gallium or hw? */ 497 if (mask & BUFFER_BIT_DEPTH) { 498 struct st_renderbuffer *strb = st_renderbuffer(depthRb); 499 500 if (strb->surface) { 501 if (check_clear_depth_with_quad(ctx, depthRb, 502 st->clear.enable_ds_separate)) 503 quad_buffers |= PIPE_CLEAR_DEPTH; 504 else 505 clear_buffers |= PIPE_CLEAR_DEPTH; 506 } 507 } 508 if (mask & BUFFER_BIT_STENCIL) { 509 struct st_renderbuffer *strb = st_renderbuffer(stencilRb); 510 511 if (strb->surface) { 512 if (check_clear_stencil_with_quad(ctx, stencilRb, 513 st->clear.enable_ds_separate)) 514 quad_buffers |= PIPE_CLEAR_STENCIL; 515 else 516 clear_buffers |= PIPE_CLEAR_STENCIL; 517 } 518 } 519 } 520 521 /* 522 * If we're going to use clear_with_quad() for any reason, use it for 523 * everything possible. 524 */ 525 if (quad_buffers) { 526 quad_buffers |= clear_buffers; 527 clear_with_quad(ctx, 528 quad_buffers & PIPE_CLEAR_COLOR, 529 quad_buffers & PIPE_CLEAR_DEPTH, 530 quad_buffers & PIPE_CLEAR_STENCIL); 531 } else if (clear_buffers) { 532 /* driver cannot know it can clear everything if the buffer 533 * is a combined depth/stencil buffer but this wasn't actually 534 * required from the visual. Hence fix this up to avoid potential 535 * read-modify-write in the driver. 536 */ 537 union pipe_color_union clearColor; 538 539 if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) && 540 ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) && 541 (depthRb == stencilRb) && 542 (ctx->DrawBuffer->Visual.depthBits == 0 || 543 ctx->DrawBuffer->Visual.stencilBits == 0)) 544 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; 545 546 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { 547 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; 548 GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat); 549 550 st_translate_color(&ctx->Color.ClearColor, 551 &clearColor, 552 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, 553 is_integer); 554 } 555 556 st->pipe->clear(st->pipe, clear_buffers, &clearColor, 557 ctx->Depth.Clear, ctx->Stencil.Clear); 558 } 559 if (mask & BUFFER_BIT_ACCUM) 560 _mesa_clear_accum_buffer(ctx); 561 } 562 563 564 void 565 st_init_clear_functions(struct dd_function_table *functions) 566 { 567 functions->Clear = st_Clear; 568 } 569