st_cb_clear.c revision 23c71839e994c9c0ca684e54630991e16b0530af
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 u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), &offset, &vbuf, 146 (void**)&vertices); 147 if (!vbuf) { 148 return; 149 } 150 151 /* positions */ 152 vertices[0][0][0] = x0; 153 vertices[0][0][1] = y0; 154 155 vertices[1][0][0] = x1; 156 vertices[1][0][1] = y0; 157 158 vertices[2][0][0] = x1; 159 vertices[2][0][1] = y1; 160 161 vertices[3][0][0] = x0; 162 vertices[3][0][1] = y1; 163 164 /* same for all verts: */ 165 for (i = 0; i < 4; i++) { 166 vertices[i][0][2] = z; 167 vertices[i][0][3] = 1.0; 168 vertices[i][1][0] = color->f[0]; 169 vertices[i][1][1] = color->f[1]; 170 vertices[i][1][2] = color->f[2]; 171 vertices[i][1][3] = color->f[3]; 172 } 173 174 u_upload_unmap(st->uploader); 175 176 /* draw */ 177 util_draw_vertex_buffer(pipe, 178 st->cso_context, 179 vbuf, offset, 180 PIPE_PRIM_TRIANGLE_FAN, 181 4, /* verts */ 182 2); /* attribs/vert */ 183 184 pipe_resource_reference(&vbuf, NULL); 185} 186 187 188 189/** 190 * Do glClear by drawing a quadrilateral. 191 * The vertices of the quad will be computed from the 192 * ctx->DrawBuffer->_X/Ymin/max fields. 193 */ 194static void 195clear_with_quad(struct gl_context *ctx, 196 GLboolean color, GLboolean depth, GLboolean stencil) 197{ 198 struct st_context *st = st_context(ctx); 199 const struct gl_framebuffer *fb = ctx->DrawBuffer; 200 const GLfloat fb_width = (GLfloat) fb->Width; 201 const GLfloat fb_height = (GLfloat) fb->Height; 202 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; 203 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; 204 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; 205 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; 206 union pipe_color_union clearColor; 207 208 /* 209 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, 210 color ? "color, " : "", 211 depth ? "depth, " : "", 212 stencil ? "stencil" : "", 213 x0, y0, 214 x1, y1); 215 */ 216 217 cso_save_blend(st->cso_context); 218 cso_save_stencil_ref(st->cso_context); 219 cso_save_depth_stencil_alpha(st->cso_context); 220 cso_save_rasterizer(st->cso_context); 221 cso_save_sample_mask(st->cso_context); 222 cso_save_viewport(st->cso_context); 223 cso_save_fragment_shader(st->cso_context); 224 cso_save_stream_outputs(st->cso_context); 225 cso_save_vertex_shader(st->cso_context); 226 cso_save_geometry_shader(st->cso_context); 227 cso_save_vertex_elements(st->cso_context); 228 cso_save_vertex_buffers(st->cso_context); 229 230 /* blend state: RGBA masking */ 231 { 232 struct pipe_blend_state blend; 233 memset(&blend, 0, sizeof(blend)); 234 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; 235 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; 236 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; 237 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; 238 if (color) { 239 if (ctx->Color.ColorMask[0][0]) 240 blend.rt[0].colormask |= PIPE_MASK_R; 241 if (ctx->Color.ColorMask[0][1]) 242 blend.rt[0].colormask |= PIPE_MASK_G; 243 if (ctx->Color.ColorMask[0][2]) 244 blend.rt[0].colormask |= PIPE_MASK_B; 245 if (ctx->Color.ColorMask[0][3]) 246 blend.rt[0].colormask |= PIPE_MASK_A; 247 if (st->ctx->Color.DitherFlag) 248 blend.dither = 1; 249 } 250 cso_set_blend(st->cso_context, &blend); 251 } 252 253 /* depth_stencil state: always pass/set to ref value */ 254 { 255 struct pipe_depth_stencil_alpha_state depth_stencil; 256 memset(&depth_stencil, 0, sizeof(depth_stencil)); 257 if (depth) { 258 depth_stencil.depth.enabled = 1; 259 depth_stencil.depth.writemask = 1; 260 depth_stencil.depth.func = PIPE_FUNC_ALWAYS; 261 } 262 263 if (stencil) { 264 struct pipe_stencil_ref stencil_ref; 265 memset(&stencil_ref, 0, sizeof(stencil_ref)); 266 depth_stencil.stencil[0].enabled = 1; 267 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; 268 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; 269 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; 270 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; 271 depth_stencil.stencil[0].valuemask = 0xff; 272 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; 273 stencil_ref.ref_value[0] = ctx->Stencil.Clear; 274 cso_set_stencil_ref(st->cso_context, &stencil_ref); 275 } 276 277 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); 278 } 279 280 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw); 281 cso_set_stream_outputs(st->cso_context, 0, NULL, 0); 282 cso_set_sample_mask(st->cso_context, ~0); 283 cso_set_rasterizer(st->cso_context, &st->clear.raster); 284 285 /* viewport state: viewport matching window dims */ 286 { 287 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); 288 struct pipe_viewport_state vp; 289 vp.scale[0] = 0.5f * fb_width; 290 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f); 291 vp.scale[2] = 1.0f; 292 vp.scale[3] = 1.0f; 293 vp.translate[0] = 0.5f * fb_width; 294 vp.translate[1] = 0.5f * fb_height; 295 vp.translate[2] = 0.0f; 296 vp.translate[3] = 0.0f; 297 cso_set_viewport(st->cso_context, &vp); 298 } 299 300 set_fragment_shader(st); 301 set_vertex_shader(st); 302 cso_set_geometry_shader_handle(st->cso_context, NULL); 303 304 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { 305 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; 306 GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat); 307 308 st_translate_color(&ctx->Color.ClearColor, 309 &clearColor, 310 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, 311 is_integer); 312 } 313 314 /* draw quad matching scissor rect */ 315 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor); 316 317 /* Restore pipe state */ 318 cso_restore_blend(st->cso_context); 319 cso_restore_stencil_ref(st->cso_context); 320 cso_restore_depth_stencil_alpha(st->cso_context); 321 cso_restore_rasterizer(st->cso_context); 322 cso_restore_sample_mask(st->cso_context); 323 cso_restore_viewport(st->cso_context); 324 cso_restore_fragment_shader(st->cso_context); 325 cso_restore_vertex_shader(st->cso_context); 326 cso_restore_geometry_shader(st->cso_context); 327 cso_restore_vertex_elements(st->cso_context); 328 cso_restore_vertex_buffers(st->cso_context); 329 cso_restore_stream_outputs(st->cso_context); 330} 331 332 333/** 334 * Determine if we need to clear the depth buffer by drawing a quad. 335 */ 336static INLINE GLboolean 337check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb) 338{ 339 if (ctx->Scissor.Enabled && 340 (ctx->Scissor.X != 0 || 341 ctx->Scissor.Y != 0 || 342 ctx->Scissor.Width < rb->Width || 343 ctx->Scissor.Height < rb->Height)) 344 return GL_TRUE; 345 346 if (!ctx->Color.ColorMask[0][0] || 347 !ctx->Color.ColorMask[0][1] || 348 !ctx->Color.ColorMask[0][2] || 349 !ctx->Color.ColorMask[0][3]) 350 return GL_TRUE; 351 352 return GL_FALSE; 353} 354 355 356/** 357 * Determine if we need to clear the combiend depth/stencil buffer by 358 * drawing a quad. 359 */ 360static INLINE GLboolean 361check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb) 362{ 363 const GLuint stencilMax = 0xff; 364 GLboolean maskStencil 365 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; 366 367 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 368 369 if (ctx->Scissor.Enabled && 370 (ctx->Scissor.X != 0 || 371 ctx->Scissor.Y != 0 || 372 ctx->Scissor.Width < rb->Width || 373 ctx->Scissor.Height < rb->Height)) 374 return GL_TRUE; 375 376 if (maskStencil) 377 return GL_TRUE; 378 379 return GL_FALSE; 380} 381 382 383/** 384 * Determine if we need to clear the depth buffer by drawing a quad. 385 */ 386static INLINE GLboolean 387check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, 388 boolean ds_separate) 389{ 390 const struct st_renderbuffer *strb = st_renderbuffer(rb); 391 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); 392 393 if (ctx->Scissor.Enabled && 394 (ctx->Scissor.X != 0 || 395 ctx->Scissor.Y != 0 || 396 ctx->Scissor.Width < rb->Width || 397 ctx->Scissor.Height < rb->Height)) 398 return GL_TRUE; 399 400 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0) 401 return GL_TRUE; 402 403 return GL_FALSE; 404} 405 406 407/** 408 * Determine if we need to clear the stencil buffer by drawing a quad. 409 */ 410static INLINE GLboolean 411check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, 412 boolean ds_separate) 413{ 414 const struct st_renderbuffer *strb = st_renderbuffer(rb); 415 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); 416 const GLuint stencilMax = 0xff; 417 const GLboolean maskStencil 418 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; 419 420 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 421 422 if (maskStencil) 423 return GL_TRUE; 424 425 if (ctx->Scissor.Enabled && 426 (ctx->Scissor.X != 0 || 427 ctx->Scissor.Y != 0 || 428 ctx->Scissor.Width < rb->Width || 429 ctx->Scissor.Height < rb->Height)) 430 return GL_TRUE; 431 432 /* This is correct, but it is necessary to look at the depth clear 433 * value held in the surface when it comes time to issue the clear, 434 * rather than taking depth and stencil clear values from the 435 * current state. 436 */ 437 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0) 438 return GL_TRUE; 439 440 return GL_FALSE; 441} 442 443 444/** 445 * Called via ctx->Driver.Clear() 446 */ 447static void 448st_Clear(struct gl_context *ctx, GLbitfield mask) 449{ 450 static const GLbitfield BUFFER_BITS_DS 451 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); 452 struct st_context *st = st_context(ctx); 453 struct gl_renderbuffer *depthRb 454 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 455 struct gl_renderbuffer *stencilRb 456 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; 457 GLbitfield quad_buffers = 0x0; 458 GLbitfield clear_buffers = 0x0; 459 GLuint i; 460 461 /* This makes sure the pipe has the latest scissor, etc values */ 462 st_validate_state( st ); 463 464 if (mask & BUFFER_BITS_COLOR) { 465 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { 466 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; 467 468 if (mask & (1 << b)) { 469 struct gl_renderbuffer *rb 470 = ctx->DrawBuffer->Attachment[b].Renderbuffer; 471 struct st_renderbuffer *strb = st_renderbuffer(rb); 472 473 if (!strb || !strb->surface) 474 continue; 475 476 if (check_clear_color_with_quad( ctx, rb )) 477 quad_buffers |= PIPE_CLEAR_COLOR; 478 else 479 clear_buffers |= PIPE_CLEAR_COLOR; 480 } 481 } 482 } 483 484 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) { 485 /* clearing combined depth + stencil */ 486 struct st_renderbuffer *strb = st_renderbuffer(depthRb); 487 488 if (strb->surface) { 489 if (check_clear_depth_stencil_with_quad(ctx, depthRb)) 490 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL; 491 else 492 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; 493 } 494 } 495 else { 496 /* separate depth/stencil clears */ 497 /* I don't think truly separate buffers are actually possible in gallium or hw? */ 498 if (mask & BUFFER_BIT_DEPTH) { 499 struct st_renderbuffer *strb = st_renderbuffer(depthRb); 500 501 if (strb->surface) { 502 if (check_clear_depth_with_quad(ctx, depthRb, 503 st->clear.enable_ds_separate)) 504 quad_buffers |= PIPE_CLEAR_DEPTH; 505 else 506 clear_buffers |= PIPE_CLEAR_DEPTH; 507 } 508 } 509 if (mask & BUFFER_BIT_STENCIL) { 510 struct st_renderbuffer *strb = st_renderbuffer(stencilRb); 511 512 if (strb->surface) { 513 if (check_clear_stencil_with_quad(ctx, stencilRb, 514 st->clear.enable_ds_separate)) 515 quad_buffers |= PIPE_CLEAR_STENCIL; 516 else 517 clear_buffers |= PIPE_CLEAR_STENCIL; 518 } 519 } 520 } 521 522 /* 523 * If we're going to use clear_with_quad() for any reason, use it for 524 * everything possible. 525 */ 526 if (quad_buffers) { 527 quad_buffers |= clear_buffers; 528 clear_with_quad(ctx, 529 quad_buffers & PIPE_CLEAR_COLOR, 530 quad_buffers & PIPE_CLEAR_DEPTH, 531 quad_buffers & PIPE_CLEAR_STENCIL); 532 } else if (clear_buffers) { 533 /* driver cannot know it can clear everything if the buffer 534 * is a combined depth/stencil buffer but this wasn't actually 535 * required from the visual. Hence fix this up to avoid potential 536 * read-modify-write in the driver. 537 */ 538 union pipe_color_union clearColor; 539 540 if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) && 541 ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) && 542 (depthRb == stencilRb) && 543 (ctx->DrawBuffer->Visual.depthBits == 0 || 544 ctx->DrawBuffer->Visual.stencilBits == 0)) 545 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; 546 547 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) { 548 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0]; 549 GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat); 550 551 st_translate_color(&ctx->Color.ClearColor, 552 &clearColor, 553 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat, 554 is_integer); 555 } 556 557 st->pipe->clear(st->pipe, clear_buffers, &clearColor, 558 ctx->Depth.Clear, ctx->Stencil.Clear); 559 } 560 if (mask & BUFFER_BIT_ACCUM) 561 _mesa_clear_accum_buffer(ctx); 562} 563 564 565void 566st_init_clear_functions(struct dd_function_table *functions) 567{ 568 functions->Clear = st_Clear; 569} 570