19a87aae29c4894efe4bb9cb6f1c854776dee067
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 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 /*
30 * Authors:
31 * Keith Whitwell <keith@tungstengraphics.com>
32 * Brian Paul
33 * Michel Dänzer
34 */
35
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"
41 #include "st_atom.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"
47
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"
56
57 #include "cso_cache/cso_context.h"
58
59
60 /**
61 * Do per-context initialization for glClear.
62 */
63 void
64 st_init_clear(struct st_context *st)
65 {
66 struct pipe_screen *pscreen = st->pipe->screen;
67
68 memset(&st->clear, 0, sizeof(st->clear));
69
70 st->clear.raster.gl_rasterization_rules = 1;
71 st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
72 }
73
74
75 /**
76 * Free per-context state for glClear.
77 */
78 void
79 st_destroy_clear(struct st_context *st)
80 {
81 if (st->clear.fs) {
82 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
83 st->clear.fs = NULL;
84 }
85 if (st->clear.vs) {
86 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
87 st->clear.vs = NULL;
88 }
89 if (st->clear.vbuf) {
90 pipe_resource_reference(&st->clear.vbuf, NULL);
91 st->clear.vbuf = NULL;
92 }
93 }
94
95
96 /**
97 * Helper function to set the fragment shaders.
98 */
99 static INLINE void
100 set_fragment_shader(struct st_context *st)
101 {
102 if (!st->clear.fs)
103 st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
104
105 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
106 }
107
108
109 /**
110 * Helper function to set the vertex shader.
111 */
112 static INLINE void
113 set_vertex_shader(struct st_context *st)
114 {
115 /* vertex shader - still required to provide the linkage between
116 * fragment shader input semantics and vertex_element/buffers.
117 */
118 if (!st->clear.vs)
119 {
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,
124 semantic_names,
125 semantic_indexes);
126 }
127
128 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
129 }
130
131
132 /**
133 * Draw a screen-aligned quadrilateral.
134 * Coords are clip coords with y=0=bottom.
135 */
136 static void
137 draw_quad(struct st_context *st,
138 float x0, float y0, float x1, float y1, GLfloat z,
139 const union pipe_color_union *color)
140 {
141 struct pipe_context *pipe = st->pipe;
142
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.
152 */
153 const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
154 GLuint i;
155
156 if (st->clear.vbuf_slot >= max_slots) {
157 pipe_resource_reference(&st->clear.vbuf, NULL);
158 st->clear.vbuf_slot = 0;
159 }
160
161 if (!st->clear.vbuf) {
162 st->clear.vbuf = pipe_buffer_create(pipe->screen,
163 PIPE_BIND_VERTEX_BUFFER,
164 PIPE_USAGE_STREAM,
165 max_slots * sizeof(st->clear.vertices));
166 }
167
168 /* positions */
169 st->clear.vertices[0][0][0] = x0;
170 st->clear.vertices[0][0][1] = y0;
171
172 st->clear.vertices[1][0][0] = x1;
173 st->clear.vertices[1][0][1] = y0;
174
175 st->clear.vertices[2][0][0] = x1;
176 st->clear.vertices[2][0][1] = y1;
177
178 st->clear.vertices[3][0][0] = x0;
179 st->clear.vertices[3][0][1] = y1;
180
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->f[0];
186 st->clear.vertices[i][1][1] = color->f[1];
187 st->clear.vertices[i][1][2] = color->f[2];
188 st->clear.vertices[i][1][3] = color->f[3];
189 }
190
191 /* put vertex data into vbuf */
192 pipe_buffer_write_nooverlap(st->pipe, st->clear.vbuf,
193 st->clear.vbuf_slot
194 * sizeof(st->clear.vertices),
195 sizeof(st->clear.vertices),
196 st->clear.vertices);
197
198 /* draw */
199 util_draw_vertex_buffer(pipe,
200 st->cso_context,
201 st->clear.vbuf,
202 st->clear.vbuf_slot * sizeof(st->clear.vertices),
203 PIPE_PRIM_TRIANGLE_FAN,
204 4, /* verts */
205 2); /* attribs/vert */
206
207 /* Increment slot */
208 st->clear.vbuf_slot++;
209 }
210
211
212
213 /**
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.
217 */
218 static void
219 clear_with_quad(struct gl_context *ctx,
220 GLboolean color, GLboolean depth, GLboolean stencil)
221 {
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;
230 union pipe_color_union clearColor;
231
232 /*
233 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
234 color ? "color, " : "",
235 depth ? "depth, " : "",
236 stencil ? "stencil" : "",
237 x0, y0,
238 x1, y1);
239 */
240
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_geometry_shader(st->cso_context);
250 cso_save_vertex_elements(st->cso_context);
251 cso_save_vertex_buffers(st->cso_context);
252
253 /* blend state: RGBA masking */
254 {
255 struct pipe_blend_state blend;
256 memset(&blend, 0, sizeof(blend));
257 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
258 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
259 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
260 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
261 if (color) {
262 if (ctx->Color.ColorMask[0][0])
263 blend.rt[0].colormask |= PIPE_MASK_R;
264 if (ctx->Color.ColorMask[0][1])
265 blend.rt[0].colormask |= PIPE_MASK_G;
266 if (ctx->Color.ColorMask[0][2])
267 blend.rt[0].colormask |= PIPE_MASK_B;
268 if (ctx->Color.ColorMask[0][3])
269 blend.rt[0].colormask |= PIPE_MASK_A;
270 if (st->ctx->Color.DitherFlag)
271 blend.dither = 1;
272 }
273 cso_set_blend(st->cso_context, &blend);
274 }
275
276 /* depth_stencil state: always pass/set to ref value */
277 {
278 struct pipe_depth_stencil_alpha_state depth_stencil;
279 memset(&depth_stencil, 0, sizeof(depth_stencil));
280 if (depth) {
281 depth_stencil.depth.enabled = 1;
282 depth_stencil.depth.writemask = 1;
283 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
284 }
285
286 if (stencil) {
287 struct pipe_stencil_ref stencil_ref;
288 memset(&stencil_ref, 0, sizeof(stencil_ref));
289 depth_stencil.stencil[0].enabled = 1;
290 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
291 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
292 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
293 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
294 depth_stencil.stencil[0].valuemask = 0xff;
295 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
296 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
297 cso_set_stencil_ref(st->cso_context, &stencil_ref);
298 }
299
300 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
301 }
302
303 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
304
305 cso_set_rasterizer(st->cso_context, &st->clear.raster);
306
307 /* viewport state: viewport matching window dims */
308 {
309 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
310 struct pipe_viewport_state vp;
311 vp.scale[0] = 0.5f * fb_width;
312 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
313 vp.scale[2] = 1.0f;
314 vp.scale[3] = 1.0f;
315 vp.translate[0] = 0.5f * fb_width;
316 vp.translate[1] = 0.5f * fb_height;
317 vp.translate[2] = 0.0f;
318 vp.translate[3] = 0.0f;
319 cso_set_viewport(st->cso_context, &vp);
320 }
321
322 cso_set_clip(st->cso_context, &st->clear.clip);
323 set_fragment_shader(st);
324 set_vertex_shader(st);
325 cso_set_geometry_shader_handle(st->cso_context, NULL);
326
327 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
328 st_translate_color(ctx->Color.ClearColor.f,
329 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
330 clearColor.f);
331 }
332
333 /* draw quad matching scissor rect */
334 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
335
336 /* Restore pipe state */
337 cso_restore_blend(st->cso_context);
338 cso_restore_stencil_ref(st->cso_context);
339 cso_restore_depth_stencil_alpha(st->cso_context);
340 cso_restore_rasterizer(st->cso_context);
341 cso_restore_viewport(st->cso_context);
342 cso_restore_clip(st->cso_context);
343 cso_restore_fragment_shader(st->cso_context);
344 cso_restore_vertex_shader(st->cso_context);
345 cso_restore_geometry_shader(st->cso_context);
346 cso_restore_vertex_elements(st->cso_context);
347 cso_restore_vertex_buffers(st->cso_context);
348 }
349
350
351 /**
352 * Determine if we need to clear the depth buffer by drawing a quad.
353 */
354 static INLINE GLboolean
355 check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
356 {
357 if (ctx->Scissor.Enabled &&
358 (ctx->Scissor.X != 0 ||
359 ctx->Scissor.Y != 0 ||
360 ctx->Scissor.Width < rb->Width ||
361 ctx->Scissor.Height < rb->Height))
362 return GL_TRUE;
363
364 if (!ctx->Color.ColorMask[0][0] ||
365 !ctx->Color.ColorMask[0][1] ||
366 !ctx->Color.ColorMask[0][2] ||
367 !ctx->Color.ColorMask[0][3])
368 return GL_TRUE;
369
370 return GL_FALSE;
371 }
372
373
374 /**
375 * Determine if we need to clear the combiend depth/stencil buffer by
376 * drawing a quad.
377 */
378 static INLINE GLboolean
379 check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
380 {
381 const GLuint stencilMax = 0xff;
382 GLboolean maskStencil
383 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
384
385 assert(rb->Format == MESA_FORMAT_S8 ||
386 rb->Format == MESA_FORMAT_Z24_S8 ||
387 rb->Format == MESA_FORMAT_S8_Z24 ||
388 rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
389
390 if (ctx->Scissor.Enabled &&
391 (ctx->Scissor.X != 0 ||
392 ctx->Scissor.Y != 0 ||
393 ctx->Scissor.Width < rb->Width ||
394 ctx->Scissor.Height < rb->Height))
395 return GL_TRUE;
396
397 if (maskStencil)
398 return GL_TRUE;
399
400 return GL_FALSE;
401 }
402
403
404 /**
405 * Determine if we need to clear the depth buffer by drawing a quad.
406 */
407 static INLINE GLboolean
408 check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
409 boolean ds_separate)
410 {
411 const struct st_renderbuffer *strb = st_renderbuffer(rb);
412 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
413
414 if (ctx->Scissor.Enabled &&
415 (ctx->Scissor.X != 0 ||
416 ctx->Scissor.Y != 0 ||
417 ctx->Scissor.Width < rb->Width ||
418 ctx->Scissor.Height < rb->Height))
419 return GL_TRUE;
420
421 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
422 return GL_TRUE;
423
424 return GL_FALSE;
425 }
426
427
428 /**
429 * Determine if we need to clear the stencil buffer by drawing a quad.
430 */
431 static INLINE GLboolean
432 check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
433 boolean ds_separate)
434 {
435 const struct st_renderbuffer *strb = st_renderbuffer(rb);
436 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
437 const GLuint stencilMax = 0xff;
438 const GLboolean maskStencil
439 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
440
441 assert(rb->Format == MESA_FORMAT_S8 ||
442 rb->Format == MESA_FORMAT_Z24_S8 ||
443 rb->Format == MESA_FORMAT_S8_Z24 ||
444 rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
445
446 if (maskStencil)
447 return GL_TRUE;
448
449 if (ctx->Scissor.Enabled &&
450 (ctx->Scissor.X != 0 ||
451 ctx->Scissor.Y != 0 ||
452 ctx->Scissor.Width < rb->Width ||
453 ctx->Scissor.Height < rb->Height))
454 return GL_TRUE;
455
456 /* This is correct, but it is necessary to look at the depth clear
457 * value held in the surface when it comes time to issue the clear,
458 * rather than taking depth and stencil clear values from the
459 * current state.
460 */
461 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
462 return GL_TRUE;
463
464 return GL_FALSE;
465 }
466
467
468
469 /**
470 * Called when we need to flush.
471 */
472 void
473 st_flush_clear(struct st_context *st)
474 {
475 /* Release vertex buffer to avoid synchronous rendering if we were
476 * to map it in the next frame.
477 */
478 pipe_resource_reference(&st->clear.vbuf, NULL);
479 st->clear.vbuf_slot = 0;
480 }
481
482
483
484 /**
485 * Called via ctx->Driver.Clear()
486 */
487 static void
488 st_Clear(struct gl_context *ctx, GLbitfield mask)
489 {
490 static const GLbitfield BUFFER_BITS_DS
491 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
492 struct st_context *st = st_context(ctx);
493 struct gl_renderbuffer *depthRb
494 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
495 struct gl_renderbuffer *stencilRb
496 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
497 GLbitfield quad_buffers = 0x0;
498 GLbitfield clear_buffers = 0x0;
499 GLuint i;
500
501 /* This makes sure the pipe has the latest scissor, etc values */
502 st_validate_state( st );
503
504 if (mask & BUFFER_BITS_COLOR) {
505 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
506 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
507
508 if (mask & (1 << b)) {
509 struct gl_renderbuffer *rb
510 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
511 struct st_renderbuffer *strb = st_renderbuffer(rb);
512
513 if (!strb || !strb->surface)
514 continue;
515
516 if (check_clear_color_with_quad( ctx, rb ))
517 quad_buffers |= PIPE_CLEAR_COLOR;
518 else
519 clear_buffers |= PIPE_CLEAR_COLOR;
520 }
521 }
522 }
523
524 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
525 /* clearing combined depth + stencil */
526 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
527
528 if (strb->surface) {
529 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
530 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
531 else
532 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
533 }
534 }
535 else {
536 /* separate depth/stencil clears */
537 /* I don't think truly separate buffers are actually possible in gallium or hw? */
538 if (mask & BUFFER_BIT_DEPTH) {
539 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
540
541 if (strb->surface) {
542 if (check_clear_depth_with_quad(ctx, depthRb,
543 st->clear.enable_ds_separate))
544 quad_buffers |= PIPE_CLEAR_DEPTH;
545 else
546 clear_buffers |= PIPE_CLEAR_DEPTH;
547 }
548 }
549 if (mask & BUFFER_BIT_STENCIL) {
550 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
551
552 if (strb->surface) {
553 if (check_clear_stencil_with_quad(ctx, stencilRb,
554 st->clear.enable_ds_separate))
555 quad_buffers |= PIPE_CLEAR_STENCIL;
556 else
557 clear_buffers |= PIPE_CLEAR_STENCIL;
558 }
559 }
560 }
561
562 /*
563 * If we're going to use clear_with_quad() for any reason, use it for
564 * everything possible.
565 */
566 if (quad_buffers) {
567 quad_buffers |= clear_buffers;
568 clear_with_quad(ctx,
569 quad_buffers & PIPE_CLEAR_COLOR,
570 quad_buffers & PIPE_CLEAR_DEPTH,
571 quad_buffers & PIPE_CLEAR_STENCIL);
572 } else if (clear_buffers) {
573 /* driver cannot know it can clear everything if the buffer
574 * is a combined depth/stencil buffer but this wasn't actually
575 * required from the visual. Hence fix this up to avoid potential
576 * read-modify-write in the driver.
577 */
578 union pipe_color_union clearColor;
579
580 if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
581 ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
582 (depthRb == stencilRb) &&
583 (ctx->DrawBuffer->Visual.depthBits == 0 ||
584 ctx->DrawBuffer->Visual.stencilBits == 0))
585 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
586
587 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
588 st_translate_color(ctx->Color.ClearColor.f,
589 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
590 clearColor.f);
591 }
592
593 st->pipe->clear(st->pipe, clear_buffers, &clearColor,
594 ctx->Depth.Clear, ctx->Stencil.Clear);
595 }
596 if (mask & BUFFER_BIT_ACCUM)
597 st_clear_accum_buffer(ctx,
598 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
599 }
600
601
602 void
603 st_init_clear_functions(struct dd_function_table *functions)
604 {
605 functions->Clear = st_Clear;
606 }