1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
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 **************************************************************************/
31 * Keith Whitwell <keith@tungstengraphics.com>
36 #include "main/glheader.h"
37 #include "main/formats.h"
38 #include "main/macros.h"
39 #include "program/prog_instruction.h"
40 #include "st_context.h"
42 #include "st_cb_accum.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_format.h"
46 #include "st_program.h"
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"
57 #include "cso_cache/cso_context.h"
61 * Do per-context initialization for glClear.
64 st_init_clear(struct st_context
*st
)
66 struct pipe_screen
*pscreen
= st
->pipe
->screen
;
68 memset(&st
->clear
, 0, sizeof(st
->clear
));
70 st
->clear
.raster
.gl_rasterization_rules
= 1;
71 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
76 * Free per-context state for glClear.
79 st_destroy_clear(struct st_context
*st
)
82 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
86 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
90 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
91 st
->clear
.vbuf
= NULL
;
97 * Helper function to set the fragment shaders.
100 set_fragment_shader(struct st_context
*st
)
103 st
->clear
.fs
= util_make_fragment_passthrough_shader(st
->pipe
);
105 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
110 * Helper function to set the vertex shader.
113 set_vertex_shader(struct st_context
*st
)
115 /* vertex shader - still required to provide the linkage between
116 * fragment shader input semantics and vertex_element/buffers.
120 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
121 TGSI_SEMANTIC_COLOR
};
122 const uint semantic_indexes
[] = { 0, 0 };
123 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
128 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
133 * Draw a screen-aligned quadrilateral.
134 * Coords are clip coords with y=0=bottom.
137 draw_quad(struct st_context
*st
,
138 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
139 const GLfloat color
[4])
141 struct pipe_context
*pipe
= st
->pipe
;
143 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
144 * no_flush) updates to buffers where we know there is no conflict
145 * with previous data. Currently using max_slots > 1 will cause
146 * synchronous rendering if the driver flushes its command buffers
147 * between one bitmap and the next. Our flush hook below isn't
148 * sufficient to catch this as the driver doesn't tell us when it
149 * flushes its own command buffers. Until this gets fixed, pay the
150 * price of allocating a new buffer for each bitmap cache-flush to
151 * avoid synchronous rendering.
153 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
156 if (st
->clear
.vbuf_slot
>= max_slots
) {
157 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
158 st
->clear
.vbuf_slot
= 0;
161 if (!st
->clear
.vbuf
) {
162 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
,
163 PIPE_BIND_VERTEX_BUFFER
,
165 max_slots
* sizeof(st
->clear
.vertices
));
169 st
->clear
.vertices
[0][0][0] = x0
;
170 st
->clear
.vertices
[0][0][1] = y0
;
172 st
->clear
.vertices
[1][0][0] = x1
;
173 st
->clear
.vertices
[1][0][1] = y0
;
175 st
->clear
.vertices
[2][0][0] = x1
;
176 st
->clear
.vertices
[2][0][1] = y1
;
178 st
->clear
.vertices
[3][0][0] = x0
;
179 st
->clear
.vertices
[3][0][1] = y1
;
181 /* same for all verts: */
182 for (i
= 0; i
< 4; i
++) {
183 st
->clear
.vertices
[i
][0][2] = z
;
184 st
->clear
.vertices
[i
][0][3] = 1.0;
185 st
->clear
.vertices
[i
][1][0] = color
[0];
186 st
->clear
.vertices
[i
][1][1] = color
[1];
187 st
->clear
.vertices
[i
][1][2] = color
[2];
188 st
->clear
.vertices
[i
][1][3] = color
[3];
191 /* put vertex data into vbuf */
192 pipe_buffer_write_nooverlap(st
->pipe
, st
->clear
.vbuf
,
194 * sizeof(st
->clear
.vertices
),
195 sizeof(st
->clear
.vertices
),
199 util_draw_vertex_buffer(pipe
,
202 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
203 PIPE_PRIM_TRIANGLE_FAN
,
205 2); /* attribs/vert */
208 st
->clear
.vbuf_slot
++;
214 * Do glClear by drawing a quadrilateral.
215 * The vertices of the quad will be computed from the
216 * ctx->DrawBuffer->_X/Ymin/max fields.
219 clear_with_quad(struct gl_context
*ctx
,
220 GLboolean color
, GLboolean depth
, GLboolean stencil
)
222 struct st_context
*st
= st_context(ctx
);
223 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
224 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
225 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
226 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
227 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
228 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
229 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
233 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
234 color ? "color, " : "",
235 depth ? "depth, " : "",
236 stencil ? "stencil" : "",
241 cso_save_blend(st
->cso_context
);
242 cso_save_stencil_ref(st
->cso_context
);
243 cso_save_depth_stencil_alpha(st
->cso_context
);
244 cso_save_rasterizer(st
->cso_context
);
245 cso_save_viewport(st
->cso_context
);
246 cso_save_clip(st
->cso_context
);
247 cso_save_fragment_shader(st
->cso_context
);
248 cso_save_vertex_shader(st
->cso_context
);
249 cso_save_vertex_elements(st
->cso_context
);
250 cso_save_vertex_buffers(st
->cso_context
);
252 /* blend state: RGBA masking */
254 struct pipe_blend_state blend
;
255 memset(&blend
, 0, sizeof(blend
));
256 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
257 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
258 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
259 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
261 if (ctx
->Color
.ColorMask
[0][0])
262 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
263 if (ctx
->Color
.ColorMask
[0][1])
264 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
265 if (ctx
->Color
.ColorMask
[0][2])
266 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
267 if (ctx
->Color
.ColorMask
[0][3])
268 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
269 if (st
->ctx
->Color
.DitherFlag
)
272 cso_set_blend(st
->cso_context
, &blend
);
275 /* depth_stencil state: always pass/set to ref value */
277 struct pipe_depth_stencil_alpha_state depth_stencil
;
278 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
280 depth_stencil
.depth
.enabled
= 1;
281 depth_stencil
.depth
.writemask
= 1;
282 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
286 struct pipe_stencil_ref stencil_ref
;
287 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
288 depth_stencil
.stencil
[0].enabled
= 1;
289 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
290 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
291 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
292 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
293 depth_stencil
.stencil
[0].valuemask
= 0xff;
294 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
295 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
296 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
299 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
302 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
304 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
306 /* viewport state: viewport matching window dims */
308 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
309 struct pipe_viewport_state vp
;
310 vp
.scale
[0] = 0.5f
* fb_width
;
311 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
314 vp
.translate
[0] = 0.5f
* fb_width
;
315 vp
.translate
[1] = 0.5f
* fb_height
;
316 vp
.translate
[2] = 0.0f
;
317 vp
.translate
[3] = 0.0f
;
318 cso_set_viewport(st
->cso_context
, &vp
);
321 cso_set_clip(st
->cso_context
, &st
->clear
.clip
);
322 set_fragment_shader(st
);
323 set_vertex_shader(st
);
325 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
326 st_translate_color(ctx
->Color
.ClearColorUnclamped
,
327 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
331 /* draw quad matching scissor rect */
332 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, clearColor
);
334 /* Restore pipe state */
335 cso_restore_blend(st
->cso_context
);
336 cso_restore_stencil_ref(st
->cso_context
);
337 cso_restore_depth_stencil_alpha(st
->cso_context
);
338 cso_restore_rasterizer(st
->cso_context
);
339 cso_restore_viewport(st
->cso_context
);
340 cso_restore_clip(st
->cso_context
);
341 cso_restore_fragment_shader(st
->cso_context
);
342 cso_restore_vertex_shader(st
->cso_context
);
343 cso_restore_vertex_elements(st
->cso_context
);
344 cso_restore_vertex_buffers(st
->cso_context
);
349 * Determine if we need to clear the depth buffer by drawing a quad.
351 static INLINE GLboolean
352 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
354 if (ctx
->Scissor
.Enabled
&&
355 (ctx
->Scissor
.X
!= 0 ||
356 ctx
->Scissor
.Y
!= 0 ||
357 ctx
->Scissor
.Width
< rb
->Width
||
358 ctx
->Scissor
.Height
< rb
->Height
))
361 if (!ctx
->Color
.ColorMask
[0][0] ||
362 !ctx
->Color
.ColorMask
[0][1] ||
363 !ctx
->Color
.ColorMask
[0][2] ||
364 !ctx
->Color
.ColorMask
[0][3])
372 * Determine if we need to clear the combiend depth/stencil buffer by
375 static INLINE GLboolean
376 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
378 const GLuint stencilMax
= 0xff;
379 GLboolean maskStencil
380 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
382 assert(rb
->Format
== MESA_FORMAT_S8
||
383 rb
->Format
== MESA_FORMAT_Z24_S8
||
384 rb
->Format
== MESA_FORMAT_S8_Z24
||
385 rb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
);
387 if (ctx
->Scissor
.Enabled
&&
388 (ctx
->Scissor
.X
!= 0 ||
389 ctx
->Scissor
.Y
!= 0 ||
390 ctx
->Scissor
.Width
< rb
->Width
||
391 ctx
->Scissor
.Height
< rb
->Height
))
402 * Determine if we need to clear the depth buffer by drawing a quad.
404 static INLINE GLboolean
405 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
408 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
409 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
411 if (ctx
->Scissor
.Enabled
&&
412 (ctx
->Scissor
.X
!= 0 ||
413 ctx
->Scissor
.Y
!= 0 ||
414 ctx
->Scissor
.Width
< rb
->Width
||
415 ctx
->Scissor
.Height
< rb
->Height
))
418 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
426 * Determine if we need to clear the stencil buffer by drawing a quad.
428 static INLINE GLboolean
429 check_clear_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
432 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
433 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
434 const GLuint stencilMax
= 0xff;
435 const GLboolean maskStencil
436 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
438 assert(rb
->Format
== MESA_FORMAT_S8
||
439 rb
->Format
== MESA_FORMAT_Z24_S8
||
440 rb
->Format
== MESA_FORMAT_S8_Z24
||
441 rb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
);
446 if (ctx
->Scissor
.Enabled
&&
447 (ctx
->Scissor
.X
!= 0 ||
448 ctx
->Scissor
.Y
!= 0 ||
449 ctx
->Scissor
.Width
< rb
->Width
||
450 ctx
->Scissor
.Height
< rb
->Height
))
453 /* This is correct, but it is necessary to look at the depth clear
454 * value held in the surface when it comes time to issue the clear,
455 * rather than taking depth and stencil clear values from the
458 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
467 * Called when we need to flush.
470 st_flush_clear(struct st_context
*st
)
472 /* Release vertex buffer to avoid synchronous rendering if we were
473 * to map it in the next frame.
475 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
476 st
->clear
.vbuf_slot
= 0;
482 * Called via ctx->Driver.Clear()
485 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
487 static const GLbitfield BUFFER_BITS_DS
488 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
489 struct st_context
*st
= st_context(ctx
);
490 struct gl_renderbuffer
*depthRb
491 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
492 struct gl_renderbuffer
*stencilRb
493 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
494 GLbitfield quad_buffers
= 0x0;
495 GLbitfield clear_buffers
= 0x0;
498 /* This makes sure the pipe has the latest scissor, etc values */
499 st_validate_state( st
);
501 if (mask
& BUFFER_BITS_COLOR
) {
502 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
503 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
505 if (mask
& (1 << b
)) {
506 struct gl_renderbuffer
*rb
507 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
508 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
510 if (!strb
|| !strb
->surface
)
513 if (check_clear_color_with_quad( ctx
, rb
))
514 quad_buffers
|= PIPE_CLEAR_COLOR
;
516 clear_buffers
|= PIPE_CLEAR_COLOR
;
521 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
522 /* clearing combined depth + stencil */
523 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
526 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
527 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
529 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
533 /* separate depth/stencil clears */
534 /* I don't think truly separate buffers are actually possible in gallium or hw? */
535 if (mask
& BUFFER_BIT_DEPTH
) {
536 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
539 if (check_clear_depth_with_quad(ctx
, depthRb
,
540 st
->clear
.enable_ds_separate
))
541 quad_buffers
|= PIPE_CLEAR_DEPTH
;
543 clear_buffers
|= PIPE_CLEAR_DEPTH
;
546 if (mask
& BUFFER_BIT_STENCIL
) {
547 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
550 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
551 st
->clear
.enable_ds_separate
))
552 quad_buffers
|= PIPE_CLEAR_STENCIL
;
554 clear_buffers
|= PIPE_CLEAR_STENCIL
;
560 * If we're going to use clear_with_quad() for any reason, use it for
561 * everything possible.
564 quad_buffers
|= clear_buffers
;
566 quad_buffers
& PIPE_CLEAR_COLOR
,
567 quad_buffers
& PIPE_CLEAR_DEPTH
,
568 quad_buffers
& PIPE_CLEAR_STENCIL
);
569 } else if (clear_buffers
) {
570 /* driver cannot know it can clear everything if the buffer
571 * is a combined depth/stencil buffer but this wasn't actually
572 * required from the visual. Hence fix this up to avoid potential
573 * read-modify-write in the driver.
577 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
578 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
579 (depthRb
== stencilRb
) &&
580 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
581 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
582 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
584 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
585 st_translate_color(ctx
->Color
.ClearColor
,
586 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
590 st
->pipe
->clear(st
->pipe
, clear_buffers
, ctx
->Color
.ClearColorUnclamped
,
591 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
593 if (mask
& BUFFER_BIT_ACCUM
)
594 st_clear_accum_buffer(ctx
,
595 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
600 st_init_clear_functions(struct dd_function_table
*functions
)
602 functions
->Clear
= st_Clear
;