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/macros.h"
38 #include "shader/prog_instruction.h"
39 #include "st_context.h"
41 #include "st_cb_accum.h"
42 #include "st_cb_clear.h"
43 #include "st_cb_fbo.h"
45 #include "st_program.h"
46 #include "st_public.h"
47 #include "st_mesa_to_tgsi.h"
48 #include "st_inlines.h"
50 #include "pipe/p_context.h"
51 #include "pipe/p_inlines.h"
52 #include "pipe/p_state.h"
53 #include "pipe/p_defines.h"
54 #include "util/u_pack_color.h"
55 #include "util/u_simple_shaders.h"
56 #include "util/u_draw_quad.h"
58 #include "cso_cache/cso_context.h"
62 st_init_clear(struct st_context
*st
)
64 struct pipe_context
*pipe
= st
->pipe
;
66 memset(&st
->clear
.raster
, 0, sizeof(st
->clear
.raster
));
67 st
->clear
.raster
.gl_rasterization_rules
= 1;
69 /* rasterizer state: bypass vertex shader, clipping and viewport */
70 st
->clear
.raster
.bypass_vs_clip_and_viewport
= 1;
72 /* fragment shader state: color pass-through program */
74 util_make_fragment_passthrough_shader(pipe
);
76 /* vertex shader state: color/position pass-through */
78 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
79 TGSI_SEMANTIC_COLOR
};
80 const uint semantic_indexes
[] = { 0, 0 };
81 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
89 st_destroy_clear(struct st_context
*st
)
92 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
96 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
100 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
101 st
->clear
.vbuf
= NULL
;
107 * Draw a screen-aligned quadrilateral.
108 * Coords are window coords with y=0=bottom. These will be passed
109 * through unmodified to the rasterizer as we have set
110 * rasterizer->bypass_vs_clip_and_viewport.
113 draw_quad(GLcontext
*ctx
,
114 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
115 const GLfloat color
[4])
117 struct st_context
*st
= ctx
->st
;
118 struct pipe_context
*pipe
= st
->pipe
;
119 const GLuint max_slots
= 1024 / sizeof(st
->clear
.vertices
);
122 if (st
->clear
.vbuf_slot
>= max_slots
) {
123 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
124 st
->clear
.vbuf_slot
= 0;
127 if (!st
->clear
.vbuf
) {
128 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
, 32, PIPE_BUFFER_USAGE_VERTEX
,
129 max_slots
* sizeof(st
->clear
.vertices
));
133 st
->clear
.vertices
[0][0][0] = x0
;
134 st
->clear
.vertices
[0][0][1] = y0
;
136 st
->clear
.vertices
[1][0][0] = x1
;
137 st
->clear
.vertices
[1][0][1] = y0
;
139 st
->clear
.vertices
[2][0][0] = x1
;
140 st
->clear
.vertices
[2][0][1] = y1
;
142 st
->clear
.vertices
[3][0][0] = x0
;
143 st
->clear
.vertices
[3][0][1] = y1
;
145 /* same for all verts: */
146 for (i
= 0; i
< 4; i
++) {
147 st
->clear
.vertices
[i
][0][2] = z
;
148 st
->clear
.vertices
[i
][0][3] = 1.0;
149 st
->clear
.vertices
[i
][1][0] = color
[0];
150 st
->clear
.vertices
[i
][1][1] = color
[1];
151 st
->clear
.vertices
[i
][1][2] = color
[2];
152 st
->clear
.vertices
[i
][1][3] = color
[3];
155 /* put vertex data into vbuf */
156 st_no_flush_pipe_buffer_write(st
, st
->clear
.vbuf
,
157 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
158 sizeof(st
->clear
.vertices
),
162 util_draw_vertex_buffer(pipe
,
164 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
165 PIPE_PRIM_TRIANGLE_FAN
,
167 2); /* attribs/vert */
170 st
->clear
.vbuf_slot
++;
176 * Do glClear by drawing a quadrilateral.
177 * The vertices of the quad will be computed from the
178 * ctx->DrawBuffer->_X/Ymin/max fields.
181 clear_with_quad(GLcontext
*ctx
,
182 GLboolean color
, GLboolean depth
, GLboolean stencil
)
184 struct st_context
*st
= ctx
->st
;
185 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
186 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
189 if (st_fb_orientation(ctx
->DrawBuffer
) == Y_0_TOP
) {
190 y0
= (GLfloat
) (ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymax
);
191 y1
= (GLfloat
) (ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymin
);
194 y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
195 y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
199 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
200 color ? "color, " : "",
201 depth ? "depth, " : "",
202 stencil ? "stencil" : "",
207 cso_save_blend(st
->cso_context
);
208 cso_save_depth_stencil_alpha(st
->cso_context
);
209 cso_save_rasterizer(st
->cso_context
);
210 cso_save_fragment_shader(st
->cso_context
);
211 cso_save_vertex_shader(st
->cso_context
);
213 /* blend state: RGBA masking */
215 struct pipe_blend_state blend
;
216 memset(&blend
, 0, sizeof(blend
));
217 blend
.rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
218 blend
.alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
219 blend
.rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
220 blend
.alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
222 if (ctx
->Color
.ColorMask
[0])
223 blend
.colormask
|= PIPE_MASK_R
;
224 if (ctx
->Color
.ColorMask
[1])
225 blend
.colormask
|= PIPE_MASK_G
;
226 if (ctx
->Color
.ColorMask
[2])
227 blend
.colormask
|= PIPE_MASK_B
;
228 if (ctx
->Color
.ColorMask
[3])
229 blend
.colormask
|= PIPE_MASK_A
;
230 if (st
->ctx
->Color
.DitherFlag
)
233 cso_set_blend(st
->cso_context
, &blend
);
236 /* depth_stencil state: always pass/set to ref value */
238 struct pipe_depth_stencil_alpha_state depth_stencil
;
239 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
241 depth_stencil
.depth
.enabled
= 1;
242 depth_stencil
.depth
.writemask
= 1;
243 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
247 depth_stencil
.stencil
[0].enabled
= 1;
248 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
249 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
250 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
251 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
252 depth_stencil
.stencil
[0].ref_value
= ctx
->Stencil
.Clear
;
253 depth_stencil
.stencil
[0].valuemask
= 0xff;
254 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
257 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
260 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
262 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
263 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
265 /* draw quad matching scissor rect (XXX verify coord round-off) */
266 draw_quad(ctx
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
268 /* Restore pipe state */
269 cso_restore_blend(st
->cso_context
);
270 cso_restore_depth_stencil_alpha(st
->cso_context
);
271 cso_restore_rasterizer(st
->cso_context
);
272 cso_restore_fragment_shader(st
->cso_context
);
273 cso_restore_vertex_shader(st
->cso_context
);
278 * Determine if we need to clear the depth buffer by drawing a quad.
280 static INLINE GLboolean
281 check_clear_color_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
283 if (ctx
->Scissor
.Enabled
&&
284 (ctx
->Scissor
.X
!= 0 ||
285 ctx
->Scissor
.Y
!= 0 ||
286 ctx
->Scissor
.Width
< rb
->Width
||
287 ctx
->Scissor
.Height
< rb
->Height
))
290 if (!ctx
->Color
.ColorMask
[0] ||
291 !ctx
->Color
.ColorMask
[1] ||
292 !ctx
->Color
.ColorMask
[2] ||
293 !ctx
->Color
.ColorMask
[3])
300 static INLINE GLboolean
301 check_clear_depth_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
303 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
304 GLboolean maskStencil
305 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
307 if (ctx
->Scissor
.Enabled
&&
308 (ctx
->Scissor
.X
!= 0 ||
309 ctx
->Scissor
.Y
!= 0 ||
310 ctx
->Scissor
.Width
< rb
->Width
||
311 ctx
->Scissor
.Height
< rb
->Height
))
322 * Determine if we need to clear the depth buffer by drawing a quad.
324 static INLINE GLboolean
325 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
327 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
328 const GLboolean isDS
= pf_is_depth_and_stencil(strb
->surface
->format
);
330 if (ctx
->Scissor
.Enabled
&&
331 (ctx
->Scissor
.X
!= 0 ||
332 ctx
->Scissor
.Y
!= 0 ||
333 ctx
->Scissor
.Width
< rb
->Width
||
334 ctx
->Scissor
.Height
< rb
->Height
))
338 ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
346 * Determine if we need to clear the stencil buffer by drawing a quad.
348 static INLINE GLboolean
349 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
351 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
352 const GLboolean isDS
= pf_is_depth_and_stencil(strb
->surface
->format
);
353 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
354 const GLboolean maskStencil
355 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
360 if (ctx
->Scissor
.Enabled
&&
361 (ctx
->Scissor
.X
!= 0 ||
362 ctx
->Scissor
.Y
!= 0 ||
363 ctx
->Scissor
.Width
< rb
->Width
||
364 ctx
->Scissor
.Height
< rb
->Height
))
367 /* This is correct, but it is necessary to look at the depth clear
368 * value held in the surface when it comes time to issue the clear,
369 * rather than taking depth and stencil clear values from the
373 ctx
->DrawBuffer
->Visual
.depthBits
> 0)
381 void st_flush_clear( struct st_context
*st
)
383 /* Release vertex buffer to avoid synchronous rendering if we were
384 * to map it in the next frame.
386 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
387 st
->clear
.vbuf_slot
= 0;
393 * Called via ctx->Driver.Clear()
394 * XXX: doesn't pick up the differences between front/back/left/right
395 * clears. Need to sort that out...
397 static void st_clear(GLcontext
*ctx
, GLbitfield mask
)
399 static const GLbitfield BUFFER_BITS_DS
400 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
401 struct st_context
*st
= ctx
->st
;
402 struct gl_renderbuffer
*depthRb
403 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
404 struct gl_renderbuffer
*stencilRb
405 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
406 GLbitfield quad_buffers
= 0;
407 GLbitfield clear_buffers
= 0;
410 /* This makes sure the pipe has the latest scissor, etc values */
411 st_validate_state( st
);
413 if (mask
& BUFFER_BITS_COLOR
) {
414 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
415 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
417 if (mask
& (1 << b
)) {
418 struct gl_renderbuffer
*rb
419 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
420 struct st_renderbuffer
*strb
;
424 strb
= st_renderbuffer(rb
);
429 if (check_clear_color_with_quad( ctx
, rb
))
430 quad_buffers
|= PIPE_CLEAR_COLOR
;
432 clear_buffers
|= PIPE_CLEAR_COLOR
;
437 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
438 /* clearing combined depth + stencil */
439 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
442 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
443 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
445 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
449 /* separate depth/stencil clears */
450 if (mask
& BUFFER_BIT_DEPTH
) {
451 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
454 if (check_clear_depth_with_quad(ctx
, depthRb
))
455 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
457 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
460 if (mask
& BUFFER_BIT_STENCIL
) {
461 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
464 if (check_clear_stencil_with_quad(ctx
, stencilRb
))
465 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
467 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
473 * If we're going to use clear_with_quad() for any reason, use it for
474 * everything possible.
477 quad_buffers
|= clear_buffers
;
479 quad_buffers
& PIPE_CLEAR_COLOR
,
480 mask
& BUFFER_BIT_DEPTH
,
481 mask
& BUFFER_BIT_STENCIL
);
482 } else if (clear_buffers
)
483 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, clear_buffers
, ctx
->Color
.ClearColor
,
484 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
486 if (mask
& BUFFER_BIT_ACCUM
)
487 st_clear_accum_buffer(ctx
,
488 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
492 void st_init_clear_functions(struct dd_function_table
*functions
)
494 functions
->Clear
= st_clear
;