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/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"
44 #include "st_cb_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
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_inlines.h"
55 #include "util/u_simple_shaders.h"
56 #include "util/u_draw_quad.h"
57 #include "util/u_upload_mgr.h"
59 #include "cso_cache/cso_context.h"
63 * Do per-context initialization for glClear.
66 st_init_clear(struct st_context
*st
)
68 memset(&st
->clear
, 0, sizeof(st
->clear
));
70 st
->clear
.raster
.half_pixel_center
= 1;
71 st
->clear
.raster
.bottom_edge_rule
= 1;
72 st
->clear
.raster
.depth_clip
= 1;
77 * Free per-context state for glClear.
80 st_destroy_clear(struct st_context
*st
)
83 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
87 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
94 * Helper function to set the fragment shaders.
97 set_fragment_shader(struct st_context
*st
)
101 util_make_fragment_passthrough_shader(st
->pipe
, TGSI_SEMANTIC_GENERIC
,
102 TGSI_INTERPOLATE_CONSTANT
);
104 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
109 * Helper function to set the vertex shader.
112 set_vertex_shader(struct st_context
*st
)
114 /* vertex shader - still required to provide the linkage between
115 * fragment shader input semantics and vertex_element/buffers.
119 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
120 TGSI_SEMANTIC_GENERIC
};
121 const uint semantic_indexes
[] = { 0, 0 };
122 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
127 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
132 * Draw a screen-aligned quadrilateral.
133 * Coords are clip coords with y=0=bottom.
136 draw_quad(struct st_context
*st
,
137 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
138 const union pipe_color_union
*color
)
140 struct pipe_context
*pipe
= st
->pipe
;
141 struct pipe_resource
*vbuf
= NULL
;
143 float (*vertices
)[2][4]; /**< vertex pos + color */
145 if (u_upload_alloc(st
->uploader
, 0, 4 * sizeof(vertices
[0]),
146 &offset
, &vbuf
, (void **) &vertices
) != PIPE_OK
) {
151 vertices
[0][0][0] = x0
;
152 vertices
[0][0][1] = y0
;
154 vertices
[1][0][0] = x1
;
155 vertices
[1][0][1] = y0
;
157 vertices
[2][0][0] = x1
;
158 vertices
[2][0][1] = y1
;
160 vertices
[3][0][0] = x0
;
161 vertices
[3][0][1] = y1
;
163 /* same for all verts: */
164 for (i
= 0; i
< 4; i
++) {
165 vertices
[i
][0][2] = z
;
166 vertices
[i
][0][3] = 1.0;
167 vertices
[i
][1][0] = color
->f
[0];
168 vertices
[i
][1][1] = color
->f
[1];
169 vertices
[i
][1][2] = color
->f
[2];
170 vertices
[i
][1][3] = color
->f
[3];
173 u_upload_unmap(st
->uploader
);
176 util_draw_vertex_buffer(pipe
,
179 cso_get_aux_vertex_buffer_slot(st
->cso_context
),
181 PIPE_PRIM_TRIANGLE_FAN
,
183 2); /* attribs/vert */
185 pipe_resource_reference(&vbuf
, NULL
);
191 * Do glClear by drawing a quadrilateral.
192 * The vertices of the quad will be computed from the
193 * ctx->DrawBuffer->_X/Ymin/max fields.
196 clear_with_quad(struct gl_context
*ctx
,
197 GLboolean color
, GLboolean depth
, GLboolean stencil
)
199 struct st_context
*st
= st_context(ctx
);
200 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
201 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
202 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
203 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
204 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
205 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
206 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
207 union pipe_color_union clearColor
;
210 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
211 color ? "color, " : "",
212 depth ? "depth, " : "",
213 stencil ? "stencil" : "",
218 cso_save_blend(st
->cso_context
);
219 cso_save_stencil_ref(st
->cso_context
);
220 cso_save_depth_stencil_alpha(st
->cso_context
);
221 cso_save_rasterizer(st
->cso_context
);
222 cso_save_sample_mask(st
->cso_context
);
223 cso_save_viewport(st
->cso_context
);
224 cso_save_fragment_shader(st
->cso_context
);
225 cso_save_stream_outputs(st
->cso_context
);
226 cso_save_vertex_shader(st
->cso_context
);
227 cso_save_geometry_shader(st
->cso_context
);
228 cso_save_vertex_elements(st
->cso_context
);
229 cso_save_aux_vertex_buffer_slot(st
->cso_context
);
231 /* blend state: RGBA masking */
233 struct pipe_blend_state blend
;
234 memset(&blend
, 0, sizeof(blend
));
236 int num_buffers
= ctx
->Extensions
.EXT_draw_buffers2
?
237 ctx
->DrawBuffer
->_NumColorDrawBuffers
: 1;
240 blend
.independent_blend_enable
= num_buffers
> 1;
242 for (i
= 0; i
< num_buffers
; i
++) {
243 if (ctx
->Color
.ColorMask
[i
][0])
244 blend
.rt
[i
].colormask
|= PIPE_MASK_R
;
245 if (ctx
->Color
.ColorMask
[i
][1])
246 blend
.rt
[i
].colormask
|= PIPE_MASK_G
;
247 if (ctx
->Color
.ColorMask
[i
][2])
248 blend
.rt
[i
].colormask
|= PIPE_MASK_B
;
249 if (ctx
->Color
.ColorMask
[i
][3])
250 blend
.rt
[i
].colormask
|= PIPE_MASK_A
;
253 if (st
->ctx
->Color
.DitherFlag
)
256 cso_set_blend(st
->cso_context
, &blend
);
259 /* depth_stencil state: always pass/set to ref value */
261 struct pipe_depth_stencil_alpha_state depth_stencil
;
262 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
264 depth_stencil
.depth
.enabled
= 1;
265 depth_stencil
.depth
.writemask
= 1;
266 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
270 struct pipe_stencil_ref stencil_ref
;
271 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
272 depth_stencil
.stencil
[0].enabled
= 1;
273 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
274 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
275 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
276 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
277 depth_stencil
.stencil
[0].valuemask
= 0xff;
278 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
279 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
280 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
283 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
286 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
287 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, 0);
288 cso_set_sample_mask(st
->cso_context
, ~0);
289 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
291 /* viewport state: viewport matching window dims */
293 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
294 struct pipe_viewport_state vp
;
295 vp
.scale
[0] = 0.5f
* fb_width
;
296 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
299 vp
.translate
[0] = 0.5f
* fb_width
;
300 vp
.translate
[1] = 0.5f
* fb_height
;
301 vp
.translate
[2] = 0.0f
;
302 vp
.translate
[3] = 0.0f
;
303 cso_set_viewport(st
->cso_context
, &vp
);
306 set_fragment_shader(st
);
307 set_vertex_shader(st
);
308 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
310 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
311 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
312 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
314 st_translate_color(&ctx
->Color
.ClearColor
,
316 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
320 /* draw quad matching scissor rect */
321 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
323 /* Restore pipe state */
324 cso_restore_blend(st
->cso_context
);
325 cso_restore_stencil_ref(st
->cso_context
);
326 cso_restore_depth_stencil_alpha(st
->cso_context
);
327 cso_restore_rasterizer(st
->cso_context
);
328 cso_restore_sample_mask(st
->cso_context
);
329 cso_restore_viewport(st
->cso_context
);
330 cso_restore_fragment_shader(st
->cso_context
);
331 cso_restore_vertex_shader(st
->cso_context
);
332 cso_restore_geometry_shader(st
->cso_context
);
333 cso_restore_vertex_elements(st
->cso_context
);
334 cso_restore_aux_vertex_buffer_slot(st
->cso_context
);
335 cso_restore_stream_outputs(st
->cso_context
);
340 * Return if the scissor must be enabled during the clear.
342 static INLINE GLboolean
343 is_scissor_enabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
345 return ctx
->Scissor
.Enabled
&&
346 (ctx
->Scissor
.X
> 0 ||
347 ctx
->Scissor
.Y
> 0 ||
348 ctx
->Scissor
.Width
< rb
->Width
||
349 ctx
->Scissor
.Height
< rb
->Height
);
354 * Return if any of the color channels are masked.
356 static INLINE GLboolean
357 is_color_masked(struct gl_context
*ctx
, int i
)
359 return !ctx
->Color
.ColorMask
[i
][0] ||
360 !ctx
->Color
.ColorMask
[i
][1] ||
361 !ctx
->Color
.ColorMask
[i
][2] ||
362 !ctx
->Color
.ColorMask
[i
][3];
367 * Return if any of the stencil bits are masked.
369 static INLINE GLboolean
370 is_stencil_masked(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
372 const GLuint stencilMax
= 0xff;
374 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
375 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
380 * Called via ctx->Driver.Clear()
383 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
385 struct st_context
*st
= st_context(ctx
);
386 struct gl_renderbuffer
*depthRb
387 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
388 struct gl_renderbuffer
*stencilRb
389 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
390 GLbitfield quad_buffers
= 0x0;
391 GLbitfield clear_buffers
= 0x0;
394 /* This makes sure the pipe has the latest scissor, etc values */
395 st_validate_state( st
);
397 if (mask
& BUFFER_BITS_COLOR
) {
398 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
399 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
401 if (mask
& (1 << b
)) {
402 struct gl_renderbuffer
*rb
403 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
404 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
405 int colormask_index
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
407 if (!strb
|| !strb
->surface
)
410 if (is_scissor_enabled(ctx
, rb
) ||
411 is_color_masked(ctx
, colormask_index
))
412 quad_buffers
|= PIPE_CLEAR_COLOR
;
414 clear_buffers
|= PIPE_CLEAR_COLOR
;
419 if (mask
& BUFFER_BIT_DEPTH
) {
420 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
423 if (is_scissor_enabled(ctx
, depthRb
))
424 quad_buffers
|= PIPE_CLEAR_DEPTH
;
426 clear_buffers
|= PIPE_CLEAR_DEPTH
;
429 if (mask
& BUFFER_BIT_STENCIL
) {
430 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
433 if (is_scissor_enabled(ctx
, stencilRb
) ||
434 is_stencil_masked(ctx
, stencilRb
))
435 quad_buffers
|= PIPE_CLEAR_STENCIL
;
437 clear_buffers
|= PIPE_CLEAR_STENCIL
;
442 * If we're going to use clear_with_quad() for any reason, use it for
443 * everything possible.
446 quad_buffers
|= clear_buffers
;
448 quad_buffers
& PIPE_CLEAR_COLOR
,
449 quad_buffers
& PIPE_CLEAR_DEPTH
,
450 quad_buffers
& PIPE_CLEAR_STENCIL
);
451 } else if (clear_buffers
) {
452 union pipe_color_union clearColor
;
454 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
455 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
456 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
458 st_translate_color(&ctx
->Color
.ClearColor
,
460 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
464 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
465 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
467 if (mask
& BUFFER_BIT_ACCUM
)
468 _mesa_clear_accum_buffer(ctx
);
473 st_init_clear_functions(struct dd_function_table
*functions
)
475 functions
->Clear
= st_Clear
;