intel: Use the GLSL-based meta clear when available.
[mesa.git] / src / mesa / drivers / dri / intel / intel_clear.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * Copyright 2009 Intel Corporation.
5 * 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 #include "main/glheader.h"
30 #include "main/mtypes.h"
31 #include "main/condrender.h"
32 #include "swrast/swrast.h"
33 #include "drivers/common/meta.h"
34
35 #include "intel_context.h"
36 #include "intel_blit.h"
37 #include "intel_clear.h"
38 #include "intel_fbo.h"
39 #include "intel_regions.h"
40
41 #define FILE_DEBUG_FLAG DEBUG_BLIT
42
43 static const char *buffer_names[] = {
44 [BUFFER_FRONT_LEFT] = "front",
45 [BUFFER_BACK_LEFT] = "back",
46 [BUFFER_FRONT_RIGHT] = "front right",
47 [BUFFER_BACK_RIGHT] = "back right",
48 [BUFFER_DEPTH] = "depth",
49 [BUFFER_STENCIL] = "stencil",
50 [BUFFER_ACCUM] = "accum",
51 [BUFFER_AUX0] = "aux0",
52 [BUFFER_COLOR0] = "color0",
53 [BUFFER_COLOR1] = "color1",
54 [BUFFER_COLOR2] = "color2",
55 [BUFFER_COLOR3] = "color3",
56 [BUFFER_COLOR4] = "color4",
57 [BUFFER_COLOR5] = "color5",
58 [BUFFER_COLOR6] = "color6",
59 [BUFFER_COLOR7] = "color7",
60 };
61
62 static void
63 debug_mask(const char *name, GLbitfield mask)
64 {
65 GLuint i;
66
67 if (unlikely(INTEL_DEBUG & DEBUG_BLIT)) {
68 DBG("%s clear:", name);
69 for (i = 0; i < BUFFER_COUNT; i++) {
70 if (mask & (1 << i))
71 DBG(" %s", buffer_names[i]);
72 }
73 DBG("\n");
74 }
75 }
76
77 /**
78 * Called by ctx->Driver.Clear.
79 */
80 static void
81 intelClear(struct gl_context *ctx, GLbitfield mask)
82 {
83 struct intel_context *intel = intel_context(ctx);
84 const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask[0]);
85 GLbitfield tri_mask = 0;
86 GLbitfield blit_mask = 0;
87 GLbitfield swrast_mask = 0;
88 struct gl_framebuffer *fb = ctx->DrawBuffer;
89 struct intel_renderbuffer *irb;
90 int i;
91
92 if (!_mesa_check_conditional_render(ctx))
93 return;
94
95 if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) {
96 intel->front_buffer_dirty = GL_TRUE;
97 }
98
99 if (0)
100 fprintf(stderr, "%s\n", __FUNCTION__);
101
102 /* Get SW clears out of the way: Anything without an intel_renderbuffer */
103 for (i = 0; i < BUFFER_COUNT; i++) {
104 if (!(mask & (1 << i)))
105 continue;
106
107 irb = intel_get_renderbuffer(fb, i);
108 if (unlikely(!irb)) {
109 swrast_mask |= (1 << i);
110 mask &= ~(1 << i);
111 }
112 }
113 if (unlikely(swrast_mask)) {
114 debug_mask("swrast", swrast_mask);
115 _swrast_Clear(ctx, swrast_mask);
116 }
117
118 /* HW color buffers (front, back, aux, generic FBO, etc) */
119 if (colorMask == ~0) {
120 /* clear all R,G,B,A */
121 blit_mask |= (mask & BUFFER_BITS_COLOR);
122 }
123 else {
124 /* glColorMask in effect */
125 tri_mask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT));
126 }
127
128 /* Make sure we have up to date buffers before we start looking at
129 * the tiling bits to determine how to clear. */
130 intel_prepare_render(intel);
131
132 /* HW stencil */
133 if (mask & BUFFER_BIT_STENCIL) {
134 const struct intel_region *stencilRegion
135 = intel_get_rb_region(fb, BUFFER_STENCIL);
136 if (stencilRegion) {
137 /* have hw stencil */
138 if (stencilRegion->tiling == I915_TILING_Y ||
139 (ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
140 /* We have to use the 3D engine if we're clearing a partial mask
141 * of the stencil buffer, or if we're on a 965 which has a tiled
142 * depth/stencil buffer in a layout we can't blit to.
143 */
144 tri_mask |= BUFFER_BIT_STENCIL;
145 }
146 else if (intel->has_separate_stencil &&
147 stencilRegion->tiling == I915_TILING_NONE) {
148 /* The stencil buffer is actually W tiled, which the hardware
149 * cannot blit to. */
150 tri_mask |= BUFFER_BIT_STENCIL;
151 }
152 else {
153 /* clearing all stencil bits, use blitting */
154 blit_mask |= BUFFER_BIT_STENCIL;
155 }
156 }
157 }
158
159 /* HW depth */
160 if (mask & BUFFER_BIT_DEPTH) {
161 const struct intel_region *irb = intel_get_rb_region(fb, BUFFER_DEPTH);
162
163 /* clear depth with whatever method is used for stencil (see above) */
164 if (irb->tiling == I915_TILING_Y || tri_mask & BUFFER_BIT_STENCIL)
165 tri_mask |= BUFFER_BIT_DEPTH;
166 else
167 blit_mask |= BUFFER_BIT_DEPTH;
168 }
169
170 /* If we're doing a tri pass for depth/stencil, include a likely color
171 * buffer with it.
172 */
173 if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
174 int color_bit = _mesa_ffs(mask & BUFFER_BITS_COLOR);
175 if (color_bit != 0) {
176 tri_mask |= blit_mask & (1 << (color_bit - 1));
177 blit_mask &= ~(1 << (color_bit - 1));
178 }
179 }
180
181 /* Anything left, just use tris */
182 tri_mask |= mask & ~blit_mask;
183
184 if (blit_mask) {
185 debug_mask("blit", blit_mask);
186 tri_mask |= intelClearWithBlit(ctx, blit_mask);
187 }
188
189 if (tri_mask) {
190 debug_mask("tri", tri_mask);
191 if (ctx->Extensions.ARB_fragment_shader)
192 _mesa_meta_glsl_Clear(&intel->ctx, tri_mask);
193 else
194 _mesa_meta_Clear(&intel->ctx, tri_mask);
195 }
196 }
197
198
199 void
200 intelInitClearFuncs(struct dd_function_table *functions)
201 {
202 functions->Clear = intelClear;
203 }