1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
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 VMWARE 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 <keithw@vmware.com>
36 #include "main/errors.h"
37 #include "main/glheader.h"
38 #include "main/accum.h"
39 #include "main/formats.h"
40 #include "main/framebuffer.h"
41 #include "main/macros.h"
42 #include "main/glformats.h"
43 #include "program/prog_instruction.h"
44 #include "st_context.h"
46 #include "st_cb_bitmap.h"
47 #include "st_cb_clear.h"
48 #include "st_cb_fbo.h"
50 #include "st_format.h"
51 #include "st_program.h"
53 #include "pipe/p_context.h"
54 #include "pipe/p_shader_tokens.h"
55 #include "pipe/p_state.h"
56 #include "pipe/p_defines.h"
57 #include "util/u_format.h"
58 #include "util/u_inlines.h"
59 #include "util/u_simple_shaders.h"
61 #include "cso_cache/cso_context.h"
65 * Do per-context initialization for glClear.
68 st_init_clear(struct st_context
*st
)
70 memset(&st
->clear
, 0, sizeof(st
->clear
));
72 st
->clear
.raster
.half_pixel_center
= 1;
73 st
->clear
.raster
.bottom_edge_rule
= 1;
74 st
->clear
.raster
.depth_clip
= 1;
79 * Free per-context state for glClear.
82 st_destroy_clear(struct st_context
*st
)
85 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
89 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
92 if (st
->clear
.vs_layered
) {
93 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs_layered
);
94 st
->clear
.vs_layered
= NULL
;
96 if (st
->clear
.gs_layered
) {
97 cso_delete_geometry_shader(st
->cso_context
, st
->clear
.gs_layered
);
98 st
->clear
.gs_layered
= NULL
;
104 * Helper function to set the fragment shaders.
107 set_fragment_shader(struct st_context
*st
)
111 util_make_fragment_passthrough_shader(st
->pipe
, TGSI_SEMANTIC_GENERIC
,
112 TGSI_INTERPOLATE_CONSTANT
,
115 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
120 * Helper function to set the vertex shader.
123 set_vertex_shader(struct st_context
*st
)
125 /* vertex shader - still required to provide the linkage between
126 * fragment shader input semantics and vertex_element/buffers.
130 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
131 TGSI_SEMANTIC_GENERIC
};
132 const uint semantic_indexes
[] = { 0, 0 };
133 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
139 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
140 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
145 set_vertex_shader_layered(struct st_context
*st
)
147 struct pipe_context
*pipe
= st
->pipe
;
149 if (!pipe
->screen
->get_param(pipe
->screen
, PIPE_CAP_TGSI_INSTANCEID
)) {
150 assert(!"Got layered clear, but VS instancing is unsupported");
151 set_vertex_shader(st
);
155 if (!st
->clear
.vs_layered
) {
157 pipe
->screen
->get_param(pipe
->screen
, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT
);
159 st
->clear
.vs_layered
= util_make_layered_clear_vertex_shader(pipe
);
161 st
->clear
.vs_layered
= util_make_layered_clear_helper_vertex_shader(pipe
);
162 st
->clear
.gs_layered
= util_make_layered_clear_geometry_shader(pipe
);
166 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs_layered
);
167 cso_set_geometry_shader_handle(st
->cso_context
, st
->clear
.gs_layered
);
172 * Do glClear by drawing a quadrilateral.
173 * The vertices of the quad will be computed from the
174 * ctx->DrawBuffer->_X/Ymin/max fields.
177 clear_with_quad(struct gl_context
*ctx
, unsigned clear_buffers
)
179 struct st_context
*st
= st_context(ctx
);
180 struct cso_context
*cso
= st
->cso_context
;
181 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
182 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
183 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
185 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
187 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
188 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
189 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
190 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
191 unsigned num_layers
= st
->state
.fb_num_layers
;
194 printf("%s %s%s%s %f,%f %f,%f\n", __func__,
195 color ? "color, " : "",
196 depth ? "depth, " : "",
197 stencil ? "stencil" : "",
202 cso_save_state(cso
, (CSO_BIT_BLEND
|
203 CSO_BIT_STENCIL_REF
|
204 CSO_BIT_DEPTH_STENCIL_ALPHA
|
206 CSO_BIT_SAMPLE_MASK
|
207 CSO_BIT_MIN_SAMPLES
|
209 CSO_BIT_STREAM_OUTPUTS
|
210 CSO_BIT_VERTEX_ELEMENTS
|
211 CSO_BIT_AUX_VERTEX_BUFFER_SLOT
|
212 CSO_BIT_PAUSE_QUERIES
|
213 CSO_BITS_ALL_SHADERS
));
215 /* blend state: RGBA masking */
217 struct pipe_blend_state blend
;
218 memset(&blend
, 0, sizeof(blend
));
219 if (clear_buffers
& PIPE_CLEAR_COLOR
) {
220 int num_buffers
= ctx
->Extensions
.EXT_draw_buffers2
?
221 ctx
->DrawBuffer
->_NumColorDrawBuffers
: 1;
224 blend
.independent_blend_enable
= num_buffers
> 1;
226 for (i
= 0; i
< num_buffers
; i
++) {
227 if (!(clear_buffers
& (PIPE_CLEAR_COLOR0
<< i
)))
230 blend
.rt
[i
].colormask
= GET_COLORMASK(ctx
->Color
.ColorMask
, i
);
233 if (ctx
->Color
.DitherFlag
)
236 cso_set_blend(cso
, &blend
);
239 /* depth_stencil state: always pass/set to ref value */
241 struct pipe_depth_stencil_alpha_state depth_stencil
;
242 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
243 if (clear_buffers
& PIPE_CLEAR_DEPTH
) {
244 depth_stencil
.depth
.enabled
= 1;
245 depth_stencil
.depth
.writemask
= 1;
246 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
249 if (clear_buffers
& PIPE_CLEAR_STENCIL
) {
250 struct pipe_stencil_ref stencil_ref
;
251 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
252 depth_stencil
.stencil
[0].enabled
= 1;
253 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
254 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
255 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
256 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
257 depth_stencil
.stencil
[0].valuemask
= 0xff;
258 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
259 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
260 cso_set_stencil_ref(cso
, &stencil_ref
);
263 cso_set_depth_stencil_alpha(cso
, &depth_stencil
);
266 cso_set_vertex_elements(cso
, 2, st
->util_velems
);
267 cso_set_stream_outputs(cso
, 0, NULL
, NULL
);
268 cso_set_sample_mask(cso
, ~0);
269 cso_set_min_samples(cso
, 1);
270 cso_set_rasterizer(cso
, &st
->clear
.raster
);
272 /* viewport state: viewport matching window dims */
273 cso_set_viewport_dims(st
->cso_context
, fb_width
, fb_height
,
274 st_fb_orientation(fb
) == Y_0_TOP
);
276 set_fragment_shader(st
);
277 cso_set_tessctrl_shader_handle(cso
, NULL
);
278 cso_set_tesseval_shader_handle(cso
, NULL
);
281 set_vertex_shader_layered(st
);
283 set_vertex_shader(st
);
285 /* draw quad matching scissor rect.
287 * Note: if we're only clearing depth/stencil we still setup vertices
288 * with color, but they'll be ignored.
290 * We can't translate the clear color to the colorbuffer format,
291 * because different colorbuffers may have different formats.
293 if (!st_draw_quad(st
, x0
, y0
, x1
, y1
,
294 ctx
->Depth
.Clear
* 2.0f
- 1.0f
,
295 0.0f
, 0.0f
, 0.0f
, 0.0f
,
296 (const float *) &ctx
->Color
.ClearColor
.f
,
298 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glClear");
301 /* Restore pipe state */
302 cso_restore_state(cso
);
307 * Return if the scissor must be enabled during the clear.
309 static inline GLboolean
310 is_scissor_enabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
312 const struct gl_scissor_rect
*scissor
= &ctx
->Scissor
.ScissorArray
[0];
314 return (ctx
->Scissor
.EnableFlags
& 1) &&
317 scissor
->X
+ scissor
->Width
< (int)rb
->Width
||
318 scissor
->Y
+ scissor
->Height
< (int)rb
->Height
);
322 * Return if window rectangles must be enabled during the clear.
325 is_window_rectangle_enabled(struct gl_context
*ctx
)
327 if (ctx
->DrawBuffer
== ctx
->WinSysDrawBuffer
)
329 return ctx
->Scissor
.NumWindowRects
> 0 ||
330 ctx
->Scissor
.WindowRectMode
== GL_INCLUSIVE_EXT
;
335 * Return if all of the stencil bits are masked.
337 static inline GLboolean
338 is_stencil_disabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
340 const GLuint stencilMax
= 0xff;
342 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
343 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) == 0;
348 * Return if any of the stencil bits are masked.
350 static inline GLboolean
351 is_stencil_masked(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
353 const GLuint stencilMax
= 0xff;
355 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
356 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
361 * Called via ctx->Driver.Clear()
364 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
366 struct st_context
*st
= st_context(ctx
);
367 struct gl_renderbuffer
*depthRb
368 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
369 struct gl_renderbuffer
*stencilRb
370 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
371 GLbitfield quad_buffers
= 0x0;
372 GLbitfield clear_buffers
= 0x0;
375 st_flush_bitmap_cache(st
);
376 st_invalidate_readpix_cache(st
);
378 /* This makes sure the pipe has the latest scissor, etc values */
379 st_validate_state(st
, ST_PIPELINE_CLEAR
);
381 if (mask
& BUFFER_BITS_COLOR
) {
382 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
383 gl_buffer_index b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
385 if (b
!= BUFFER_NONE
&& mask
& (1 << b
)) {
386 struct gl_renderbuffer
*rb
387 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
388 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
389 int colormask_index
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
391 if (!strb
|| !strb
->surface
)
394 if (!GET_COLORMASK(ctx
->Color
.ColorMask
, colormask_index
))
397 if (is_scissor_enabled(ctx
, rb
) ||
398 is_window_rectangle_enabled(ctx
) ||
399 GET_COLORMASK(ctx
->Color
.ColorMask
, colormask_index
) != 0xf)
400 quad_buffers
|= PIPE_CLEAR_COLOR0
<< i
;
402 clear_buffers
|= PIPE_CLEAR_COLOR0
<< i
;
407 if (mask
& BUFFER_BIT_DEPTH
) {
408 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
410 if (strb
->surface
&& ctx
->Depth
.Mask
) {
411 if (is_scissor_enabled(ctx
, depthRb
) ||
412 is_window_rectangle_enabled(ctx
))
413 quad_buffers
|= PIPE_CLEAR_DEPTH
;
415 clear_buffers
|= PIPE_CLEAR_DEPTH
;
418 if (mask
& BUFFER_BIT_STENCIL
) {
419 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
421 if (strb
->surface
&& !is_stencil_disabled(ctx
, stencilRb
)) {
422 if (is_scissor_enabled(ctx
, stencilRb
) ||
423 is_window_rectangle_enabled(ctx
) ||
424 is_stencil_masked(ctx
, stencilRb
))
425 quad_buffers
|= PIPE_CLEAR_STENCIL
;
427 clear_buffers
|= PIPE_CLEAR_STENCIL
;
431 /* Always clear depth and stencil together.
432 * This can only happen when the stencil writemask is not a full mask.
434 if (quad_buffers
& PIPE_CLEAR_DEPTHSTENCIL
&&
435 clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) {
436 quad_buffers
|= clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
;
437 clear_buffers
&= ~PIPE_CLEAR_DEPTHSTENCIL
;
440 /* Only use quad-based clearing for the renderbuffers which cannot
441 * use pipe->clear. We want to always use pipe->clear for the other
442 * renderbuffers, because it's likely to be faster.
445 clear_with_quad(ctx
, quad_buffers
);
448 /* We can't translate the clear color to the colorbuffer format,
449 * because different colorbuffers may have different formats.
451 st
->pipe
->clear(st
->pipe
, clear_buffers
,
452 (union pipe_color_union
*)&ctx
->Color
.ClearColor
,
453 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
455 if (mask
& BUFFER_BIT_ACCUM
)
456 _mesa_clear_accum_buffer(ctx
);
461 st_init_clear_functions(struct dd_function_table
*functions
)
463 functions
->Clear
= st_Clear
;