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