1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
34 #include "main/glheader.h"
35 #include "main/macros.h"
36 #include "shader/prog_instruction.h"
37 #include "st_context.h"
39 #include "st_cb_accum.h"
40 #include "st_cb_clear.h"
41 #include "st_cb_fbo.h"
43 #include "st_program.h"
44 #include "st_public.h"
45 #include "st_mesa_to_tgsi.h"
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"
55 #include "cso_cache/cso_context.h"
59 st_init_clear(struct st_context
*st
)
61 struct pipe_context
*pipe
= st
->pipe
;
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;
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;
78 /* fragment shader state: color pass-through program */
80 util_make_fragment_passthrough_shader(pipe
, &st
->clear
.frag_shader
);
82 /* vertex shader state: color/position pass-through */
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,
90 &st
->clear
.vert_shader
);
96 st_destroy_clear(struct st_context
*st
)
98 struct pipe_context
*pipe
= st
->pipe
;
101 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
105 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
108 if (st
->clear
.vbuf
) {
109 pipe_buffer_destroy(pipe
, st
->clear
.vbuf
);
110 st
->clear
.vbuf
= NULL
;
116 is_depth_stencil_format(enum pipe_format pipeFormat
)
118 switch (pipeFormat
) {
119 case PIPE_FORMAT_S8Z24_UNORM
:
120 case PIPE_FORMAT_Z24S8_UNORM
:
130 * Draw a screen-aligned quadrilateral.
131 * Coords are window coords with y=0=bottom. These coords will be transformed
132 * by the vertex shader and viewport transform (which will flip Y if needed).
135 draw_quad(GLcontext
*ctx
,
136 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
137 const GLfloat color
[4])
139 struct st_context
*st
= ctx
->st
;
140 struct pipe_context
*pipe
= st
->pipe
;
144 if (!st
->clear
.vbuf
) {
145 st
->clear
.vbuf
= pipe_buffer_create(pipe
, 32, PIPE_BUFFER_USAGE_VERTEX
,
146 sizeof(st
->clear
.vertices
));
150 st
->clear
.vertices
[0][0][0] = x0
;
151 st
->clear
.vertices
[0][0][1] = y0
;
153 st
->clear
.vertices
[1][0][0] = x1
;
154 st
->clear
.vertices
[1][0][1] = y0
;
156 st
->clear
.vertices
[2][0][0] = x1
;
157 st
->clear
.vertices
[2][0][1] = y1
;
159 st
->clear
.vertices
[3][0][0] = x0
;
160 st
->clear
.vertices
[3][0][1] = y1
;
162 /* same for all verts: */
163 for (i
= 0; i
< 4; i
++) {
164 st
->clear
.vertices
[i
][0][2] = z
;
165 st
->clear
.vertices
[i
][0][3] = 1.0;
166 st
->clear
.vertices
[i
][1][0] = color
[0];
167 st
->clear
.vertices
[i
][1][1] = color
[1];
168 st
->clear
.vertices
[i
][1][2] = color
[2];
169 st
->clear
.vertices
[i
][1][3] = color
[3];
172 /* put vertex data into vbuf */
173 buf
= pipe_buffer_map(pipe
, st
->clear
.vbuf
, PIPE_BUFFER_USAGE_CPU_WRITE
);
174 memcpy(buf
, st
->clear
.vertices
, sizeof(st
->clear
.vertices
));
175 pipe_buffer_unmap(pipe
, st
->clear
.vbuf
);
178 util_draw_vertex_buffer(pipe
, st
->clear
.vbuf
,
179 PIPE_PRIM_TRIANGLE_FAN
,
181 2); /* attribs/vert */
187 * Do glClear by drawing a quadrilateral.
188 * The vertices of the quad will be computed from the
189 * ctx->DrawBuffer->_X/Ymin/max fields.
192 clear_with_quad(GLcontext
*ctx
,
193 GLboolean color
, GLboolean depth
, GLboolean stencil
)
195 struct st_context
*st
= ctx
->st
;
196 const GLfloat x0
= ctx
->DrawBuffer
->_Xmin
;
197 const GLfloat x1
= ctx
->DrawBuffer
->_Xmax
;
200 if (st_fb_orientation(ctx
->DrawBuffer
) == Y_0_TOP
) {
201 y0
= ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymax
;
202 y1
= ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymin
;
205 y0
= ctx
->DrawBuffer
->_Ymin
;
206 y1
= ctx
->DrawBuffer
->_Ymax
;
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_depth_stencil_alpha(st
->cso_context
);
220 cso_save_rasterizer(st
->cso_context
);
221 cso_save_viewport(st
->cso_context
);
222 cso_save_fragment_shader(st
->cso_context
);
223 cso_save_vertex_shader(st
->cso_context
);
225 /* blend state: RGBA masking */
227 struct pipe_blend_state blend
;
228 memset(&blend
, 0, sizeof(blend
));
229 blend
.rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
230 blend
.alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
231 blend
.rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
232 blend
.alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
234 if (ctx
->Color
.ColorMask
[0])
235 blend
.colormask
|= PIPE_MASK_R
;
236 if (ctx
->Color
.ColorMask
[1])
237 blend
.colormask
|= PIPE_MASK_G
;
238 if (ctx
->Color
.ColorMask
[2])
239 blend
.colormask
|= PIPE_MASK_B
;
240 if (ctx
->Color
.ColorMask
[3])
241 blend
.colormask
|= PIPE_MASK_A
;
242 if (st
->ctx
->Color
.DitherFlag
)
245 cso_set_blend(st
->cso_context
, &blend
);
248 /* depth_stencil state: always pass/set to ref value */
250 struct pipe_depth_stencil_alpha_state depth_stencil
;
251 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
253 depth_stencil
.depth
.enabled
= 1;
254 depth_stencil
.depth
.writemask
= 1;
255 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
259 depth_stencil
.stencil
[0].enabled
= 1;
260 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
261 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
262 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
263 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
264 depth_stencil
.stencil
[0].ref_value
= ctx
->Stencil
.Clear
;
265 depth_stencil
.stencil
[0].value_mask
= 0xff;
266 depth_stencil
.stencil
[0].write_mask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
269 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
272 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
273 cso_set_viewport(st
->cso_context
, &st
->clear
.viewport
);
275 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
276 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
278 /* draw quad matching scissor rect (XXX verify coord round-off) */
279 draw_quad(ctx
, x0
, y0
, x1
, y1
, ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
281 /* Restore pipe state */
282 cso_restore_blend(st
->cso_context
);
283 cso_restore_depth_stencil_alpha(st
->cso_context
);
284 cso_restore_rasterizer(st
->cso_context
);
285 cso_restore_viewport(st
->cso_context
);
286 cso_restore_fragment_shader(st
->cso_context
);
287 cso_restore_vertex_shader(st
->cso_context
);
292 * Determine if we need to clear the depth buffer by drawing a quad.
294 static INLINE GLboolean
295 check_clear_color_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
297 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
299 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
302 if (ctx
->Scissor
.Enabled
)
305 if (!ctx
->Color
.ColorMask
[0] ||
306 !ctx
->Color
.ColorMask
[1] ||
307 !ctx
->Color
.ColorMask
[2] ||
308 !ctx
->Color
.ColorMask
[3])
315 static INLINE GLboolean
316 check_clear_depth_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
318 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
319 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
320 GLboolean maskStencil
321 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
323 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
326 if (ctx
->Scissor
.Enabled
)
337 * Determine if we need to clear the depth buffer by drawing a quad.
339 static INLINE GLboolean
340 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
342 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
343 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
345 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
348 if (ctx
->Scissor
.Enabled
)
352 strb
->surface
->status
== PIPE_SURFACE_STATUS_DEFINED
&&
353 ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
361 * Determine if we need to clear the stencil buffer by drawing a quad.
363 static INLINE GLboolean
364 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
366 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
367 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
368 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
369 const GLboolean maskStencil
370 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
372 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
378 if (ctx
->Scissor
.Enabled
)
381 /* This is correct, but it is necessary to look at the depth clear
382 * value held in the surface when it comes time to issue the clear,
383 * rather than taking depth and stencil clear values from the
387 strb
->surface
->status
== PIPE_SURFACE_STATUS_DEFINED
&&
388 ctx
->DrawBuffer
->Visual
.depthBits
> 0)
397 clear_color_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
399 if (check_clear_color_with_quad( ctx
, rb
)) {
400 /* masking or scissoring */
401 clear_with_quad(ctx
, GL_TRUE
, GL_FALSE
, GL_FALSE
);
404 /* clear whole buffer w/out masking */
405 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
407 util_pack_color(ctx
->Color
.ClearColor
, PIPE_FORMAT_A8R8G8B8_UNORM
, &clearValue
);
408 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
414 clear_depth_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
416 if (check_clear_depth_with_quad(ctx
, rb
)) {
417 /* scissoring or we have a combined depth/stencil buffer */
418 clear_with_quad(ctx
, GL_FALSE
, GL_TRUE
, GL_FALSE
);
421 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
423 /* simple clear of whole buffer */
424 uint clearValue
= util_pack_z(strb
->surface
->format
, ctx
->Depth
.Clear
);
425 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
431 clear_stencil_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
433 if (check_clear_stencil_with_quad(ctx
, rb
)) {
434 /* masking or scissoring or combined depth/stencil buffer */
435 clear_with_quad(ctx
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
438 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
440 /* simple clear of whole buffer */
441 GLuint clearValue
= ctx
->Stencil
.Clear
;
443 switch (strb
->surface
->format
) {
444 case PIPE_FORMAT_S8Z24_UNORM
:
448 ; /* no-op, stencil value is in least significant bits */
451 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
457 clear_depth_stencil_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
460 if (check_clear_depth_stencil_with_quad(ctx
, rb
)) {
461 /* masking or scissoring */
462 clear_with_quad(ctx
, GL_FALSE
, GL_TRUE
, GL_TRUE
);
465 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
467 /* clear whole buffer w/out masking */
468 GLuint clearValue
= util_pack_z(strb
->surface
->format
, ctx
->Depth
.Clear
);
470 switch (strb
->surface
->format
) {
471 case PIPE_FORMAT_S8Z24_UNORM
:
472 clearValue
|= ctx
->Stencil
.Clear
<< 24;
474 case PIPE_FORMAT_Z24S8_UNORM
:
475 clearValue
|= ctx
->Stencil
.Clear
;
481 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
488 * Called via ctx->Driver.Clear()
489 * XXX: doesn't pick up the differences between front/back/left/right
490 * clears. Need to sort that out...
492 static void st_clear(GLcontext
*ctx
, GLbitfield mask
)
494 static const GLbitfield BUFFER_BITS_DS
495 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
496 struct st_context
*st
= ctx
->st
;
497 struct gl_renderbuffer
*depthRb
498 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
499 struct gl_renderbuffer
*stencilRb
500 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
501 GLbitfield cmask
= mask
& BUFFER_BITS_COLOR
;
503 /* This makes sure the softpipe has the latest scissor, etc values */
504 st_validate_state( st
);
508 * If we're going to use clear_with_quad() for any reason, use it to
509 * clear as many other buffers as possible.
510 * As it is now, we sometimes call clear_with_quad() three times to clear
511 * color/depth/stencil individually...
516 for (b
= 0; cmask
; b
++) {
517 if (cmask
& (1 << b
)) {
518 struct gl_renderbuffer
*rb
519 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
521 clear_color_buffer(ctx
, rb
);
522 cmask
&= ~(1 << b
); /* turn off bit */
524 assert(b
< BUFFER_COUNT
);
528 if (mask
& BUFFER_BIT_ACCUM
) {
529 st_clear_accum_buffer(ctx
,
530 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
533 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
534 /* clearing combined depth + stencil */
535 clear_depth_stencil_buffer(ctx
, depthRb
);
538 /* separate depth/stencil clears */
539 if (mask
& BUFFER_BIT_DEPTH
) {
540 clear_depth_buffer(ctx
, depthRb
);
542 if (mask
& BUFFER_BIT_STENCIL
) {
543 clear_stencil_buffer(ctx
, stencilRb
);
549 void st_init_clear_functions(struct dd_function_table
*functions
)
551 functions
->Clear
= st_clear
;