1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * Copyright 2009 Intel Corporation.
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:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
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.
27 **************************************************************************/
29 #include "main/glheader.h"
30 #include "main/enums.h"
31 #include "main/image.h"
32 #include "main/mtypes.h"
33 #include "main/attrib.h"
34 #include "main/blend.h"
35 #include "main/bufferobj.h"
36 #include "main/buffers.h"
37 #include "main/depth.h"
38 #include "main/enable.h"
39 #include "main/macros.h"
40 #include "main/matrix.h"
41 #include "main/texstate.h"
42 #include "main/stencil.h"
43 #include "main/varray.h"
44 #include "glapi/dispatch.h"
45 #include "swrast/swrast.h"
47 #include "intel_context.h"
48 #include "intel_blit.h"
49 #include "intel_chipset.h"
50 #include "intel_clear.h"
51 #include "intel_fbo.h"
52 #include "intel_pixel.h"
54 #define FILE_DEBUG_FLAG DEBUG_BLIT
57 * Perform glClear where mask contains only color, depth, and/or stencil.
59 * The implementation is based on calling into Mesa to set GL state and
60 * performing normal triangle rendering. The intent of this path is to
61 * have as generic a path as possible, so that any driver could make use of
65 intel_clear_tris(GLcontext
*ctx
, GLbitfield mask
)
67 struct intel_context
*intel
= intel_context(ctx
);
68 GLfloat vertices
[4][3];
71 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
73 GLboolean saved_fp_enable
= GL_FALSE
, saved_vp_enable
= GL_FALSE
;
74 unsigned int saved_active_texture
;
76 assert((mask
& ~(BUFFER_BIT_BACK_LEFT
| BUFFER_BIT_FRONT_LEFT
|
77 BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
)) == 0);
79 _mesa_PushAttrib(GL_COLOR_BUFFER_BIT
|
83 GL_STENCIL_BUFFER_BIT
|
86 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
87 saved_active_texture
= ctx
->Texture
.CurrentUnit
;
89 /* Disable existing GL state we don't want to apply to a clear. */
90 _mesa_Disable(GL_ALPHA_TEST
);
91 _mesa_Disable(GL_BLEND
);
92 _mesa_Disable(GL_CULL_FACE
);
93 _mesa_Disable(GL_FOG
);
94 _mesa_Disable(GL_POLYGON_SMOOTH
);
95 _mesa_Disable(GL_POLYGON_STIPPLE
);
96 _mesa_Disable(GL_POLYGON_OFFSET_FILL
);
97 _mesa_Disable(GL_LIGHTING
);
98 _mesa_Disable(GL_CLIP_PLANE0
);
99 _mesa_Disable(GL_CLIP_PLANE1
);
100 _mesa_Disable(GL_CLIP_PLANE2
);
101 _mesa_Disable(GL_CLIP_PLANE3
);
102 _mesa_Disable(GL_CLIP_PLANE4
);
103 _mesa_Disable(GL_CLIP_PLANE5
);
104 if (ctx
->Extensions
.ARB_fragment_program
&& ctx
->FragmentProgram
.Enabled
) {
105 saved_fp_enable
= GL_TRUE
;
106 _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB
);
108 if (ctx
->Extensions
.ARB_vertex_program
&& ctx
->VertexProgram
.Enabled
) {
109 saved_vp_enable
= GL_TRUE
;
110 _mesa_Disable(GL_VERTEX_PROGRAM_ARB
);
113 if (ctx
->Texture
._EnabledUnits
!= 0) {
116 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
117 _mesa_ActiveTextureARB(GL_TEXTURE0
+ i
);
118 _mesa_Disable(GL_TEXTURE_1D
);
119 _mesa_Disable(GL_TEXTURE_2D
);
120 _mesa_Disable(GL_TEXTURE_3D
);
121 if (ctx
->Extensions
.ARB_texture_cube_map
)
122 _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB
);
123 if (ctx
->Extensions
.NV_texture_rectangle
)
124 _mesa_Disable(GL_TEXTURE_RECTANGLE_NV
);
125 if (ctx
->Extensions
.MESA_texture_array
) {
126 _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT
);
127 _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT
);
132 intel_meta_set_passthrough_transform(intel
);
134 for (i
= 0; i
< 4; i
++) {
135 color
[i
][0] = ctx
->Color
.ClearColor
[0];
136 color
[i
][1] = ctx
->Color
.ClearColor
[1];
137 color
[i
][2] = ctx
->Color
.ClearColor
[2];
138 color
[i
][3] = ctx
->Color
.ClearColor
[3];
141 /* convert clear Z from [0,1] to NDC coord in [-1,1] */
142 dst_z
= -1.0 + 2.0 * ctx
->Depth
.Clear
;
144 /* Prepare the vertices, which are the same regardless of which buffer we're
147 vertices
[0][0] = fb
->_Xmin
;
148 vertices
[0][1] = fb
->_Ymin
;
149 vertices
[0][2] = dst_z
;
150 vertices
[1][0] = fb
->_Xmax
;
151 vertices
[1][1] = fb
->_Ymin
;
152 vertices
[1][2] = dst_z
;
153 vertices
[2][0] = fb
->_Xmax
;
154 vertices
[2][1] = fb
->_Ymax
;
155 vertices
[2][2] = dst_z
;
156 vertices
[3][0] = fb
->_Xmin
;
157 vertices
[3][1] = fb
->_Ymax
;
158 vertices
[3][2] = dst_z
;
160 _mesa_ColorPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &color
);
161 _mesa_VertexPointer(3, GL_FLOAT
, 3 * sizeof(GLfloat
), &vertices
);
162 _mesa_Enable(GL_COLOR_ARRAY
);
163 _mesa_Enable(GL_VERTEX_ARRAY
);
166 GLuint this_mask
= 0;
168 if (mask
& BUFFER_BIT_BACK_LEFT
)
169 this_mask
= BUFFER_BIT_BACK_LEFT
;
170 else if (mask
& BUFFER_BIT_FRONT_LEFT
)
171 this_mask
= BUFFER_BIT_FRONT_LEFT
;
173 /* Clear depth/stencil in the same pass as color. */
174 this_mask
|= (mask
& (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
));
176 /* Select the current color buffer and use the color write mask if
177 * we have one, otherwise don't write any color channels.
179 if (this_mask
& BUFFER_BIT_FRONT_LEFT
)
180 _mesa_DrawBuffer(GL_FRONT_LEFT
);
181 else if (this_mask
& BUFFER_BIT_BACK_LEFT
)
182 _mesa_DrawBuffer(GL_BACK_LEFT
);
184 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_FALSE
);
186 /* Control writing of the depth clear value to depth. */
187 if (this_mask
& BUFFER_BIT_DEPTH
) {
188 _mesa_DepthFunc(GL_ALWAYS
);
189 _mesa_Enable(GL_DEPTH_TEST
);
191 _mesa_Disable(GL_DEPTH_TEST
);
192 _mesa_DepthMask(GL_FALSE
);
195 /* Control writing of the stencil clear value to stencil. */
196 if (this_mask
& BUFFER_BIT_STENCIL
) {
197 _mesa_Enable(GL_STENCIL_TEST
);
198 _mesa_StencilOp(GL_REPLACE
, GL_REPLACE
, GL_REPLACE
);
199 _mesa_StencilFuncSeparate(GL_FRONT
, GL_ALWAYS
, ctx
->Stencil
.Clear
,
200 ctx
->Stencil
.WriteMask
[0]);
202 _mesa_Disable(GL_STENCIL_TEST
);
205 CALL_DrawArrays(ctx
->Exec
, (GL_TRIANGLE_FAN
, 0, 4));
210 intel_meta_restore_transform(intel
);
212 _mesa_ActiveTextureARB(GL_TEXTURE0
+ saved_active_texture
);
214 _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB
);
216 _mesa_Enable(GL_VERTEX_PROGRAM_ARB
);
218 _mesa_PopClientAttrib();
222 static const char *buffer_names
[] = {
223 [BUFFER_FRONT_LEFT
] = "front",
224 [BUFFER_BACK_LEFT
] = "back",
225 [BUFFER_FRONT_RIGHT
] = "front right",
226 [BUFFER_BACK_RIGHT
] = "back right",
227 [BUFFER_AUX0
] = "aux0",
228 [BUFFER_AUX1
] = "aux1",
229 [BUFFER_AUX2
] = "aux2",
230 [BUFFER_AUX3
] = "aux3",
231 [BUFFER_DEPTH
] = "depth",
232 [BUFFER_STENCIL
] = "stencil",
233 [BUFFER_ACCUM
] = "accum",
234 [BUFFER_COLOR0
] = "color0",
235 [BUFFER_COLOR1
] = "color1",
236 [BUFFER_COLOR2
] = "color2",
237 [BUFFER_COLOR3
] = "color3",
238 [BUFFER_COLOR4
] = "color4",
239 [BUFFER_COLOR5
] = "color5",
240 [BUFFER_COLOR6
] = "color6",
241 [BUFFER_COLOR7
] = "color7",
245 * Called by ctx->Driver.Clear.
248 intelClear(GLcontext
*ctx
, GLbitfield mask
)
250 struct intel_context
*intel
= intel_context(ctx
);
251 const GLuint colorMask
= *((GLuint
*) & ctx
->Color
.ColorMask
);
252 GLbitfield tri_mask
= 0;
253 GLbitfield blit_mask
= 0;
254 GLbitfield swrast_mask
= 0;
255 struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
259 fprintf(stderr
, "%s\n", __FUNCTION__
);
261 /* HW color buffers (front, back, aux, generic FBO, etc) */
262 if (colorMask
== ~0) {
263 /* clear all R,G,B,A */
264 /* XXX FBO: need to check if colorbuffers are software RBOs! */
265 blit_mask
|= (mask
& BUFFER_BITS_COLOR
);
268 /* glColorMask in effect */
269 tri_mask
|= (mask
& BUFFER_BITS_COLOR
);
273 if (mask
& BUFFER_BIT_STENCIL
) {
274 const struct intel_region
*stencilRegion
275 = intel_get_rb_region(fb
, BUFFER_STENCIL
);
277 /* have hw stencil */
278 if (IS_965(intel
->intelScreen
->deviceID
) ||
279 (ctx
->Stencil
.WriteMask
[0] & 0xff) != 0xff) {
280 /* We have to use the 3D engine if we're clearing a partial mask
281 * of the stencil buffer, or if we're on a 965 which has a tiled
282 * depth/stencil buffer in a layout we can't blit to.
284 tri_mask
|= BUFFER_BIT_STENCIL
;
287 /* clearing all stencil bits, use blitting */
288 blit_mask
|= BUFFER_BIT_STENCIL
;
294 if (mask
& BUFFER_BIT_DEPTH
) {
295 /* clear depth with whatever method is used for stencil (see above) */
296 if (IS_965(intel
->intelScreen
->deviceID
) ||
297 tri_mask
& BUFFER_BIT_STENCIL
)
298 tri_mask
|= BUFFER_BIT_DEPTH
;
300 blit_mask
|= BUFFER_BIT_DEPTH
;
303 /* If we're doing a tri pass for depth/stencil, include a likely color
306 if (mask
& (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
)) {
307 tri_mask
|= blit_mask
& BUFFER_BIT_BACK_LEFT
;
308 blit_mask
&= ~BUFFER_BIT_BACK_LEFT
;
311 /* SW fallback clearing */
312 swrast_mask
= mask
& ~tri_mask
& ~blit_mask
;
314 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
315 GLuint bufBit
= 1 << i
;
316 if ((blit_mask
| tri_mask
) & bufBit
) {
317 if (!fb
->Attachment
[i
].Renderbuffer
->ClassID
) {
318 blit_mask
&= ~bufBit
;
320 swrast_mask
|= bufBit
;
326 if (INTEL_DEBUG
& DEBUG_BLIT
) {
328 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
329 if (blit_mask
& (1 << i
))
330 DBG(" %s", buffer_names
[i
]);
334 intelClearWithBlit(ctx
, blit_mask
);
338 if (INTEL_DEBUG
& DEBUG_BLIT
) {
340 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
341 if (tri_mask
& (1 << i
))
342 DBG(" %s", buffer_names
[i
]);
346 intel_clear_tris(ctx
, tri_mask
);
350 if (INTEL_DEBUG
& DEBUG_BLIT
) {
351 DBG("swrast clear:");
352 for (i
= 0; i
< BUFFER_COUNT
; i
++) {
353 if (swrast_mask
& (1 << i
))
354 DBG(" %s", buffer_names
[i
]);
358 _swrast_Clear(ctx
, swrast_mask
);
364 intelInitClearFuncs(struct dd_function_table
*functions
)
366 functions
->Clear
= intelClear
;