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/formats.h"
38 #include "main/macros.h"
39 #include "program/prog_instruction.h"
40 #include "st_context.h"
42 #include "st_cb_accum.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_program.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_state.h"
49 #include "pipe/p_defines.h"
50 #include "util/u_format.h"
51 #include "util/u_inlines.h"
52 #include "util/u_simple_shaders.h"
53 #include "util/u_draw_quad.h"
55 #include "cso_cache/cso_context.h"
59 * Do per-context initialization for glClear.
62 st_init_clear(struct st_context
*st
)
64 struct pipe_context
*pipe
= st
->pipe
;
65 struct pipe_screen
*pscreen
= st
->pipe
->screen
;
67 memset(&st
->clear
, 0, sizeof(st
->clear
));
69 st
->clear
.raster
.gl_rasterization_rules
= 1;
70 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
72 /* fragment shader state: color pass-through program */
73 st
->clear
.fs
= util_make_fragment_passthrough_shader(pipe
);
75 /* vertex shader state: color/position pass-through */
77 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
78 TGSI_SEMANTIC_COLOR
};
79 const uint semantic_indexes
[] = { 0, 0 };
80 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
88 * Free per-context state for glClear.
91 st_destroy_clear(struct st_context
*st
)
94 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
98 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
101 if (st
->clear
.vbuf
) {
102 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
103 st
->clear
.vbuf
= NULL
;
109 * Draw a screen-aligned quadrilateral.
110 * Coords are clip coords with y=0=bottom.
113 draw_quad(struct st_context
*st
,
114 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
115 const GLfloat color
[4])
117 struct pipe_context
*pipe
= st
->pipe
;
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.
129 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
132 if (st
->clear
.vbuf_slot
>= max_slots
) {
133 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
134 st
->clear
.vbuf_slot
= 0;
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
));
144 st
->clear
.vertices
[0][0][0] = x0
;
145 st
->clear
.vertices
[0][0][1] = y0
;
147 st
->clear
.vertices
[1][0][0] = x1
;
148 st
->clear
.vertices
[1][0][1] = y0
;
150 st
->clear
.vertices
[2][0][0] = x1
;
151 st
->clear
.vertices
[2][0][1] = y1
;
153 st
->clear
.vertices
[3][0][0] = x0
;
154 st
->clear
.vertices
[3][0][1] = y1
;
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];
166 /* put vertex data into vbuf */
167 pipe_buffer_write_nooverlap(st
->pipe
, st
->clear
.vbuf
,
169 * sizeof(st
->clear
.vertices
),
170 sizeof(st
->clear
.vertices
),
174 util_draw_vertex_buffer(pipe
,
176 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
177 PIPE_PRIM_TRIANGLE_FAN
,
179 2); /* attribs/vert */
182 st
->clear
.vbuf_slot
++;
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.
193 clear_with_quad(GLcontext
*ctx
,
194 GLboolean color
, GLboolean depth
, GLboolean stencil
)
196 struct st_context
*st
= st_context(ctx
);
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
;
206 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
207 color ? "color, " : "",
208 depth ? "depth, " : "",
209 stencil ? "stencil" : "",
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
);
224 /* blend state: RGBA masking */
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
;
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
)
244 cso_set_blend(st
->cso_context
, &blend
);
247 /* depth_stencil state: always pass/set to ref value */
249 struct pipe_depth_stencil_alpha_state depth_stencil
;
250 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
252 depth_stencil
.depth
.enabled
= 1;
253 depth_stencil
.depth
.writemask
= 1;
254 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
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
);
271 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
274 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
276 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
278 /* viewport state: viewport matching window dims */
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
);
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
);
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
);
297 /* draw quad matching scissor rect (XXX verify coord round-off) */
298 draw_quad(st
, x0
, y0
, x1
, y1
,
299 (GLfloat
) ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
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
);
315 * Determine if we need to clear the depth buffer by drawing a quad.
317 static INLINE GLboolean
318 check_clear_color_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
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
))
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])
338 * Determine if we need to clear the combiend depth/stencil buffer by
341 static INLINE GLboolean
342 check_clear_depth_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
344 const GLuint stencilMax
= 0xff;
345 GLboolean maskStencil
346 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
348 assert(rb
->Format
== MESA_FORMAT_S8
||
349 rb
->Format
== MESA_FORMAT_Z24_S8
||
350 rb
->Format
== MESA_FORMAT_S8_Z24
);
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
))
367 * Determine if we need to clear the depth buffer by drawing a quad.
369 static INLINE GLboolean
370 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
,
373 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
374 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
376 if (ctx
->Scissor
.Enabled
&&
377 (ctx
->Scissor
.X
!= 0 ||
378 ctx
->Scissor
.Y
!= 0 ||
379 ctx
->Scissor
.Width
< rb
->Width
||
380 ctx
->Scissor
.Height
< rb
->Height
))
383 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
391 * Determine if we need to clear the stencil buffer by drawing a quad.
393 static INLINE GLboolean
394 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
,
397 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
398 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
399 const GLuint stencilMax
= 0xff;
400 const GLboolean maskStencil
401 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
403 assert(rb
->Format
== MESA_FORMAT_S8
||
404 rb
->Format
== MESA_FORMAT_Z24_S8
||
405 rb
->Format
== MESA_FORMAT_S8_Z24
);
410 if (ctx
->Scissor
.Enabled
&&
411 (ctx
->Scissor
.X
!= 0 ||
412 ctx
->Scissor
.Y
!= 0 ||
413 ctx
->Scissor
.Width
< rb
->Width
||
414 ctx
->Scissor
.Height
< rb
->Height
))
417 /* This is correct, but it is necessary to look at the depth clear
418 * value held in the surface when it comes time to issue the clear,
419 * rather than taking depth and stencil clear values from the
422 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
431 * Called when we need to flush.
434 st_flush_clear(struct st_context
*st
)
436 /* Release vertex buffer to avoid synchronous rendering if we were
437 * to map it in the next frame.
439 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
440 st
->clear
.vbuf_slot
= 0;
446 * Called via ctx->Driver.Clear()
449 st_Clear(GLcontext
*ctx
, GLbitfield mask
)
451 static const GLbitfield BUFFER_BITS_DS
452 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
453 struct st_context
*st
= st_context(ctx
);
454 struct gl_renderbuffer
*depthRb
455 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
456 struct gl_renderbuffer
*stencilRb
457 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
458 GLbitfield quad_buffers
= 0x0;
459 GLbitfield clear_buffers
= 0x0;
462 /* This makes sure the pipe has the latest scissor, etc values */
463 st_validate_state( st
);
465 if (mask
& BUFFER_BITS_COLOR
) {
466 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
467 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
469 if (mask
& (1 << b
)) {
470 struct gl_renderbuffer
*rb
471 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
472 struct st_renderbuffer
*strb
;
476 strb
= st_renderbuffer(rb
);
481 if (check_clear_color_with_quad( ctx
, rb
))
482 quad_buffers
|= PIPE_CLEAR_COLOR
;
484 clear_buffers
|= PIPE_CLEAR_COLOR
;
489 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
490 /* clearing combined depth + stencil */
491 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
494 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
495 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
497 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
501 /* separate depth/stencil clears */
502 /* I don't think truly separate buffers are actually possible in gallium or hw? */
503 if (mask
& BUFFER_BIT_DEPTH
) {
504 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
507 if (check_clear_depth_with_quad(ctx
, depthRb
,
508 st
->clear
.enable_ds_separate
))
509 quad_buffers
|= PIPE_CLEAR_DEPTH
;
511 clear_buffers
|= PIPE_CLEAR_DEPTH
;
514 if (mask
& BUFFER_BIT_STENCIL
) {
515 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
518 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
519 st
->clear
.enable_ds_separate
))
520 quad_buffers
|= PIPE_CLEAR_STENCIL
;
522 clear_buffers
|= PIPE_CLEAR_STENCIL
;
528 * If we're going to use clear_with_quad() for any reason, use it for
529 * everything possible.
532 quad_buffers
|= clear_buffers
;
534 quad_buffers
& PIPE_CLEAR_COLOR
,
535 quad_buffers
& PIPE_CLEAR_DEPTH
,
536 quad_buffers
& PIPE_CLEAR_STENCIL
);
537 } else if (clear_buffers
) {
538 /* driver cannot know it can clear everything if the buffer
539 * is a combined depth/stencil buffer but this wasn't actually
540 * required from the visual. Hence fix this up to avoid potential
541 * read-modify-write in the driver.
543 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
544 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
545 (depthRb
== stencilRb
) &&
546 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
547 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
548 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
549 st
->pipe
->clear(st
->pipe
, clear_buffers
, ctx
->Color
.ClearColor
,
550 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
552 if (mask
& BUFFER_BIT_ACCUM
)
553 st_clear_accum_buffer(ctx
,
554 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
559 st_init_clear_functions(struct dd_function_table
*functions
)
561 functions
->Clear
= st_Clear
;