st_cb_clear.c revision e7689303a8e4790c38cc69ae7a197712f98e8f5b
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 "program/prog_instruction.h"
41#include "st_context.h"
42#include "st_atom.h"
43#include "st_cb_clear.h"
44#include "st_cb_fbo.h"
45#include "st_format.h"
46#include "st_program.h"
47
48#include "pipe/p_context.h"
49#include "pipe/p_shader_tokens.h"
50#include "pipe/p_state.h"
51#include "pipe/p_defines.h"
52#include "util/u_format.h"
53#include "util/u_inlines.h"
54#include "util/u_simple_shaders.h"
55#include "util/u_draw_quad.h"
56#include "util/u_upload_mgr.h"
57
58#include "cso_cache/cso_context.h"
59
60
61/**
62 * Do per-context initialization for glClear.
63 */
64void
65st_init_clear(struct st_context *st)
66{
67   struct pipe_screen *pscreen = st->pipe->screen;
68
69   memset(&st->clear, 0, sizeof(st->clear));
70
71   st->clear.raster.gl_rasterization_rules = 1;
72   st->clear.raster.depth_clip = 1;
73   st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
74}
75
76
77/**
78 * Free per-context state for glClear.
79 */
80void
81st_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}
92
93
94/**
95 * Helper function to set the fragment shaders.
96 */
97static INLINE void
98set_fragment_shader(struct st_context *st)
99{
100   if (!st->clear.fs)
101      st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
102
103   cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
104}
105
106
107/**
108 * Helper function to set the vertex shader.
109 */
110static INLINE void
111set_vertex_shader(struct st_context *st)
112{
113   /* vertex shader - still required to provide the linkage between
114    * fragment shader input semantics and vertex_element/buffers.
115    */
116   if (!st->clear.vs)
117   {
118      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
119                                      TGSI_SEMANTIC_COLOR };
120      const uint semantic_indexes[] = { 0, 0 };
121      st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
122                                                         semantic_names,
123                                                         semantic_indexes);
124   }
125
126   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
127}
128
129
130/**
131 * Draw a screen-aligned quadrilateral.
132 * Coords are clip coords with y=0=bottom.
133 */
134static void
135draw_quad(struct st_context *st,
136          float x0, float y0, float x1, float y1, GLfloat z,
137          const union pipe_color_union *color)
138{
139   struct pipe_context *pipe = st->pipe;
140   struct pipe_resource *vbuf = NULL;
141   GLuint i, offset;
142   float (*vertices)[2][4];  /**< vertex pos + color */
143
144   u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), &offset, &vbuf,
145		  (void**)&vertices);
146   if (!vbuf) {
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      st_translate_color(ctx->Color.ClearColor.f,
305                               ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
306                               clearColor.f);
307   }
308
309   /* draw quad matching scissor rect */
310   draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
311
312   /* Restore pipe state */
313   cso_restore_blend(st->cso_context);
314   cso_restore_stencil_ref(st->cso_context);
315   cso_restore_depth_stencil_alpha(st->cso_context);
316   cso_restore_rasterizer(st->cso_context);
317   cso_restore_sample_mask(st->cso_context);
318   cso_restore_viewport(st->cso_context);
319   cso_restore_fragment_shader(st->cso_context);
320   cso_restore_vertex_shader(st->cso_context);
321   cso_restore_geometry_shader(st->cso_context);
322   cso_restore_vertex_elements(st->cso_context);
323   cso_restore_vertex_buffers(st->cso_context);
324   cso_restore_stream_outputs(st->cso_context);
325}
326
327
328/**
329 * Determine if we need to clear the depth buffer by drawing a quad.
330 */
331static INLINE GLboolean
332check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
333{
334   if (ctx->Scissor.Enabled &&
335       (ctx->Scissor.X != 0 ||
336        ctx->Scissor.Y != 0 ||
337        ctx->Scissor.Width < rb->Width ||
338        ctx->Scissor.Height < rb->Height))
339      return GL_TRUE;
340
341   if (!ctx->Color.ColorMask[0][0] ||
342       !ctx->Color.ColorMask[0][1] ||
343       !ctx->Color.ColorMask[0][2] ||
344       !ctx->Color.ColorMask[0][3])
345      return GL_TRUE;
346
347   return GL_FALSE;
348}
349
350
351/**
352 * Determine if we need to clear the combiend depth/stencil buffer by
353 * drawing a quad.
354 */
355static INLINE GLboolean
356check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
357{
358   const GLuint stencilMax = 0xff;
359   GLboolean maskStencil
360      = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
361
362   assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
363
364   if (ctx->Scissor.Enabled &&
365       (ctx->Scissor.X != 0 ||
366        ctx->Scissor.Y != 0 ||
367        ctx->Scissor.Width < rb->Width ||
368        ctx->Scissor.Height < rb->Height))
369      return GL_TRUE;
370
371   if (maskStencil)
372      return GL_TRUE;
373
374   return GL_FALSE;
375}
376
377
378/**
379 * Determine if we need to clear the depth buffer by drawing a quad.
380 */
381static INLINE GLboolean
382check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
383                            boolean ds_separate)
384{
385   const struct st_renderbuffer *strb = st_renderbuffer(rb);
386   const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
387
388   if (ctx->Scissor.Enabled &&
389       (ctx->Scissor.X != 0 ||
390        ctx->Scissor.Y != 0 ||
391        ctx->Scissor.Width < rb->Width ||
392        ctx->Scissor.Height < rb->Height))
393      return GL_TRUE;
394
395   if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
396      return GL_TRUE;
397
398   return GL_FALSE;
399}
400
401
402/**
403 * Determine if we need to clear the stencil buffer by drawing a quad.
404 */
405static INLINE GLboolean
406check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
407                              boolean ds_separate)
408{
409   const struct st_renderbuffer *strb = st_renderbuffer(rb);
410   const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
411   const GLuint stencilMax = 0xff;
412   const GLboolean maskStencil
413      = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
414
415   assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
416
417   if (maskStencil)
418      return GL_TRUE;
419
420   if (ctx->Scissor.Enabled &&
421       (ctx->Scissor.X != 0 ||
422        ctx->Scissor.Y != 0 ||
423        ctx->Scissor.Width < rb->Width ||
424        ctx->Scissor.Height < rb->Height))
425      return GL_TRUE;
426
427   /* This is correct, but it is necessary to look at the depth clear
428    * value held in the surface when it comes time to issue the clear,
429    * rather than taking depth and stencil clear values from the
430    * current state.
431    */
432   if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
433      return GL_TRUE;
434
435   return GL_FALSE;
436}
437
438
439/**
440 * Called via ctx->Driver.Clear()
441 */
442static void
443st_Clear(struct gl_context *ctx, GLbitfield mask)
444{
445   static const GLbitfield BUFFER_BITS_DS
446      = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
447   struct st_context *st = st_context(ctx);
448   struct gl_renderbuffer *depthRb
449      = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
450   struct gl_renderbuffer *stencilRb
451      = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
452   GLbitfield quad_buffers = 0x0;
453   GLbitfield clear_buffers = 0x0;
454   GLuint i;
455
456   /* This makes sure the pipe has the latest scissor, etc values */
457   st_validate_state( st );
458
459   if (mask & BUFFER_BITS_COLOR) {
460      for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
461         GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
462
463         if (mask & (1 << b)) {
464            struct gl_renderbuffer *rb
465               = ctx->DrawBuffer->Attachment[b].Renderbuffer;
466            struct st_renderbuffer *strb = st_renderbuffer(rb);
467
468            if (!strb || !strb->surface)
469               continue;
470
471            if (check_clear_color_with_quad( ctx, rb ))
472               quad_buffers |= PIPE_CLEAR_COLOR;
473            else
474               clear_buffers |= PIPE_CLEAR_COLOR;
475         }
476      }
477   }
478
479   if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
480      /* clearing combined depth + stencil */
481      struct st_renderbuffer *strb = st_renderbuffer(depthRb);
482
483      if (strb->surface) {
484         if (check_clear_depth_stencil_with_quad(ctx, depthRb))
485            quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
486         else
487            clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
488      }
489   }
490   else {
491      /* separate depth/stencil clears */
492      /* I don't think truly separate buffers are actually possible in gallium or hw? */
493      if (mask & BUFFER_BIT_DEPTH) {
494         struct st_renderbuffer *strb = st_renderbuffer(depthRb);
495
496         if (strb->surface) {
497            if (check_clear_depth_with_quad(ctx, depthRb,
498                                            st->clear.enable_ds_separate))
499               quad_buffers |= PIPE_CLEAR_DEPTH;
500            else
501               clear_buffers |= PIPE_CLEAR_DEPTH;
502         }
503      }
504      if (mask & BUFFER_BIT_STENCIL) {
505         struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
506
507         if (strb->surface) {
508            if (check_clear_stencil_with_quad(ctx, stencilRb,
509                                              st->clear.enable_ds_separate))
510               quad_buffers |= PIPE_CLEAR_STENCIL;
511            else
512               clear_buffers |= PIPE_CLEAR_STENCIL;
513         }
514      }
515   }
516
517   /*
518    * If we're going to use clear_with_quad() for any reason, use it for
519    * everything possible.
520    */
521   if (quad_buffers) {
522      quad_buffers |= clear_buffers;
523      clear_with_quad(ctx,
524                      quad_buffers & PIPE_CLEAR_COLOR,
525                      quad_buffers & PIPE_CLEAR_DEPTH,
526                      quad_buffers & PIPE_CLEAR_STENCIL);
527   } else if (clear_buffers) {
528      /* driver cannot know it can clear everything if the buffer
529       * is a combined depth/stencil buffer but this wasn't actually
530       * required from the visual. Hence fix this up to avoid potential
531       * read-modify-write in the driver.
532       */
533      union pipe_color_union clearColor;
534
535      if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
536          ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
537          (depthRb == stencilRb) &&
538          (ctx->DrawBuffer->Visual.depthBits == 0 ||
539           ctx->DrawBuffer->Visual.stencilBits == 0))
540         clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
541
542      if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
543         st_translate_color(ctx->Color.ClearColor.f,
544			    ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
545			    clearColor.f);
546      }
547
548      st->pipe->clear(st->pipe, clear_buffers, &clearColor,
549                      ctx->Depth.Clear, ctx->Stencil.Clear);
550   }
551   if (mask & BUFFER_BIT_ACCUM)
552      _mesa_clear_accum_buffer(ctx);
553}
554
555
556void
557st_init_clear_functions(struct dd_function_table *functions)
558{
559   functions->Clear = st_Clear;
560}
561