i965: Delete CACHE_NEW_BLORP_CONST_COLOR_PROG.
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
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 VMWARE 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 <keithw@vmware.com>
32 * Brian Paul
33 * Michel Dänzer
34 */
35
36 #include "main/glheader.h"
37 #include "main/accum.h"
38 #include "main/formats.h"
39 #include "main/macros.h"
40 #include "main/glformats.h"
41 #include "program/prog_instruction.h"
42 #include "st_context.h"
43 #include "st_atom.h"
44 #include "st_cb_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
48
49 #include "pipe/p_context.h"
50 #include "pipe/p_shader_tokens.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_framebuffer.h"
55 #include "util/u_inlines.h"
56 #include "util/u_simple_shaders.h"
57 #include "util/u_draw_quad.h"
58 #include "util/u_upload_mgr.h"
59
60 #include "cso_cache/cso_context.h"
61
62
63 /**
64 * Do per-context initialization for glClear.
65 */
66 void
67 st_init_clear(struct st_context *st)
68 {
69 memset(&st->clear, 0, sizeof(st->clear));
70
71 st->clear.raster.half_pixel_center = 1;
72 st->clear.raster.bottom_edge_rule = 1;
73 st->clear.raster.depth_clip = 1;
74 }
75
76
77 /**
78 * Free per-context state for glClear.
79 */
80 void
81 st_destroy_clear(struct st_context *st)
82 {
83 if (st->clear.fs) {
84 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
85 st->clear.fs = NULL;
86 }
87 if (st->clear.vs) {
88 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
89 st->clear.vs = NULL;
90 }
91 }
92
93
94 /**
95 * Helper function to set the fragment shaders.
96 */
97 static INLINE void
98 set_fragment_shader(struct st_context *st)
99 {
100 if (!st->clear.fs)
101 st->clear.fs =
102 util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
103 TGSI_INTERPOLATE_CONSTANT,
104 TRUE);
105
106 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
107 }
108
109
110 /**
111 * Helper function to set the vertex shader.
112 */
113 static INLINE void
114 set_vertex_shader(struct st_context *st)
115 {
116 /* vertex shader - still required to provide the linkage between
117 * fragment shader input semantics and vertex_element/buffers.
118 */
119 if (!st->clear.vs)
120 {
121 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
122 TGSI_SEMANTIC_GENERIC };
123 const uint semantic_indexes[] = { 0, 0 };
124 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
125 semantic_names,
126 semantic_indexes);
127 }
128
129 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
130 }
131
132
133 static void
134 set_vertex_shader_layered(struct st_context *st)
135 {
136 struct pipe_context *pipe = st->pipe;
137
138 if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID) ||
139 !pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT)) {
140 assert(!"Got layered clear, but the VS layer output is unsupported");
141 set_vertex_shader(st);
142 return;
143 }
144
145 if (!st->clear.vs_layered) {
146 st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
147 }
148
149 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
150 }
151
152
153 /**
154 * Draw a screen-aligned quadrilateral.
155 * Coords are clip coords with y=0=bottom.
156 */
157 static void
158 draw_quad(struct st_context *st,
159 float x0, float y0, float x1, float y1, GLfloat z,
160 unsigned num_instances,
161 const union pipe_color_union *color)
162 {
163 struct cso_context *cso = st->cso_context;
164 struct pipe_vertex_buffer vb = {0};
165 GLuint i;
166 float (*vertices)[2][4]; /**< vertex pos + color */
167
168 vb.stride = 8 * sizeof(float);
169
170 if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]),
171 &vb.buffer_offset, &vb.buffer,
172 (void **) &vertices) != PIPE_OK) {
173 return;
174 }
175
176 /* Convert Z from [0,1] to [-1,1] range */
177 z = z * 2.0f - 1.0f;
178
179 /* positions */
180 vertices[0][0][0] = x0;
181 vertices[0][0][1] = y0;
182
183 vertices[1][0][0] = x1;
184 vertices[1][0][1] = y0;
185
186 vertices[2][0][0] = x1;
187 vertices[2][0][1] = y1;
188
189 vertices[3][0][0] = x0;
190 vertices[3][0][1] = y1;
191
192 /* same for all verts: */
193 for (i = 0; i < 4; i++) {
194 vertices[i][0][2] = z;
195 vertices[i][0][3] = 1.0;
196 vertices[i][1][0] = color->f[0];
197 vertices[i][1][1] = color->f[1];
198 vertices[i][1][2] = color->f[2];
199 vertices[i][1][3] = color->f[3];
200 }
201
202 u_upload_unmap(st->uploader);
203
204 /* draw */
205 cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb);
206 cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
207 0, num_instances);
208 pipe_resource_reference(&vb.buffer, NULL);
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, unsigned clear_buffers)
220 {
221 struct st_context *st = st_context(ctx);
222 const struct gl_framebuffer *fb = ctx->DrawBuffer;
223 const GLfloat fb_width = (GLfloat) fb->Width;
224 const GLfloat fb_height = (GLfloat) fb->Height;
225 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
226 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
227 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
228 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
229 unsigned num_layers =
230 util_framebuffer_get_num_layers(&st->state.framebuffer);
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_sample_mask(st->cso_context);
246 cso_save_min_samples(st->cso_context);
247 cso_save_viewport(st->cso_context);
248 cso_save_fragment_shader(st->cso_context);
249 cso_save_stream_outputs(st->cso_context);
250 cso_save_vertex_shader(st->cso_context);
251 cso_save_geometry_shader(st->cso_context);
252 cso_save_vertex_elements(st->cso_context);
253 cso_save_aux_vertex_buffer_slot(st->cso_context);
254
255 /* blend state: RGBA masking */
256 {
257 struct pipe_blend_state blend;
258 memset(&blend, 0, sizeof(blend));
259 if (clear_buffers & PIPE_CLEAR_COLOR) {
260 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
261 ctx->DrawBuffer->_NumColorDrawBuffers : 1;
262 int i;
263
264 blend.independent_blend_enable = num_buffers > 1;
265
266 for (i = 0; i < num_buffers; i++) {
267 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
268 continue;
269
270 if (ctx->Color.ColorMask[i][0])
271 blend.rt[i].colormask |= PIPE_MASK_R;
272 if (ctx->Color.ColorMask[i][1])
273 blend.rt[i].colormask |= PIPE_MASK_G;
274 if (ctx->Color.ColorMask[i][2])
275 blend.rt[i].colormask |= PIPE_MASK_B;
276 if (ctx->Color.ColorMask[i][3])
277 blend.rt[i].colormask |= PIPE_MASK_A;
278 }
279
280 if (st->ctx->Color.DitherFlag)
281 blend.dither = 1;
282 }
283 cso_set_blend(st->cso_context, &blend);
284 }
285
286 /* depth_stencil state: always pass/set to ref value */
287 {
288 struct pipe_depth_stencil_alpha_state depth_stencil;
289 memset(&depth_stencil, 0, sizeof(depth_stencil));
290 if (clear_buffers & PIPE_CLEAR_DEPTH) {
291 depth_stencil.depth.enabled = 1;
292 depth_stencil.depth.writemask = 1;
293 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
294 }
295
296 if (clear_buffers & PIPE_CLEAR_STENCIL) {
297 struct pipe_stencil_ref stencil_ref;
298 memset(&stencil_ref, 0, sizeof(stencil_ref));
299 depth_stencil.stencil[0].enabled = 1;
300 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
301 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
302 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
303 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
304 depth_stencil.stencil[0].valuemask = 0xff;
305 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
306 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
307 cso_set_stencil_ref(st->cso_context, &stencil_ref);
308 }
309
310 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
311 }
312
313 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
314 cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
315 cso_set_sample_mask(st->cso_context, ~0);
316 cso_set_min_samples(st->cso_context, 1);
317 cso_set_rasterizer(st->cso_context, &st->clear.raster);
318
319 /* viewport state: viewport matching window dims */
320 {
321 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
322 struct pipe_viewport_state vp;
323 vp.scale[0] = 0.5f * fb_width;
324 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
325 vp.scale[2] = 0.5f;
326 vp.scale[3] = 1.0f;
327 vp.translate[0] = 0.5f * fb_width;
328 vp.translate[1] = 0.5f * fb_height;
329 vp.translate[2] = 0.5f;
330 vp.translate[3] = 0.0f;
331 cso_set_viewport(st->cso_context, &vp);
332 }
333
334 set_fragment_shader(st);
335 cso_set_geometry_shader_handle(st->cso_context, NULL);
336
337 if (num_layers > 1)
338 set_vertex_shader_layered(st);
339 else
340 set_vertex_shader(st);
341
342 /* We can't translate the clear color to the colorbuffer format,
343 * because different colorbuffers may have different formats.
344 */
345
346 /* draw quad matching scissor rect */
347 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
348 (union pipe_color_union*)&ctx->Color.ClearColor);
349
350 /* Restore pipe state */
351 cso_restore_blend(st->cso_context);
352 cso_restore_stencil_ref(st->cso_context);
353 cso_restore_depth_stencil_alpha(st->cso_context);
354 cso_restore_rasterizer(st->cso_context);
355 cso_restore_sample_mask(st->cso_context);
356 cso_restore_min_samples(st->cso_context);
357 cso_restore_viewport(st->cso_context);
358 cso_restore_fragment_shader(st->cso_context);
359 cso_restore_vertex_shader(st->cso_context);
360 cso_restore_geometry_shader(st->cso_context);
361 cso_restore_vertex_elements(st->cso_context);
362 cso_restore_aux_vertex_buffer_slot(st->cso_context);
363 cso_restore_stream_outputs(st->cso_context);
364 }
365
366
367 /**
368 * Return if the scissor must be enabled during the clear.
369 */
370 static INLINE GLboolean
371 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
372 {
373 return (ctx->Scissor.EnableFlags & 1) &&
374 (ctx->Scissor.ScissorArray[0].X > 0 ||
375 ctx->Scissor.ScissorArray[0].Y > 0 ||
376 (unsigned) ctx->Scissor.ScissorArray[0].Width < rb->Width ||
377 (unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height);
378 }
379
380
381 /**
382 * Return if all of the color channels are masked.
383 */
384 static INLINE GLboolean
385 is_color_disabled(struct gl_context *ctx, int i)
386 {
387 return !ctx->Color.ColorMask[i][0] &&
388 !ctx->Color.ColorMask[i][1] &&
389 !ctx->Color.ColorMask[i][2] &&
390 !ctx->Color.ColorMask[i][3];
391 }
392
393
394 /**
395 * Return if any of the color channels are masked.
396 */
397 static INLINE GLboolean
398 is_color_masked(struct gl_context *ctx, int i)
399 {
400 return !ctx->Color.ColorMask[i][0] ||
401 !ctx->Color.ColorMask[i][1] ||
402 !ctx->Color.ColorMask[i][2] ||
403 !ctx->Color.ColorMask[i][3];
404 }
405
406
407 /**
408 * Return if all of the stencil bits are masked.
409 */
410 static INLINE GLboolean
411 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
412 {
413 const GLuint stencilMax = 0xff;
414
415 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
416 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
417 }
418
419
420 /**
421 * Return if any of the stencil bits are masked.
422 */
423 static INLINE GLboolean
424 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
425 {
426 const GLuint stencilMax = 0xff;
427
428 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
429 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
430 }
431
432
433 /**
434 * Called via ctx->Driver.Clear()
435 */
436 static void
437 st_Clear(struct gl_context *ctx, GLbitfield mask)
438 {
439 struct st_context *st = st_context(ctx);
440 struct gl_renderbuffer *depthRb
441 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
442 struct gl_renderbuffer *stencilRb
443 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
444 GLbitfield quad_buffers = 0x0;
445 GLbitfield clear_buffers = 0x0;
446 GLuint i;
447
448 /* This makes sure the pipe has the latest scissor, etc values */
449 st_validate_state( st );
450
451 if (mask & BUFFER_BITS_COLOR) {
452 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
453 GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
454
455 if (b >= 0 && mask & (1 << b)) {
456 struct gl_renderbuffer *rb
457 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
458 struct st_renderbuffer *strb = st_renderbuffer(rb);
459 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
460
461 if (!strb || !strb->surface)
462 continue;
463
464 if (is_color_disabled(ctx, colormask_index))
465 continue;
466
467 if (is_scissor_enabled(ctx, rb) ||
468 is_color_masked(ctx, colormask_index))
469 quad_buffers |= PIPE_CLEAR_COLOR0 << i;
470 else
471 clear_buffers |= PIPE_CLEAR_COLOR0 << i;
472 }
473 }
474 }
475
476 if (mask & BUFFER_BIT_DEPTH) {
477 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
478
479 if (strb->surface && ctx->Depth.Mask) {
480 if (is_scissor_enabled(ctx, depthRb))
481 quad_buffers |= PIPE_CLEAR_DEPTH;
482 else
483 clear_buffers |= PIPE_CLEAR_DEPTH;
484 }
485 }
486 if (mask & BUFFER_BIT_STENCIL) {
487 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
488
489 if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
490 if (is_scissor_enabled(ctx, stencilRb) ||
491 is_stencil_masked(ctx, stencilRb))
492 quad_buffers |= PIPE_CLEAR_STENCIL;
493 else
494 clear_buffers |= PIPE_CLEAR_STENCIL;
495 }
496 }
497
498 /* Always clear depth and stencil together.
499 * This can only happen when the stencil writemask is not a full mask.
500 */
501 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
502 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
503 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
504 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
505 }
506
507 /* Only use quad-based clearing for the renderbuffers which cannot
508 * use pipe->clear. We want to always use pipe->clear for the other
509 * renderbuffers, because it's likely to be faster.
510 */
511 if (quad_buffers) {
512 clear_with_quad(ctx, quad_buffers);
513 }
514 if (clear_buffers) {
515 /* We can't translate the clear color to the colorbuffer format,
516 * because different colorbuffers may have different formats.
517 */
518 st->pipe->clear(st->pipe, clear_buffers,
519 (union pipe_color_union*)&ctx->Color.ClearColor,
520 ctx->Depth.Clear, ctx->Stencil.Clear);
521 }
522 if (mask & BUFFER_BIT_ACCUM)
523 _mesa_clear_accum_buffer(ctx);
524 }
525
526
527 void
528 st_init_clear_functions(struct dd_function_table *functions)
529 {
530 functions->Clear = st_Clear;
531 }