1/************************************************************************** 2 * 3 * Copyright 2007 VMware, Inc. 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 VMWARE 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 <keithw@vmware.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_bitmap.h" 45#include "st_cb_clear.h" 46#include "st_cb_fbo.h" 47#include "st_draw.h" 48#include "st_format.h" 49#include "st_program.h" 50 51#include "pipe/p_context.h" 52#include "pipe/p_shader_tokens.h" 53#include "pipe/p_state.h" 54#include "pipe/p_defines.h" 55#include "util/u_format.h" 56#include "util/u_framebuffer.h" 57#include "util/u_inlines.h" 58#include "util/u_simple_shaders.h" 59 60#include "cso_cache/cso_context.h" 61 62 63/** 64 * Do per-context initialization for glClear. 65 */ 66void 67st_init_clear(struct st_context *st) 68{ 69 memset(&st->clear, 0, sizeof(st->clear)); 70 71 st->clear.raster.half_pixel_center = 1; 72 st->clear.raster.bottom_edge_rule = 1; 73 st->clear.raster.depth_clip = 1; 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 if (st->clear.vs_layered) { 92 cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered); 93 st->clear.vs_layered = NULL; 94 } 95 if (st->clear.gs_layered) { 96 cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered); 97 st->clear.gs_layered = NULL; 98 } 99} 100 101 102/** 103 * Helper function to set the fragment shaders. 104 */ 105static inline void 106set_fragment_shader(struct st_context *st) 107{ 108 if (!st->clear.fs) 109 st->clear.fs = 110 util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC, 111 TGSI_INTERPOLATE_CONSTANT, 112 TRUE); 113 114 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); 115} 116 117 118/** 119 * Helper function to set the vertex shader. 120 */ 121static inline void 122set_vertex_shader(struct st_context *st) 123{ 124 /* vertex shader - still required to provide the linkage between 125 * fragment shader input semantics and vertex_element/buffers. 126 */ 127 if (!st->clear.vs) 128 { 129 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION, 130 TGSI_SEMANTIC_GENERIC }; 131 const uint semantic_indexes[] = { 0, 0 }; 132 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2, 133 semantic_names, 134 semantic_indexes, 135 FALSE); 136 } 137 138 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); 139 cso_set_geometry_shader_handle(st->cso_context, NULL); 140} 141 142 143static void 144set_vertex_shader_layered(struct st_context *st) 145{ 146 struct pipe_context *pipe = st->pipe; 147 148 if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) { 149 assert(!"Got layered clear, but VS instancing is unsupported"); 150 set_vertex_shader(st); 151 return; 152 } 153 154 if (!st->clear.vs_layered) { 155 bool vs_layer = 156 pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT); 157 if (vs_layer) { 158 st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe); 159 } else { 160 st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe); 161 st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe); 162 } 163 } 164 165 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered); 166 cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered); 167} 168 169 170/** 171 * Do glClear by drawing a quadrilateral. 172 * The vertices of the quad will be computed from the 173 * ctx->DrawBuffer->_X/Ymin/max fields. 174 */ 175static void 176clear_with_quad(struct gl_context *ctx, unsigned clear_buffers) 177{ 178 struct st_context *st = st_context(ctx); 179 struct cso_context *cso = st->cso_context; 180 const struct gl_framebuffer *fb = ctx->DrawBuffer; 181 const GLfloat fb_width = (GLfloat) fb->Width; 182 const GLfloat fb_height = (GLfloat) fb->Height; 183 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; 184 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; 185 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; 186 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; 187 unsigned num_layers = 188 util_framebuffer_get_num_layers(&st->state.framebuffer); 189 190 /* 191 printf("%s %s%s%s %f,%f %f,%f\n", __func__, 192 color ? "color, " : "", 193 depth ? "depth, " : "", 194 stencil ? "stencil" : "", 195 x0, y0, 196 x1, y1); 197 */ 198 199 cso_save_state(cso, (CSO_BIT_BLEND | 200 CSO_BIT_STENCIL_REF | 201 CSO_BIT_DEPTH_STENCIL_ALPHA | 202 CSO_BIT_RASTERIZER | 203 CSO_BIT_SAMPLE_MASK | 204 CSO_BIT_MIN_SAMPLES | 205 CSO_BIT_VIEWPORT | 206 CSO_BIT_STREAM_OUTPUTS | 207 CSO_BIT_VERTEX_ELEMENTS | 208 CSO_BIT_AUX_VERTEX_BUFFER_SLOT | 209 CSO_BIT_PAUSE_QUERIES | 210 CSO_BITS_ALL_SHADERS)); 211 212 /* blend state: RGBA masking */ 213 { 214 struct pipe_blend_state blend; 215 memset(&blend, 0, sizeof(blend)); 216 if (clear_buffers & PIPE_CLEAR_COLOR) { 217 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ? 218 ctx->DrawBuffer->_NumColorDrawBuffers : 1; 219 int i; 220 221 blend.independent_blend_enable = num_buffers > 1; 222 223 for (i = 0; i < num_buffers; i++) { 224 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i))) 225 continue; 226 227 if (ctx->Color.ColorMask[i][0]) 228 blend.rt[i].colormask |= PIPE_MASK_R; 229 if (ctx->Color.ColorMask[i][1]) 230 blend.rt[i].colormask |= PIPE_MASK_G; 231 if (ctx->Color.ColorMask[i][2]) 232 blend.rt[i].colormask |= PIPE_MASK_B; 233 if (ctx->Color.ColorMask[i][3]) 234 blend.rt[i].colormask |= PIPE_MASK_A; 235 } 236 237 if (ctx->Color.DitherFlag) 238 blend.dither = 1; 239 } 240 cso_set_blend(cso, &blend); 241 } 242 243 /* depth_stencil state: always pass/set to ref value */ 244 { 245 struct pipe_depth_stencil_alpha_state depth_stencil; 246 memset(&depth_stencil, 0, sizeof(depth_stencil)); 247 if (clear_buffers & PIPE_CLEAR_DEPTH) { 248 depth_stencil.depth.enabled = 1; 249 depth_stencil.depth.writemask = 1; 250 depth_stencil.depth.func = PIPE_FUNC_ALWAYS; 251 } 252 253 if (clear_buffers & PIPE_CLEAR_STENCIL) { 254 struct pipe_stencil_ref stencil_ref; 255 memset(&stencil_ref, 0, sizeof(stencil_ref)); 256 depth_stencil.stencil[0].enabled = 1; 257 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; 258 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; 259 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; 260 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; 261 depth_stencil.stencil[0].valuemask = 0xff; 262 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; 263 stencil_ref.ref_value[0] = ctx->Stencil.Clear; 264 cso_set_stencil_ref(cso, &stencil_ref); 265 } 266 267 cso_set_depth_stencil_alpha(cso, &depth_stencil); 268 } 269 270 cso_set_vertex_elements(cso, 2, st->util_velems); 271 cso_set_stream_outputs(cso, 0, NULL, NULL); 272 cso_set_sample_mask(cso, ~0); 273 cso_set_min_samples(cso, 1); 274 cso_set_rasterizer(cso, &st->clear.raster); 275 276 /* viewport state: viewport matching window dims */ 277 cso_set_viewport_dims(st->cso_context, fb_width, fb_height, 278 st_fb_orientation(fb) == Y_0_TOP); 279 280 set_fragment_shader(st); 281 cso_set_tessctrl_shader_handle(cso, NULL); 282 cso_set_tesseval_shader_handle(cso, NULL); 283 284 if (num_layers > 1) 285 set_vertex_shader_layered(st); 286 else 287 set_vertex_shader(st); 288 289 /* draw quad matching scissor rect. 290 * 291 * Note: if we're only clearing depth/stencil we still setup vertices 292 * with color, but they'll be ignored. 293 * 294 * We can't translate the clear color to the colorbuffer format, 295 * because different colorbuffers may have different formats. 296 */ 297 if (!st_draw_quad(st, x0, y0, x1, y1, 298 ctx->Depth.Clear * 2.0f - 1.0f, 299 0.0f, 0.0f, 0.0f, 0.0f, 300 (const float *) &ctx->Color.ClearColor.f, 301 num_layers)) { 302 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear"); 303 } 304 305 /* Restore pipe state */ 306 cso_restore_state(cso); 307} 308 309 310/** 311 * Return if the scissor must be enabled during the clear. 312 */ 313static inline GLboolean 314is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb) 315{ 316 const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0]; 317 318 return (ctx->Scissor.EnableFlags & 1) && 319 (scissor->X > 0 || 320 scissor->Y > 0 || 321 scissor->X + scissor->Width < (int)rb->Width || 322 scissor->Y + scissor->Height < (int)rb->Height); 323} 324 325/** 326 * Return if window rectangles must be enabled during the clear. 327 */ 328static inline bool 329is_window_rectangle_enabled(struct gl_context *ctx) 330{ 331 if (ctx->DrawBuffer == ctx->WinSysDrawBuffer) 332 return false; 333 return ctx->Scissor.NumWindowRects > 0 || 334 ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT; 335} 336 337 338/** 339 * Return if all of the color channels are masked. 340 */ 341static inline GLboolean 342is_color_disabled(struct gl_context *ctx, int i) 343{ 344 return !ctx->Color.ColorMask[i][0] && 345 !ctx->Color.ColorMask[i][1] && 346 !ctx->Color.ColorMask[i][2] && 347 !ctx->Color.ColorMask[i][3]; 348} 349 350 351/** 352 * Return if any of the color channels are masked. 353 */ 354static inline GLboolean 355is_color_masked(struct gl_context *ctx, int i) 356{ 357 return !ctx->Color.ColorMask[i][0] || 358 !ctx->Color.ColorMask[i][1] || 359 !ctx->Color.ColorMask[i][2] || 360 !ctx->Color.ColorMask[i][3]; 361} 362 363 364/** 365 * Return if all of the stencil bits are masked. 366 */ 367static inline GLboolean 368is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb) 369{ 370 const GLuint stencilMax = 0xff; 371 372 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 373 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0; 374} 375 376 377/** 378 * Return if any of the stencil bits are masked. 379 */ 380static inline GLboolean 381is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb) 382{ 383 const GLuint stencilMax = 0xff; 384 385 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); 386 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; 387} 388 389 390/** 391 * Called via ctx->Driver.Clear() 392 */ 393static void 394st_Clear(struct gl_context *ctx, GLbitfield mask) 395{ 396 struct st_context *st = st_context(ctx); 397 struct gl_renderbuffer *depthRb 398 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 399 struct gl_renderbuffer *stencilRb 400 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; 401 GLbitfield quad_buffers = 0x0; 402 GLbitfield clear_buffers = 0x0; 403 GLuint i; 404 405 st_flush_bitmap_cache(st); 406 st_invalidate_readpix_cache(st); 407 408 /* This makes sure the pipe has the latest scissor, etc values */ 409 st_validate_state( st, ST_PIPELINE_RENDER ); 410 411 if (mask & BUFFER_BITS_COLOR) { 412 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { 413 GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; 414 415 if (b >= 0 && mask & (1 << b)) { 416 struct gl_renderbuffer *rb 417 = ctx->DrawBuffer->Attachment[b].Renderbuffer; 418 struct st_renderbuffer *strb = st_renderbuffer(rb); 419 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0; 420 421 if (!strb || !strb->surface) 422 continue; 423 424 if (is_color_disabled(ctx, colormask_index)) 425 continue; 426 427 if (is_scissor_enabled(ctx, rb) || 428 is_window_rectangle_enabled(ctx) || 429 is_color_masked(ctx, colormask_index)) 430 quad_buffers |= PIPE_CLEAR_COLOR0 << i; 431 else 432 clear_buffers |= PIPE_CLEAR_COLOR0 << i; 433 } 434 } 435 } 436 437 if (mask & BUFFER_BIT_DEPTH) { 438 struct st_renderbuffer *strb = st_renderbuffer(depthRb); 439 440 if (strb->surface && ctx->Depth.Mask) { 441 if (is_scissor_enabled(ctx, depthRb) || 442 is_window_rectangle_enabled(ctx)) 443 quad_buffers |= PIPE_CLEAR_DEPTH; 444 else 445 clear_buffers |= PIPE_CLEAR_DEPTH; 446 } 447 } 448 if (mask & BUFFER_BIT_STENCIL) { 449 struct st_renderbuffer *strb = st_renderbuffer(stencilRb); 450 451 if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) { 452 if (is_scissor_enabled(ctx, stencilRb) || 453 is_window_rectangle_enabled(ctx) || 454 is_stencil_masked(ctx, stencilRb)) 455 quad_buffers |= PIPE_CLEAR_STENCIL; 456 else 457 clear_buffers |= PIPE_CLEAR_STENCIL; 458 } 459 } 460 461 /* Always clear depth and stencil together. 462 * This can only happen when the stencil writemask is not a full mask. 463 */ 464 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL && 465 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) { 466 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL; 467 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL; 468 } 469 470 /* Only use quad-based clearing for the renderbuffers which cannot 471 * use pipe->clear. We want to always use pipe->clear for the other 472 * renderbuffers, because it's likely to be faster. 473 */ 474 if (quad_buffers) { 475 clear_with_quad(ctx, quad_buffers); 476 } 477 if (clear_buffers) { 478 /* We can't translate the clear color to the colorbuffer format, 479 * because different colorbuffers may have different formats. 480 */ 481 st->pipe->clear(st->pipe, clear_buffers, 482 (union pipe_color_union*)&ctx->Color.ClearColor, 483 ctx->Depth.Clear, ctx->Stencil.Clear); 484 } 485 if (mask & BUFFER_BIT_ACCUM) 486 _mesa_clear_accum_buffer(ctx); 487} 488 489 490void 491st_init_clear_functions(struct dd_function_table *functions) 492{ 493 functions->Clear = st_Clear; 494} 495