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