Merge commit 'origin/master' into gallium-0.2
[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 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34 #include "main/glheader.h"
35 #include "main/macros.h"
36 #include "shader/prog_instruction.h"
37 #include "st_context.h"
38 #include "st_atom.h"
39 #include "st_cb_accum.h"
40 #include "st_cb_clear.h"
41 #include "st_cb_fbo.h"
42 #include "st_draw.h"
43 #include "st_program.h"
44 #include "st_public.h"
45 #include "st_mesa_to_tgsi.h"
46
47 #include "pipe/p_context.h"
48 #include "pipe/p_inlines.h"
49 #include "pipe/p_state.h"
50 #include "pipe/p_defines.h"
51 #include "util/u_pack_color.h"
52 #include "util/u_simple_shaders.h"
53 #include "util/u_draw_quad.h"
54
55 #include "cso_cache/cso_context.h"
56
57
58 void
59 st_init_clear(struct st_context *st)
60 {
61 struct pipe_context *pipe = st->pipe;
62
63 /* rasterizer state: bypass clipping */
64 memset(&st->clear.raster, 0, sizeof(st->clear.raster));
65 st->clear.raster.gl_rasterization_rules = 1;
66 st->clear.raster.bypass_clipping = 1;
67
68 /* viewport state: identity since we're drawing in window coords */
69 st->clear.viewport.scale[0] = 1.0;
70 st->clear.viewport.scale[1] = 1.0;
71 st->clear.viewport.scale[2] = 1.0;
72 st->clear.viewport.scale[3] = 1.0;
73 st->clear.viewport.translate[0] = 0.0;
74 st->clear.viewport.translate[1] = 0.0;
75 st->clear.viewport.translate[2] = 0.0;
76 st->clear.viewport.translate[3] = 0.0;
77
78 /* fragment shader state: color pass-through program */
79 st->clear.fs =
80 util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
81
82 /* vertex shader state: color/position pass-through */
83 {
84 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
85 TGSI_SEMANTIC_COLOR };
86 const uint semantic_indexes[] = { 0, 0 };
87 st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
88 semantic_names,
89 semantic_indexes,
90 &st->clear.vert_shader);
91 }
92 }
93
94
95 void
96 st_destroy_clear(struct st_context *st)
97 {
98 struct pipe_context *pipe = st->pipe;
99
100 if (st->clear.vert_shader.tokens) {
101 FREE((void *) st->clear.vert_shader.tokens);
102 st->clear.vert_shader.tokens = NULL;
103 }
104
105 if (st->clear.frag_shader.tokens) {
106 FREE((void *) st->clear.frag_shader.tokens);
107 st->clear.frag_shader.tokens = NULL;
108 }
109
110 if (st->clear.fs) {
111 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
112 st->clear.fs = NULL;
113 }
114 if (st->clear.vs) {
115 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
116 st->clear.vs = NULL;
117 }
118 if (st->clear.vbuf) {
119 pipe_buffer_destroy(pipe->screen, st->clear.vbuf);
120 st->clear.vbuf = NULL;
121 }
122 }
123
124
125 static GLboolean
126 is_depth_stencil_format(enum pipe_format pipeFormat)
127 {
128 switch (pipeFormat) {
129 case PIPE_FORMAT_S8Z24_UNORM:
130 case PIPE_FORMAT_Z24S8_UNORM:
131 return GL_TRUE;
132 default:
133 return GL_FALSE;
134 }
135 }
136
137
138
139 /**
140 * Draw a screen-aligned quadrilateral.
141 * Coords are window coords with y=0=bottom. These coords will be transformed
142 * by the vertex shader and viewport transform (which will flip Y if needed).
143 */
144 static void
145 draw_quad(GLcontext *ctx,
146 float x0, float y0, float x1, float y1, GLfloat z,
147 const GLfloat color[4])
148 {
149 struct st_context *st = ctx->st;
150 struct pipe_context *pipe = st->pipe;
151 GLuint i;
152 void *buf;
153
154 if (!st->clear.vbuf) {
155 st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
156 sizeof(st->clear.vertices));
157 }
158
159 /* positions */
160 st->clear.vertices[0][0][0] = x0;
161 st->clear.vertices[0][0][1] = y0;
162
163 st->clear.vertices[1][0][0] = x1;
164 st->clear.vertices[1][0][1] = y0;
165
166 st->clear.vertices[2][0][0] = x1;
167 st->clear.vertices[2][0][1] = y1;
168
169 st->clear.vertices[3][0][0] = x0;
170 st->clear.vertices[3][0][1] = y1;
171
172 /* same for all verts: */
173 for (i = 0; i < 4; i++) {
174 st->clear.vertices[i][0][2] = z;
175 st->clear.vertices[i][0][3] = 1.0;
176 st->clear.vertices[i][1][0] = color[0];
177 st->clear.vertices[i][1][1] = color[1];
178 st->clear.vertices[i][1][2] = color[2];
179 st->clear.vertices[i][1][3] = color[3];
180 }
181
182 /* put vertex data into vbuf */
183 buf = pipe_buffer_map(pipe->screen, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
184 memcpy(buf, st->clear.vertices, sizeof(st->clear.vertices));
185 pipe_buffer_unmap(pipe->screen, st->clear.vbuf);
186
187 /* draw */
188 util_draw_vertex_buffer(pipe, st->clear.vbuf,
189 PIPE_PRIM_TRIANGLE_FAN,
190 4, /* verts */
191 2); /* attribs/vert */
192 }
193
194
195
196 /**
197 * Do glClear by drawing a quadrilateral.
198 * The vertices of the quad will be computed from the
199 * ctx->DrawBuffer->_X/Ymin/max fields.
200 */
201 static void
202 clear_with_quad(GLcontext *ctx,
203 GLboolean color, GLboolean depth, GLboolean stencil)
204 {
205 struct st_context *st = ctx->st;
206 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
207 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
208 GLfloat y0, y1;
209
210 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
211 y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
212 y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
213 }
214 else {
215 y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
216 y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
217 }
218
219 /*
220 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
221 color ? "color, " : "",
222 depth ? "depth, " : "",
223 stencil ? "stencil" : "",
224 x0, y0,
225 x1, y1);
226 */
227
228 cso_save_blend(st->cso_context);
229 cso_save_depth_stencil_alpha(st->cso_context);
230 cso_save_rasterizer(st->cso_context);
231 cso_save_viewport(st->cso_context);
232 cso_save_fragment_shader(st->cso_context);
233 cso_save_vertex_shader(st->cso_context);
234
235 /* blend state: RGBA masking */
236 {
237 struct pipe_blend_state blend;
238 memset(&blend, 0, sizeof(blend));
239 blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
240 blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
241 blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
242 blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
243 if (color) {
244 if (ctx->Color.ColorMask[0])
245 blend.colormask |= PIPE_MASK_R;
246 if (ctx->Color.ColorMask[1])
247 blend.colormask |= PIPE_MASK_G;
248 if (ctx->Color.ColorMask[2])
249 blend.colormask |= PIPE_MASK_B;
250 if (ctx->Color.ColorMask[3])
251 blend.colormask |= PIPE_MASK_A;
252 if (st->ctx->Color.DitherFlag)
253 blend.dither = 1;
254 }
255 cso_set_blend(st->cso_context, &blend);
256 }
257
258 /* depth_stencil state: always pass/set to ref value */
259 {
260 struct pipe_depth_stencil_alpha_state depth_stencil;
261 memset(&depth_stencil, 0, sizeof(depth_stencil));
262 if (depth) {
263 depth_stencil.depth.enabled = 1;
264 depth_stencil.depth.writemask = 1;
265 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
266 }
267
268 if (stencil) {
269 depth_stencil.stencil[0].enabled = 1;
270 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
271 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
272 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
273 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
274 depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
275 depth_stencil.stencil[0].value_mask = 0xff;
276 depth_stencil.stencil[0].write_mask = ctx->Stencil.WriteMask[0] & 0xff;
277 }
278
279 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
280 }
281
282 cso_set_rasterizer(st->cso_context, &st->clear.raster);
283 cso_set_viewport(st->cso_context, &st->clear.viewport);
284
285 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
286 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
287
288 /* draw quad matching scissor rect (XXX verify coord round-off) */
289 draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
290
291 /* Restore pipe state */
292 cso_restore_blend(st->cso_context);
293 cso_restore_depth_stencil_alpha(st->cso_context);
294 cso_restore_rasterizer(st->cso_context);
295 cso_restore_viewport(st->cso_context);
296 cso_restore_fragment_shader(st->cso_context);
297 cso_restore_vertex_shader(st->cso_context);
298 }
299
300
301 /**
302 * Determine if we need to clear the depth buffer by drawing a quad.
303 */
304 static INLINE GLboolean
305 check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
306 {
307 const struct st_renderbuffer *strb = st_renderbuffer(rb);
308
309 if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
310 return FALSE;
311
312 if (ctx->Scissor.Enabled)
313 return TRUE;
314
315 if (!ctx->Color.ColorMask[0] ||
316 !ctx->Color.ColorMask[1] ||
317 !ctx->Color.ColorMask[2] ||
318 !ctx->Color.ColorMask[3])
319 return TRUE;
320
321 return FALSE;
322 }
323
324
325 static INLINE GLboolean
326 check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
327 {
328 const struct st_renderbuffer *strb = st_renderbuffer(rb);
329 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
330 GLboolean maskStencil
331 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
332
333 if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
334 return FALSE;
335
336 if (ctx->Scissor.Enabled)
337 return TRUE;
338
339 if (maskStencil)
340 return TRUE;
341
342 return FALSE;
343 }
344
345
346 /**
347 * Determine if we need to clear the depth buffer by drawing a quad.
348 */
349 static INLINE GLboolean
350 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
351 {
352 const struct st_renderbuffer *strb = st_renderbuffer(rb);
353 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
354
355 if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
356 return FALSE;
357
358 if (ctx->Scissor.Enabled)
359 return TRUE;
360
361 if (isDS &&
362 strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
363 ctx->DrawBuffer->Visual.stencilBits > 0)
364 return TRUE;
365
366 return FALSE;
367 }
368
369
370 /**
371 * Determine if we need to clear the stencil buffer by drawing a quad.
372 */
373 static INLINE GLboolean
374 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
375 {
376 const struct st_renderbuffer *strb = st_renderbuffer(rb);
377 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
378 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
379 const GLboolean maskStencil
380 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
381
382 if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
383 return FALSE;
384
385 if (maskStencil)
386 return TRUE;
387
388 if (ctx->Scissor.Enabled)
389 return TRUE;
390
391 /* This is correct, but it is necessary to look at the depth clear
392 * value held in the surface when it comes time to issue the clear,
393 * rather than taking depth and stencil clear values from the
394 * current state.
395 */
396 if (isDS &&
397 strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
398 ctx->DrawBuffer->Visual.depthBits > 0)
399 return TRUE;
400
401 return FALSE;
402 }
403
404
405
406 static void
407 clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
408 {
409 if (check_clear_color_with_quad( ctx, rb )) {
410 /* masking or scissoring */
411 clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
412 }
413 else {
414 /* clear whole buffer w/out masking */
415 struct st_renderbuffer *strb = st_renderbuffer(rb);
416 uint clearValue;
417 /* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
418 * at this time!
419 */
420 util_pack_color(ctx->Color.ClearColor, PIPE_FORMAT_A8R8G8B8_UNORM, &clearValue);
421 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
422 }
423 }
424
425
426 static void
427 clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
428 {
429 if (check_clear_depth_with_quad(ctx, rb)) {
430 /* scissoring or we have a combined depth/stencil buffer */
431 clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
432 }
433 else {
434 struct st_renderbuffer *strb = st_renderbuffer(rb);
435
436 /* simple clear of whole buffer */
437 uint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
438 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
439 }
440 }
441
442
443 static void
444 clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
445 {
446 if (check_clear_stencil_with_quad(ctx, rb)) {
447 /* masking or scissoring or combined depth/stencil buffer */
448 clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
449 }
450 else {
451 struct st_renderbuffer *strb = st_renderbuffer(rb);
452
453 /* simple clear of whole buffer */
454 GLuint clearValue = ctx->Stencil.Clear;
455
456 switch (strb->surface->format) {
457 case PIPE_FORMAT_S8Z24_UNORM:
458 clearValue <<= 24;
459 break;
460 default:
461 ; /* no-op, stencil value is in least significant bits */
462 }
463
464 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
465 }
466 }
467
468
469 static void
470 clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
471 {
472
473 if (check_clear_depth_stencil_with_quad(ctx, rb)) {
474 /* masking or scissoring */
475 clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
476 }
477 else {
478 struct st_renderbuffer *strb = st_renderbuffer(rb);
479
480 /* clear whole buffer w/out masking */
481 GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
482
483 switch (strb->surface->format) {
484 case PIPE_FORMAT_S8Z24_UNORM:
485 clearValue |= ctx->Stencil.Clear << 24;
486 break;
487 case PIPE_FORMAT_Z24S8_UNORM:
488 clearValue |= ctx->Stencil.Clear;
489 break;
490 default:
491 assert(0);
492 }
493
494 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
495 }
496 }
497
498
499
500 /**
501 * Called via ctx->Driver.Clear()
502 * XXX: doesn't pick up the differences between front/back/left/right
503 * clears. Need to sort that out...
504 */
505 static void st_clear(GLcontext *ctx, GLbitfield mask)
506 {
507 static const GLbitfield BUFFER_BITS_DS
508 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
509 struct st_context *st = ctx->st;
510 struct gl_renderbuffer *depthRb
511 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
512 struct gl_renderbuffer *stencilRb
513 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
514 GLbitfield cmask = mask & BUFFER_BITS_COLOR;
515
516 /* This makes sure the softpipe has the latest scissor, etc values */
517 st_validate_state( st );
518
519 /*
520 * XXX TO-DO:
521 * If we're going to use clear_with_quad() for any reason, use it to
522 * clear as many other buffers as possible.
523 * As it is now, we sometimes call clear_with_quad() three times to clear
524 * color/depth/stencil individually...
525 */
526
527 if (cmask) {
528 GLuint b;
529 for (b = 0; cmask; b++) {
530 if (cmask & (1 << b)) {
531 struct gl_renderbuffer *rb
532 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
533 assert(rb);
534 clear_color_buffer(ctx, rb);
535 cmask &= ~(1 << b); /* turn off bit */
536 }
537 assert(b < BUFFER_COUNT);
538 }
539 }
540
541 if (mask & BUFFER_BIT_ACCUM) {
542 st_clear_accum_buffer(ctx,
543 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
544 }
545
546 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
547 /* clearing combined depth + stencil */
548 clear_depth_stencil_buffer(ctx, depthRb);
549 }
550 else {
551 /* separate depth/stencil clears */
552 if (mask & BUFFER_BIT_DEPTH) {
553 clear_depth_buffer(ctx, depthRb);
554 }
555 if (mask & BUFFER_BIT_STENCIL) {
556 clear_stencil_buffer(ctx, stencilRb);
557 }
558 }
559 }
560
561
562 void st_init_clear_functions(struct dd_function_table *functions)
563 {
564 functions->Clear = st_clear;
565 }