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 "program/prog_instruction.h"
41 #include "st_context.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_format.h"
46 #include "st_program.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_shader_tokens.h"
50 #include "pipe/p_state.h"
51 #include "pipe/p_defines.h"
52 #include "util/u_format.h"
53 #include "util/u_inlines.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
56 #include "util/u_upload_mgr.h"
58 #include "cso_cache/cso_context.h"
62 * Do per-context initialization for glClear.
65 st_init_clear(struct st_context
*st
)
67 struct pipe_screen
*pscreen
= st
->pipe
->screen
;
69 memset(&st
->clear
, 0, sizeof(st
->clear
));
71 st
->clear
.raster
.gl_rasterization_rules
= 1;
72 st
->clear
.raster
.depth_clip
= 1;
73 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
78 * Free per-context state for glClear.
81 st_destroy_clear(struct st_context
*st
)
84 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
88 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
95 * Helper function to set the fragment shaders.
98 set_fragment_shader(struct st_context
*st
)
101 st
->clear
.fs
= util_make_fragment_passthrough_shader(st
->pipe
);
103 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
108 * Helper function to set the vertex shader.
111 set_vertex_shader(struct st_context
*st
)
113 /* vertex shader - still required to provide the linkage between
114 * fragment shader input semantics and vertex_element/buffers.
118 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
119 TGSI_SEMANTIC_COLOR
};
120 const uint semantic_indexes
[] = { 0, 0 };
121 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
126 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
131 * Draw a screen-aligned quadrilateral.
132 * Coords are clip coords with y=0=bottom.
135 draw_quad(struct st_context
*st
,
136 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
137 const union pipe_color_union
*color
)
139 struct pipe_context
*pipe
= st
->pipe
;
140 struct pipe_resource
*vbuf
= NULL
;
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
->f
[0];
161 st
->clear
.vertices
[i
][1][1] = color
->f
[1];
162 st
->clear
.vertices
[i
][1][2] = color
->f
[2];
163 st
->clear
.vertices
[i
][1][3] = color
->f
[3];
166 u_upload_data(st
->uploader
, 0, sizeof(st
->clear
.vertices
),
167 st
->clear
.vertices
, &offset
, &vbuf
);
171 u_upload_unmap(st
->uploader
);
174 util_draw_vertex_buffer(pipe
,
177 PIPE_PRIM_TRIANGLE_FAN
,
179 2); /* attribs/vert */
181 pipe_resource_reference(&vbuf
, NULL
);
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(struct gl_context
*ctx
,
193 GLboolean color
, GLboolean depth
, GLboolean stencil
)
195 struct st_context
*st
= st_context(ctx
);
196 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
197 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
198 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
199 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
200 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
201 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
202 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
203 union pipe_color_union clearColor
;
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_fragment_shader(st
->cso_context
);
220 cso_save_stream_outputs(st
->cso_context
);
221 cso_save_vertex_shader(st
->cso_context
);
222 cso_save_geometry_shader(st
->cso_context
);
223 cso_save_vertex_elements(st
->cso_context
);
224 cso_save_vertex_buffers(st
->cso_context
);
226 /* blend state: RGBA masking */
228 struct pipe_blend_state blend
;
229 memset(&blend
, 0, sizeof(blend
));
230 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
231 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
232 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
233 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
235 if (ctx
->Color
.ColorMask
[0][0])
236 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
237 if (ctx
->Color
.ColorMask
[0][1])
238 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
239 if (ctx
->Color
.ColorMask
[0][2])
240 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
241 if (ctx
->Color
.ColorMask
[0][3])
242 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
243 if (st
->ctx
->Color
.DitherFlag
)
246 cso_set_blend(st
->cso_context
, &blend
);
249 /* depth_stencil state: always pass/set to ref value */
251 struct pipe_depth_stencil_alpha_state depth_stencil
;
252 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
254 depth_stencil
.depth
.enabled
= 1;
255 depth_stencil
.depth
.writemask
= 1;
256 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
260 struct pipe_stencil_ref stencil_ref
;
261 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
262 depth_stencil
.stencil
[0].enabled
= 1;
263 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
264 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
265 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
266 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
267 depth_stencil
.stencil
[0].valuemask
= 0xff;
268 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
269 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
270 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
273 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
276 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
277 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, 0);
279 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
281 /* viewport state: viewport matching window dims */
283 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
284 struct pipe_viewport_state vp
;
285 vp
.scale
[0] = 0.5f
* fb_width
;
286 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
289 vp
.translate
[0] = 0.5f
* fb_width
;
290 vp
.translate
[1] = 0.5f
* fb_height
;
291 vp
.translate
[2] = 0.0f
;
292 vp
.translate
[3] = 0.0f
;
293 cso_set_viewport(st
->cso_context
, &vp
);
296 set_fragment_shader(st
);
297 set_vertex_shader(st
);
298 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
300 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
301 st_translate_color(ctx
->Color
.ClearColor
.f
,
302 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
306 /* draw quad matching scissor rect */
307 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
309 /* Restore pipe state */
310 cso_restore_blend(st
->cso_context
);
311 cso_restore_stencil_ref(st
->cso_context
);
312 cso_restore_depth_stencil_alpha(st
->cso_context
);
313 cso_restore_rasterizer(st
->cso_context
);
314 cso_restore_viewport(st
->cso_context
);
315 cso_restore_fragment_shader(st
->cso_context
);
316 cso_restore_vertex_shader(st
->cso_context
);
317 cso_restore_geometry_shader(st
->cso_context
);
318 cso_restore_vertex_elements(st
->cso_context
);
319 cso_restore_vertex_buffers(st
->cso_context
);
320 cso_restore_stream_outputs(st
->cso_context
);
325 * Determine if we need to clear the depth buffer by drawing a quad.
327 static INLINE GLboolean
328 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
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
))
337 if (!ctx
->Color
.ColorMask
[0][0] ||
338 !ctx
->Color
.ColorMask
[0][1] ||
339 !ctx
->Color
.ColorMask
[0][2] ||
340 !ctx
->Color
.ColorMask
[0][3])
348 * Determine if we need to clear the combiend depth/stencil buffer by
351 static INLINE GLboolean
352 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
354 const GLuint stencilMax
= 0xff;
355 GLboolean maskStencil
356 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
358 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
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
))
375 * Determine if we need to clear the depth buffer by drawing a quad.
377 static INLINE GLboolean
378 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
381 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
382 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
384 if (ctx
->Scissor
.Enabled
&&
385 (ctx
->Scissor
.X
!= 0 ||
386 ctx
->Scissor
.Y
!= 0 ||
387 ctx
->Scissor
.Width
< rb
->Width
||
388 ctx
->Scissor
.Height
< rb
->Height
))
391 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
399 * Determine if we need to clear the stencil buffer by drawing a quad.
401 static INLINE GLboolean
402 check_clear_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
405 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
406 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
407 const GLuint stencilMax
= 0xff;
408 const GLboolean maskStencil
409 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
411 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
416 if (ctx
->Scissor
.Enabled
&&
417 (ctx
->Scissor
.X
!= 0 ||
418 ctx
->Scissor
.Y
!= 0 ||
419 ctx
->Scissor
.Width
< rb
->Width
||
420 ctx
->Scissor
.Height
< rb
->Height
))
423 /* This is correct, but it is necessary to look at the depth clear
424 * value held in the surface when it comes time to issue the clear,
425 * rather than taking depth and stencil clear values from the
428 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
436 * Called via ctx->Driver.Clear()
439 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
441 static const GLbitfield BUFFER_BITS_DS
442 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
443 struct st_context
*st
= st_context(ctx
);
444 struct gl_renderbuffer
*depthRb
445 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
446 struct gl_renderbuffer
*stencilRb
447 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
448 GLbitfield quad_buffers
= 0x0;
449 GLbitfield clear_buffers
= 0x0;
452 /* This makes sure the pipe has the latest scissor, etc values */
453 st_validate_state( st
);
455 if (mask
& BUFFER_BITS_COLOR
) {
456 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
457 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
459 if (mask
& (1 << b
)) {
460 struct gl_renderbuffer
*rb
461 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
462 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
464 if (!strb
|| !strb
->surface
)
467 if (check_clear_color_with_quad( ctx
, rb
))
468 quad_buffers
|= PIPE_CLEAR_COLOR
;
470 clear_buffers
|= PIPE_CLEAR_COLOR
;
475 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
476 /* clearing combined depth + stencil */
477 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
480 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
481 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
483 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
487 /* separate depth/stencil clears */
488 /* I don't think truly separate buffers are actually possible in gallium or hw? */
489 if (mask
& BUFFER_BIT_DEPTH
) {
490 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
493 if (check_clear_depth_with_quad(ctx
, depthRb
,
494 st
->clear
.enable_ds_separate
))
495 quad_buffers
|= PIPE_CLEAR_DEPTH
;
497 clear_buffers
|= PIPE_CLEAR_DEPTH
;
500 if (mask
& BUFFER_BIT_STENCIL
) {
501 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
504 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
505 st
->clear
.enable_ds_separate
))
506 quad_buffers
|= PIPE_CLEAR_STENCIL
;
508 clear_buffers
|= PIPE_CLEAR_STENCIL
;
514 * If we're going to use clear_with_quad() for any reason, use it for
515 * everything possible.
518 quad_buffers
|= clear_buffers
;
520 quad_buffers
& PIPE_CLEAR_COLOR
,
521 quad_buffers
& PIPE_CLEAR_DEPTH
,
522 quad_buffers
& PIPE_CLEAR_STENCIL
);
523 } else if (clear_buffers
) {
524 /* driver cannot know it can clear everything if the buffer
525 * is a combined depth/stencil buffer but this wasn't actually
526 * required from the visual. Hence fix this up to avoid potential
527 * read-modify-write in the driver.
529 union pipe_color_union clearColor
;
531 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
532 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
533 (depthRb
== stencilRb
) &&
534 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
535 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
536 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
538 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
539 st_translate_color(ctx
->Color
.ClearColor
.f
,
540 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
544 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
545 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
547 if (mask
& BUFFER_BIT_ACCUM
)
548 _mesa_clear_accum_buffer(ctx
);
553 st_init_clear_functions(struct dd_function_table
*functions
)
555 functions
->Clear
= st_Clear
;