mesa/st: Remove dead members.
[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 "shader/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_program.h"
46 #include "st_inlines.h"
47
48 #include "pipe/p_context.h"
49 #include "pipe/p_state.h"
50 #include "pipe/p_defines.h"
51 #include "util/u_format.h"
52 #include "util/u_inlines.h"
53 #include "util/u_simple_shaders.h"
54 #include "util/u_draw_quad.h"
55
56 #include "cso_cache/cso_context.h"
57
58
59 /**
60 * Do per-context initialization for glClear.
61 */
62 void
63 st_init_clear(struct st_context *st)
64 {
65 struct pipe_context *pipe = st->pipe;
66
67 memset(&st->clear, 0, sizeof(st->clear));
68
69 st->clear.raster.gl_rasterization_rules = 1;
70
71 /* fragment shader state: color pass-through program */
72 st->clear.fs = util_make_fragment_passthrough_shader(pipe);
73
74 /* vertex shader state: color/position pass-through */
75 {
76 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
77 TGSI_SEMANTIC_COLOR };
78 const uint semantic_indexes[] = { 0, 0 };
79 st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
80 semantic_names,
81 semantic_indexes);
82 }
83 }
84
85
86 /**
87 * Free per-context state for glClear.
88 */
89 void
90 st_destroy_clear(struct st_context *st)
91 {
92 if (st->clear.fs) {
93 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
94 st->clear.fs = NULL;
95 }
96 if (st->clear.vs) {
97 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
98 st->clear.vs = NULL;
99 }
100 if (st->clear.vbuf) {
101 pipe_resource_reference(&st->clear.vbuf, NULL);
102 st->clear.vbuf = NULL;
103 }
104 }
105
106
107 /**
108 * Draw a screen-aligned quadrilateral.
109 * Coords are clip coords with y=0=bottom.
110 */
111 static void
112 draw_quad(GLcontext *ctx,
113 float x0, float y0, float x1, float y1, GLfloat z,
114 const GLfloat color[4])
115 {
116 struct st_context *st = ctx->st;
117 struct pipe_context *pipe = st->pipe;
118
119 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
120 * no_flush) updates to buffers where we know there is no conflict
121 * with previous data. Currently using max_slots > 1 will cause
122 * synchronous rendering if the driver flushes its command buffers
123 * between one bitmap and the next. Our flush hook below isn't
124 * sufficient to catch this as the driver doesn't tell us when it
125 * flushes its own command buffers. Until this gets fixed, pay the
126 * price of allocating a new buffer for each bitmap cache-flush to
127 * avoid synchronous rendering.
128 */
129 const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
130 GLuint i;
131
132 if (st->clear.vbuf_slot >= max_slots) {
133 pipe_resource_reference(&st->clear.vbuf, NULL);
134 st->clear.vbuf_slot = 0;
135 }
136
137 if (!st->clear.vbuf) {
138 st->clear.vbuf = pipe_buffer_create(pipe->screen,
139 PIPE_BIND_VERTEX_BUFFER,
140 max_slots * sizeof(st->clear.vertices));
141 }
142
143 /* positions */
144 st->clear.vertices[0][0][0] = x0;
145 st->clear.vertices[0][0][1] = y0;
146
147 st->clear.vertices[1][0][0] = x1;
148 st->clear.vertices[1][0][1] = y0;
149
150 st->clear.vertices[2][0][0] = x1;
151 st->clear.vertices[2][0][1] = y1;
152
153 st->clear.vertices[3][0][0] = x0;
154 st->clear.vertices[3][0][1] = y1;
155
156 /* same for all verts: */
157 for (i = 0; i < 4; i++) {
158 st->clear.vertices[i][0][2] = z;
159 st->clear.vertices[i][0][3] = 1.0;
160 st->clear.vertices[i][1][0] = color[0];
161 st->clear.vertices[i][1][1] = color[1];
162 st->clear.vertices[i][1][2] = color[2];
163 st->clear.vertices[i][1][3] = color[3];
164 }
165
166 /* put vertex data into vbuf */
167 st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
168 st->clear.vbuf_slot
169 * sizeof(st->clear.vertices),
170 sizeof(st->clear.vertices),
171 st->clear.vertices);
172
173 /* draw */
174 util_draw_vertex_buffer(pipe,
175 st->clear.vbuf,
176 st->clear.vbuf_slot * sizeof(st->clear.vertices),
177 PIPE_PRIM_TRIANGLE_FAN,
178 4, /* verts */
179 2); /* attribs/vert */
180
181 /* Increment slot */
182 st->clear.vbuf_slot++;
183 }
184
185
186
187 /**
188 * Do glClear by drawing a quadrilateral.
189 * The vertices of the quad will be computed from the
190 * ctx->DrawBuffer->_X/Ymin/max fields.
191 */
192 static void
193 clear_with_quad(GLcontext *ctx,
194 GLboolean color, GLboolean depth, GLboolean stencil)
195 {
196 struct st_context *st = ctx->st;
197 const struct gl_framebuffer *fb = ctx->DrawBuffer;
198 const GLfloat fb_width = (GLfloat) fb->Width;
199 const GLfloat fb_height = (GLfloat) fb->Height;
200 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
201 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
202 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
203 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
204
205 /*
206 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
207 color ? "color, " : "",
208 depth ? "depth, " : "",
209 stencil ? "stencil" : "",
210 x0, y0,
211 x1, y1);
212 */
213
214 cso_save_blend(st->cso_context);
215 cso_save_stencil_ref(st->cso_context);
216 cso_save_depth_stencil_alpha(st->cso_context);
217 cso_save_rasterizer(st->cso_context);
218 cso_save_viewport(st->cso_context);
219 cso_save_clip(st->cso_context);
220 cso_save_fragment_shader(st->cso_context);
221 cso_save_vertex_shader(st->cso_context);
222 cso_save_vertex_elements(st->cso_context);
223
224 /* blend state: RGBA masking */
225 {
226 struct pipe_blend_state blend;
227 memset(&blend, 0, sizeof(blend));
228 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
229 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
230 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
231 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
232 if (color) {
233 if (ctx->Color.ColorMask[0][0])
234 blend.rt[0].colormask |= PIPE_MASK_R;
235 if (ctx->Color.ColorMask[0][1])
236 blend.rt[0].colormask |= PIPE_MASK_G;
237 if (ctx->Color.ColorMask[0][2])
238 blend.rt[0].colormask |= PIPE_MASK_B;
239 if (ctx->Color.ColorMask[0][3])
240 blend.rt[0].colormask |= PIPE_MASK_A;
241 if (st->ctx->Color.DitherFlag)
242 blend.dither = 1;
243 }
244 cso_set_blend(st->cso_context, &blend);
245 }
246
247 /* depth_stencil state: always pass/set to ref value */
248 {
249 struct pipe_depth_stencil_alpha_state depth_stencil;
250 memset(&depth_stencil, 0, sizeof(depth_stencil));
251 if (depth) {
252 depth_stencil.depth.enabled = 1;
253 depth_stencil.depth.writemask = 1;
254 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
255 }
256
257 if (stencil) {
258 struct pipe_stencil_ref stencil_ref;
259 memset(&stencil_ref, 0, sizeof(stencil_ref));
260 depth_stencil.stencil[0].enabled = 1;
261 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
262 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
263 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
264 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
265 depth_stencil.stencil[0].valuemask = 0xff;
266 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
267 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
268 cso_set_stencil_ref(st->cso_context, &stencil_ref);
269 }
270
271 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
272 }
273
274 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
275
276 cso_set_rasterizer(st->cso_context, &st->clear.raster);
277
278 /* viewport state: viewport matching window dims */
279 {
280 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
281 struct pipe_viewport_state vp;
282 vp.scale[0] = 0.5f * fb_width;
283 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
284 vp.scale[2] = 1.0f;
285 vp.scale[3] = 1.0f;
286 vp.translate[0] = 0.5f * fb_width;
287 vp.translate[1] = 0.5f * fb_height;
288 vp.translate[2] = 0.0f;
289 vp.translate[3] = 0.0f;
290 cso_set_viewport(st->cso_context, &vp);
291 }
292
293 cso_set_clip(st->cso_context, &st->clear.clip);
294 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
295 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
296
297 /* draw quad matching scissor rect (XXX verify coord round-off) */
298 draw_quad(ctx, x0, y0, x1, y1,
299 (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
300
301 /* Restore pipe state */
302 cso_restore_blend(st->cso_context);
303 cso_restore_stencil_ref(st->cso_context);
304 cso_restore_depth_stencil_alpha(st->cso_context);
305 cso_restore_rasterizer(st->cso_context);
306 cso_restore_viewport(st->cso_context);
307 cso_restore_clip(st->cso_context);
308 cso_restore_fragment_shader(st->cso_context);
309 cso_restore_vertex_shader(st->cso_context);
310 cso_restore_vertex_elements(st->cso_context);
311 }
312
313
314 /**
315 * Determine if we need to clear the depth buffer by drawing a quad.
316 */
317 static INLINE GLboolean
318 check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
319 {
320 if (ctx->Scissor.Enabled &&
321 (ctx->Scissor.X != 0 ||
322 ctx->Scissor.Y != 0 ||
323 ctx->Scissor.Width < rb->Width ||
324 ctx->Scissor.Height < rb->Height))
325 return GL_TRUE;
326
327 if (!ctx->Color.ColorMask[0][0] ||
328 !ctx->Color.ColorMask[0][1] ||
329 !ctx->Color.ColorMask[0][2] ||
330 !ctx->Color.ColorMask[0][3])
331 return GL_TRUE;
332
333 return GL_FALSE;
334 }
335
336
337 /**
338 * Determine if we need to clear the combiend depth/stencil buffer by
339 * drawing a quad.
340 */
341 static INLINE GLboolean
342 check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
343 {
344 const GLuint stencilMax = 0xff;
345 GLboolean maskStencil
346 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
347
348 assert(rb->Format == MESA_FORMAT_S8 ||
349 rb->Format == MESA_FORMAT_Z24_S8 ||
350 rb->Format == MESA_FORMAT_S8_Z24);
351
352 if (ctx->Scissor.Enabled &&
353 (ctx->Scissor.X != 0 ||
354 ctx->Scissor.Y != 0 ||
355 ctx->Scissor.Width < rb->Width ||
356 ctx->Scissor.Height < rb->Height))
357 return GL_TRUE;
358
359 if (maskStencil)
360 return GL_TRUE;
361
362 return GL_FALSE;
363 }
364
365
366 /**
367 * Determine if we need to clear the depth buffer by drawing a quad.
368 */
369 static INLINE GLboolean
370 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
371 {
372 const struct st_renderbuffer *strb = st_renderbuffer(rb);
373 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
374
375 if (ctx->Scissor.Enabled &&
376 (ctx->Scissor.X != 0 ||
377 ctx->Scissor.Y != 0 ||
378 ctx->Scissor.Width < rb->Width ||
379 ctx->Scissor.Height < rb->Height))
380 return GL_TRUE;
381
382 if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
383 return GL_TRUE;
384
385 return GL_FALSE;
386 }
387
388
389 /**
390 * Determine if we need to clear the stencil buffer by drawing a quad.
391 */
392 static INLINE GLboolean
393 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
394 {
395 const struct st_renderbuffer *strb = st_renderbuffer(rb);
396 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
397 const GLuint stencilMax = 0xff;
398 const GLboolean maskStencil
399 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
400
401 assert(rb->Format == MESA_FORMAT_S8 ||
402 rb->Format == MESA_FORMAT_Z24_S8 ||
403 rb->Format == MESA_FORMAT_S8_Z24);
404
405 if (maskStencil)
406 return GL_TRUE;
407
408 if (ctx->Scissor.Enabled &&
409 (ctx->Scissor.X != 0 ||
410 ctx->Scissor.Y != 0 ||
411 ctx->Scissor.Width < rb->Width ||
412 ctx->Scissor.Height < rb->Height))
413 return GL_TRUE;
414
415 /* This is correct, but it is necessary to look at the depth clear
416 * value held in the surface when it comes time to issue the clear,
417 * rather than taking depth and stencil clear values from the
418 * current state.
419 */
420 if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
421 return GL_TRUE;
422
423 return GL_FALSE;
424 }
425
426
427
428 /**
429 * Called when we need to flush.
430 */
431 void
432 st_flush_clear(struct st_context *st)
433 {
434 /* Release vertex buffer to avoid synchronous rendering if we were
435 * to map it in the next frame.
436 */
437 pipe_resource_reference(&st->clear.vbuf, NULL);
438 st->clear.vbuf_slot = 0;
439 }
440
441
442
443 /**
444 * Called via ctx->Driver.Clear()
445 */
446 static void
447 st_Clear(GLcontext *ctx, GLbitfield mask)
448 {
449 static const GLbitfield BUFFER_BITS_DS
450 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
451 struct st_context *st = ctx->st;
452 struct gl_renderbuffer *depthRb
453 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
454 struct gl_renderbuffer *stencilRb
455 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
456 GLbitfield quad_buffers = 0x0;
457 GLbitfield clear_buffers = 0x0;
458 GLuint i;
459
460 /* This makes sure the pipe has the latest scissor, etc values */
461 st_validate_state( st );
462
463 if (mask & BUFFER_BITS_COLOR) {
464 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
465 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
466
467 if (mask & (1 << b)) {
468 struct gl_renderbuffer *rb
469 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
470 struct st_renderbuffer *strb;
471
472 assert(rb);
473
474 strb = st_renderbuffer(rb);
475
476 if (!strb->surface)
477 continue;
478
479 if (check_clear_color_with_quad( ctx, rb ))
480 quad_buffers |= PIPE_CLEAR_COLOR;
481 else
482 clear_buffers |= PIPE_CLEAR_COLOR;
483 }
484 }
485 }
486
487 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
488 /* clearing combined depth + stencil */
489 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
490
491 if (strb->surface) {
492 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
493 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
494 else
495 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
496 }
497 }
498 else {
499 /* separate depth/stencil clears */
500 if (mask & BUFFER_BIT_DEPTH) {
501 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
502
503 if (strb->surface) {
504 if (check_clear_depth_with_quad(ctx, depthRb))
505 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
506 else
507 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
508 }
509 }
510 if (mask & BUFFER_BIT_STENCIL) {
511 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
512
513 if (strb->surface) {
514 if (check_clear_stencil_with_quad(ctx, stencilRb))
515 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
516 else
517 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
518 }
519 }
520 }
521
522 /*
523 * If we're going to use clear_with_quad() for any reason, use it for
524 * everything possible.
525 */
526 if (quad_buffers) {
527 quad_buffers |= clear_buffers;
528 clear_with_quad(ctx,
529 quad_buffers & PIPE_CLEAR_COLOR,
530 mask & BUFFER_BIT_DEPTH,
531 mask & BUFFER_BIT_STENCIL);
532 } else if (clear_buffers)
533 ctx->st->pipe->clear(ctx->st->pipe, clear_buffers, ctx->Color.ClearColor,
534 ctx->Depth.Clear, ctx->Stencil.Clear);
535
536 if (mask & BUFFER_BIT_ACCUM)
537 st_clear_accum_buffer(ctx,
538 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
539 }
540
541
542 void
543 st_init_clear_functions(struct dd_function_table *functions)
544 {
545 functions->Clear = st_Clear;
546 }