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 "shader/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_program.h"
46 #include "st_public.h"
47 #include "st_inlines.h"
49 #include "pipe/p_context.h"
50 #include "util/u_inlines.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
57 #include "cso_cache/cso_context.h"
61 st_init_clear(struct st_context
*st
)
63 struct pipe_context
*pipe
= st
->pipe
;
65 memset(&st
->clear
, 0, sizeof(st
->clear
));
67 st
->clear
.raster
.gl_rasterization_rules
= 1;
69 /* fragment shader state: color pass-through program */
71 util_make_fragment_passthrough_shader(pipe
);
73 /* vertex shader state: color/position pass-through */
75 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
76 TGSI_SEMANTIC_COLOR
};
77 const uint semantic_indexes
[] = { 0, 0 };
78 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
86 st_destroy_clear(struct st_context
*st
)
89 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
93 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
97 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
98 st
->clear
.vbuf
= NULL
;
104 * Draw a screen-aligned quadrilateral.
105 * Coords are clip coords with y=0=bottom.
108 draw_quad(GLcontext
*ctx
,
109 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
110 const GLfloat color
[4])
112 struct st_context
*st
= ctx
->st
;
113 struct pipe_context
*pipe
= st
->pipe
;
115 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
116 * no_flush) updates to buffers where we know there is no conflict
117 * with previous data. Currently using max_slots > 1 will cause
118 * synchronous rendering if the driver flushes its command buffers
119 * between one bitmap and the next. Our flush hook below isn't
120 * sufficient to catch this as the driver doesn't tell us when it
121 * flushes its own command buffers. Until this gets fixed, pay the
122 * price of allocating a new buffer for each bitmap cache-flush to
123 * avoid synchronous rendering.
125 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
128 if (st
->clear
.vbuf_slot
>= max_slots
) {
129 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
130 st
->clear
.vbuf_slot
= 0;
133 if (!st
->clear
.vbuf
) {
134 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
, 32, PIPE_BUFFER_USAGE_VERTEX
,
135 max_slots
* sizeof(st
->clear
.vertices
));
139 st
->clear
.vertices
[0][0][0] = x0
;
140 st
->clear
.vertices
[0][0][1] = y0
;
142 st
->clear
.vertices
[1][0][0] = x1
;
143 st
->clear
.vertices
[1][0][1] = y0
;
145 st
->clear
.vertices
[2][0][0] = x1
;
146 st
->clear
.vertices
[2][0][1] = y1
;
148 st
->clear
.vertices
[3][0][0] = x0
;
149 st
->clear
.vertices
[3][0][1] = y1
;
151 /* same for all verts: */
152 for (i
= 0; i
< 4; i
++) {
153 st
->clear
.vertices
[i
][0][2] = z
;
154 st
->clear
.vertices
[i
][0][3] = 1.0;
155 st
->clear
.vertices
[i
][1][0] = color
[0];
156 st
->clear
.vertices
[i
][1][1] = color
[1];
157 st
->clear
.vertices
[i
][1][2] = color
[2];
158 st
->clear
.vertices
[i
][1][3] = color
[3];
161 /* put vertex data into vbuf */
162 st_no_flush_pipe_buffer_write_nooverlap(st
, st
->clear
.vbuf
,
163 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
164 sizeof(st
->clear
.vertices
),
168 util_draw_vertex_buffer(pipe
,
170 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
171 PIPE_PRIM_TRIANGLE_FAN
,
173 2); /* attribs/vert */
176 st
->clear
.vbuf_slot
++;
182 * Do glClear by drawing a quadrilateral.
183 * The vertices of the quad will be computed from the
184 * ctx->DrawBuffer->_X/Ymin/max fields.
187 clear_with_quad(GLcontext
*ctx
,
188 GLboolean color
, GLboolean depth
, GLboolean stencil
)
190 struct st_context
*st
= ctx
->st
;
191 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
192 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
193 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
194 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
195 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
196 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
197 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
200 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
201 color ? "color, " : "",
202 depth ? "depth, " : "",
203 stencil ? "stencil" : "",
208 cso_save_blend(st
->cso_context
);
209 cso_save_stencil_ref(st
->cso_context
);
210 cso_save_depth_stencil_alpha(st
->cso_context
);
211 cso_save_rasterizer(st
->cso_context
);
212 cso_save_viewport(st
->cso_context
);
213 cso_save_clip(st
->cso_context
);
214 cso_save_fragment_shader(st
->cso_context
);
215 cso_save_vertex_shader(st
->cso_context
);
216 cso_save_vertex_elements(st
->cso_context
);
218 /* blend state: RGBA masking */
220 struct pipe_blend_state blend
;
221 memset(&blend
, 0, sizeof(blend
));
222 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
223 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
224 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
225 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
227 if (ctx
->Color
.ColorMask
[0][0])
228 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
229 if (ctx
->Color
.ColorMask
[0][1])
230 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
231 if (ctx
->Color
.ColorMask
[0][2])
232 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
233 if (ctx
->Color
.ColorMask
[0][3])
234 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
235 if (st
->ctx
->Color
.DitherFlag
)
238 cso_set_blend(st
->cso_context
, &blend
);
241 /* depth_stencil state: always pass/set to ref value */
243 struct pipe_depth_stencil_alpha_state depth_stencil
;
244 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
246 depth_stencil
.depth
.enabled
= 1;
247 depth_stencil
.depth
.writemask
= 1;
248 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
252 struct pipe_stencil_ref stencil_ref
;
253 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
254 depth_stencil
.stencil
[0].enabled
= 1;
255 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
256 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
257 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
258 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
259 depth_stencil
.stencil
[0].valuemask
= 0xff;
260 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
261 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
262 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
265 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
268 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
270 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
272 /* viewport state: viewport matching window dims */
274 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
275 struct pipe_viewport_state vp
;
276 vp
.scale
[0] = 0.5f
* fb_width
;
277 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
280 vp
.translate
[0] = 0.5f
* fb_width
;
281 vp
.translate
[1] = 0.5f
* fb_height
;
282 vp
.translate
[2] = 0.0f
;
283 vp
.translate
[3] = 0.0f
;
284 cso_set_viewport(st
->cso_context
, &vp
);
287 cso_set_clip(st
->cso_context
, &st
->clear
.clip
);
288 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
289 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
291 /* draw quad matching scissor rect (XXX verify coord round-off) */
292 draw_quad(ctx
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
294 /* Restore pipe state */
295 cso_restore_blend(st
->cso_context
);
296 cso_restore_stencil_ref(st
->cso_context
);
297 cso_restore_depth_stencil_alpha(st
->cso_context
);
298 cso_restore_rasterizer(st
->cso_context
);
299 cso_restore_viewport(st
->cso_context
);
300 cso_restore_clip(st
->cso_context
);
301 cso_restore_fragment_shader(st
->cso_context
);
302 cso_restore_vertex_shader(st
->cso_context
);
303 cso_restore_vertex_elements(st
->cso_context
);
309 * Determine if we need to clear the depth buffer by drawing a quad.
311 static INLINE GLboolean
312 check_clear_color_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
314 if (ctx
->Scissor
.Enabled
&&
315 (ctx
->Scissor
.X
!= 0 ||
316 ctx
->Scissor
.Y
!= 0 ||
317 ctx
->Scissor
.Width
< rb
->Width
||
318 ctx
->Scissor
.Height
< rb
->Height
))
321 if (!ctx
->Color
.ColorMask
[0][0] ||
322 !ctx
->Color
.ColorMask
[0][1] ||
323 !ctx
->Color
.ColorMask
[0][2] ||
324 !ctx
->Color
.ColorMask
[0][3])
331 static INLINE GLboolean
332 check_clear_depth_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
334 const GLuint stencilMax
= 0xff;
335 GLboolean maskStencil
336 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
338 assert(rb
->Format
== MESA_FORMAT_S8
||
339 rb
->Format
== MESA_FORMAT_Z24_S8
||
340 rb
->Format
== MESA_FORMAT_S8_Z24
);
342 if (ctx
->Scissor
.Enabled
&&
343 (ctx
->Scissor
.X
!= 0 ||
344 ctx
->Scissor
.Y
!= 0 ||
345 ctx
->Scissor
.Width
< rb
->Width
||
346 ctx
->Scissor
.Height
< rb
->Height
))
357 * Determine if we need to clear the depth buffer by drawing a quad.
359 static INLINE GLboolean
360 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
362 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
363 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
365 if (ctx
->Scissor
.Enabled
&&
366 (ctx
->Scissor
.X
!= 0 ||
367 ctx
->Scissor
.Y
!= 0 ||
368 ctx
->Scissor
.Width
< rb
->Width
||
369 ctx
->Scissor
.Height
< rb
->Height
))
373 ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
381 * Determine if we need to clear the stencil buffer by drawing a quad.
383 static INLINE GLboolean
384 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
386 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
387 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
388 const GLuint stencilMax
= 0xff;
389 const GLboolean maskStencil
390 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
392 assert(rb
->Format
== MESA_FORMAT_S8
||
393 rb
->Format
== MESA_FORMAT_Z24_S8
||
394 rb
->Format
== MESA_FORMAT_S8_Z24
);
399 if (ctx
->Scissor
.Enabled
&&
400 (ctx
->Scissor
.X
!= 0 ||
401 ctx
->Scissor
.Y
!= 0 ||
402 ctx
->Scissor
.Width
< rb
->Width
||
403 ctx
->Scissor
.Height
< rb
->Height
))
406 /* This is correct, but it is necessary to look at the depth clear
407 * value held in the surface when it comes time to issue the clear,
408 * rather than taking depth and stencil clear values from the
412 ctx
->DrawBuffer
->Visual
.depthBits
> 0)
420 void st_flush_clear( struct st_context
*st
)
422 /* Release vertex buffer to avoid synchronous rendering if we were
423 * to map it in the next frame.
425 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
426 st
->clear
.vbuf_slot
= 0;
432 * Called via ctx->Driver.Clear()
434 static void st_clear(GLcontext
*ctx
, GLbitfield mask
)
436 static const GLbitfield BUFFER_BITS_DS
437 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
438 struct st_context
*st
= ctx
->st
;
439 struct gl_renderbuffer
*depthRb
440 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
441 struct gl_renderbuffer
*stencilRb
442 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
443 GLbitfield quad_buffers
= 0;
444 GLbitfield clear_buffers
= 0;
447 /* This makes sure the pipe has the latest scissor, etc values */
448 st_validate_state( st
);
450 if (mask
& BUFFER_BITS_COLOR
) {
451 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
452 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
454 if (mask
& (1 << b
)) {
455 struct gl_renderbuffer
*rb
456 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
457 struct st_renderbuffer
*strb
;
461 strb
= st_renderbuffer(rb
);
466 if (check_clear_color_with_quad( ctx
, rb
))
467 quad_buffers
|= PIPE_CLEAR_COLOR
;
469 clear_buffers
|= PIPE_CLEAR_COLOR
;
474 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
475 /* clearing combined depth + stencil */
476 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
479 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
480 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
482 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
486 /* separate depth/stencil clears */
487 if (mask
& BUFFER_BIT_DEPTH
) {
488 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
491 if (check_clear_depth_with_quad(ctx
, depthRb
))
492 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
494 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
497 if (mask
& BUFFER_BIT_STENCIL
) {
498 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
501 if (check_clear_stencil_with_quad(ctx
, stencilRb
))
502 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
504 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
510 * If we're going to use clear_with_quad() for any reason, use it for
511 * everything possible.
514 quad_buffers
|= clear_buffers
;
516 quad_buffers
& PIPE_CLEAR_COLOR
,
517 mask
& BUFFER_BIT_DEPTH
,
518 mask
& BUFFER_BIT_STENCIL
);
519 } else if (clear_buffers
)
520 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, clear_buffers
, ctx
->Color
.ClearColor
,
521 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
523 if (mask
& BUFFER_BIT_ACCUM
)
524 st_clear_accum_buffer(ctx
,
525 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
529 void st_init_clear_functions(struct dd_function_table
*functions
)
531 functions
->Clear
= st_clear
;