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@tungstengraphics.com>
32  *   Brian Paul
33  *   Michel Dänzer
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 */
65void
66st_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 */
81void
82st_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 */
98static INLINE void
99set_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 */
111static INLINE void
112set_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 */
135static void
136draw_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 */
193static void
194clear_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 */
335static INLINE GLboolean
336check_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 */
359static INLINE GLboolean
360check_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 */
385static INLINE GLboolean
386check_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 */
409static INLINE GLboolean
410check_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 */
446static void
447st_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
564void
565st_init_clear_functions(struct dd_function_table *functions)
566{
567   functions->Clear = st_Clear;
568}
569