gallium: check if surface has defined status in check_clear_depth_with_quad()
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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
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11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keith@tungstengraphics.com>
31 * Brian Paul
32 */
33
34 #include "main/glheader.h"
35 #include "main/macros.h"
36 #include "shader/prog_instruction.h"
37 #include "st_atom.h"
38 #include "st_cache.h"
39 #include "st_context.h"
40 #include "st_cb_accum.h"
41 #include "st_cb_clear.h"
42 #include "st_cb_fbo.h"
43 #include "st_draw.h"
44 #include "st_program.h"
45 #include "st_public.h"
46 #include "st_mesa_to_tgsi.h"
47
48 #include "pipe/p_context.h"
49 #include "pipe/p_state.h"
50 #include "pipe/p_defines.h"
51 #include "pipe/p_winsys.h"
52
53
54
55
56
57 static GLuint
58 color_value(enum pipe_format pipeFormat, const GLfloat color[4])
59 {
60 GLubyte r, g, b, a;
61
62 UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
63 UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
64 UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
65 UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
66
67 switch (pipeFormat) {
68 case PIPE_FORMAT_R8G8B8A8_UNORM:
69 return (r << 24) | (g << 16) | (b << 8) | a;
70 case PIPE_FORMAT_A8R8G8B8_UNORM:
71 return (a << 24) | (r << 16) | (g << 8) | b;
72 case PIPE_FORMAT_B8G8R8A8_UNORM:
73 return (b << 24) | (g << 16) | (r << 8) | a;
74 case PIPE_FORMAT_R5G6B5_UNORM:
75 return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
76 default:
77 assert(0);
78 return 0;
79 }
80 }
81
82
83 static uint
84 depth_value(enum pipe_format pipeFormat, GLfloat value)
85 {
86 switch (pipeFormat) {
87 case PIPE_FORMAT_Z16_UNORM:
88 return (uint) (value * 0xffff);
89 case PIPE_FORMAT_Z32_UNORM:
90 /* special-case to avoid overflow */
91 if (value == 1.0)
92 return 0xffffffff;
93 else
94 return (uint) (value * 0xffffffff);
95 case PIPE_FORMAT_S8Z24_UNORM:
96 return (uint) (value * 0xffffff);
97 case PIPE_FORMAT_Z24S8_UNORM:
98 return ((uint) (value * 0xffffff)) << 8;
99 default:
100 assert(0);
101 return 0;
102 }
103 }
104
105
106 static GLboolean
107 is_depth_stencil_format(enum pipe_format pipeFormat)
108 {
109 switch (pipeFormat) {
110 case PIPE_FORMAT_S8Z24_UNORM:
111 case PIPE_FORMAT_Z24S8_UNORM:
112 return GL_TRUE;
113 default:
114 return GL_FALSE;
115 }
116 }
117
118
119
120 /**
121 * Create a simple fragment shader that just passes through the fragment color.
122 */
123 static struct st_fragment_program *
124 make_frag_shader(struct st_context *st)
125 {
126 GLcontext *ctx = st->ctx;
127 struct st_fragment_program *stfp;
128 struct gl_program *p;
129 GLuint interpMode[16];
130 GLuint i;
131
132 /* XXX temporary */
133 for (i = 0; i < 16; i++)
134 interpMode[i] = TGSI_INTERPOLATE_LINEAR;
135
136 p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
137 if (!p)
138 return NULL;
139
140 p->NumInstructions = 2;
141 p->Instructions = _mesa_alloc_instructions(2);
142 if (!p->Instructions) {
143 ctx->Driver.DeleteProgram(ctx, p);
144 return NULL;
145 }
146 _mesa_init_instructions(p->Instructions, 2);
147 /* MOV result.color, fragment.color; */
148 p->Instructions[0].Opcode = OPCODE_MOV;
149 p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
150 p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
151 p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
152 p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
153 /* END; */
154 p->Instructions[1].Opcode = OPCODE_END;
155
156 p->InputsRead = FRAG_BIT_COL0;
157 p->OutputsWritten = (1 << FRAG_RESULT_COLR);
158
159 stfp = (struct st_fragment_program *) p;
160 st_translate_fragment_program(st, stfp, NULL,
161 stfp->tokens, ST_MAX_SHADER_TOKENS);
162
163 return stfp;
164 }
165
166
167 /**
168 * Create a simple vertex shader that just passes through the
169 * vertex position and color.
170 */
171 static struct st_vertex_program *
172 make_vertex_shader(struct st_context *st)
173 {
174 GLcontext *ctx = st->ctx;
175 struct st_vertex_program *stvp;
176 struct gl_program *p;
177
178 p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
179 if (!p)
180 return NULL;
181
182 p->NumInstructions = 3;
183 p->Instructions = _mesa_alloc_instructions(3);
184 if (!p->Instructions) {
185 ctx->Driver.DeleteProgram(ctx, p);
186 return NULL;
187 }
188 _mesa_init_instructions(p->Instructions, 3);
189 /* MOV result.pos, vertex.pos; */
190 p->Instructions[0].Opcode = OPCODE_MOV;
191 p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
192 p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
193 p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
194 p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
195 /* MOV result.color, vertex.color; */
196 p->Instructions[1].Opcode = OPCODE_MOV;
197 p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
198 p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
199 p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
200 p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
201 /* END; */
202 p->Instructions[2].Opcode = OPCODE_END;
203
204 p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
205 p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
206 (1 << VERT_RESULT_HPOS));
207
208 stvp = (struct st_vertex_program *) p;
209 st_translate_vertex_program(st, stvp, NULL,
210 stvp->tokens, ST_MAX_SHADER_TOKENS);
211 assert(stvp->cso);
212
213 return stvp;
214 }
215
216
217
218 /**
219 * Draw a screen-aligned quadrilateral.
220 * Coords are window coords with y=0=bottom. These coords will be transformed
221 * by the vertex shader and viewport transform (which will flip Y if needed).
222 */
223 static void
224 draw_quad(GLcontext *ctx,
225 float x0, float y0, float x1, float y1, GLfloat z,
226 const GLfloat color[4])
227 {
228 GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
229 GLuint i;
230
231 /* positions */
232 verts[0][0][0] = x0;
233 verts[0][0][1] = y0;
234
235 verts[1][0][0] = x1;
236 verts[1][0][1] = y0;
237
238 verts[2][0][0] = x1;
239 verts[2][0][1] = y1;
240
241 verts[3][0][0] = x0;
242 verts[3][0][1] = y1;
243
244 /* same for all verts: */
245 for (i = 0; i < 4; i++) {
246 verts[i][0][2] = z;
247 verts[i][0][3] = 1.0;
248 verts[i][1][0] = color[0];
249 verts[i][1][1] = color[1];
250 verts[i][1][2] = color[2];
251 verts[i][1][3] = color[3];
252 }
253
254 st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2);
255 }
256
257
258
259 /**
260 * Do glClear by drawing a quadrilateral.
261 * The vertices of the quad will be computed from the
262 * ctx->DrawBuffer->_X/Ymin/max fields.
263 */
264 static void
265 clear_with_quad(GLcontext *ctx,
266 GLboolean color, GLboolean depth, GLboolean stencil)
267 {
268 struct st_context *st = ctx->st;
269 struct pipe_context *pipe = st->pipe;
270 const GLfloat x0 = ctx->DrawBuffer->_Xmin;
271 const GLfloat y0 = ctx->DrawBuffer->_Ymin;
272 const GLfloat x1 = ctx->DrawBuffer->_Xmax;
273 const GLfloat y1 = ctx->DrawBuffer->_Ymax;
274
275
276 /* blend state: RGBA masking */
277 {
278 struct pipe_blend_state blend;
279 const struct cso_blend *cso;
280 memset(&blend, 0, sizeof(blend));
281 if (color) {
282 if (ctx->Color.ColorMask[0])
283 blend.colormask |= PIPE_MASK_R;
284 if (ctx->Color.ColorMask[1])
285 blend.colormask |= PIPE_MASK_G;
286 if (ctx->Color.ColorMask[2])
287 blend.colormask |= PIPE_MASK_B;
288 if (ctx->Color.ColorMask[3])
289 blend.colormask |= PIPE_MASK_A;
290 if (st->ctx->Color.DitherFlag)
291 blend.dither = 1;
292 }
293 cso = st_cached_blend_state(st, &blend);
294 pipe->bind_blend_state(pipe, cso->data);
295 }
296
297 /* depth_stencil state: always pass/set to ref value */
298 {
299 struct pipe_depth_stencil_alpha_state depth_stencil;
300 const struct cso_depth_stencil_alpha *cso;
301 memset(&depth_stencil, 0, sizeof(depth_stencil));
302 if (depth) {
303 depth_stencil.depth.enabled = 1;
304 depth_stencil.depth.writemask = 1;
305 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
306 }
307
308 if (stencil) {
309 depth_stencil.stencil[0].enabled = 1;
310 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
311 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
312 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
313 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
314 depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
315 depth_stencil.stencil[0].value_mask = 0xff;
316 depth_stencil.stencil[0].write_mask = ctx->Stencil.WriteMask[0] & 0xff;
317 }
318 cso = st_cached_depth_stencil_alpha_state(st, &depth_stencil);
319 pipe->bind_depth_stencil_alpha_state(pipe, cso->data);
320 }
321
322 /* rasterizer state: nothing */
323 {
324 struct pipe_rasterizer_state raster;
325 const struct cso_rasterizer *cso;
326 memset(&raster, 0, sizeof(raster));
327 #if 0
328 /* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
329 * that matches the scissor bounds.
330 */
331 if (ctx->Scissor.Enabled)
332 raster.scissor = 1;
333 #endif
334 cso = st_cached_rasterizer_state(st, &raster);
335 pipe->bind_rasterizer_state(pipe, cso->data);
336 }
337
338 /* fragment shader state: color pass-through program */
339 {
340 static struct st_fragment_program *stfp = NULL;
341 if (!stfp) {
342 stfp = make_frag_shader(st);
343 }
344 pipe->bind_fs_state(pipe, stfp->fs->data);
345 }
346
347 /* vertex shader state: color/position pass-through */
348 {
349 static struct st_vertex_program *stvp = NULL;
350 if (!stvp) {
351 stvp = make_vertex_shader(st);
352 }
353 pipe->bind_vs_state(pipe, stvp->cso->data);
354 }
355
356 /* viewport state: viewport matching window dims */
357 {
358 const float width = ctx->DrawBuffer->Width;
359 const float height = ctx->DrawBuffer->Height;
360 struct pipe_viewport_state vp;
361 vp.scale[0] = 0.5 * width;
362 vp.scale[1] = -0.5 * height;
363 vp.scale[2] = 1.0;
364 vp.scale[3] = 1.0;
365 vp.translate[0] = 0.5 * width;
366 vp.translate[1] = 0.5 * height;
367 vp.translate[2] = 0.0;
368 vp.translate[3] = 0.0;
369 pipe->set_viewport_state(pipe, &vp);
370 }
371
372 /* draw quad matching scissor rect (XXX verify coord round-off) */
373 draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
374
375 /* Restore pipe state */
376 pipe->bind_blend_state(pipe, st->state.blend->data);
377 pipe->bind_depth_stencil_alpha_state(pipe, st->state.depth_stencil->data);
378 pipe->bind_fs_state(pipe, st->state.fs->data);
379 pipe->bind_vs_state(pipe, st->state.vs->cso->data);
380 pipe->bind_rasterizer_state(pipe, st->state.rasterizer->data);
381 pipe->set_viewport_state(pipe, &st->state.viewport);
382 /* OR:
383 st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
384 */
385 }
386
387
388 /**
389 * Determine if we need to clear the depth buffer by drawing a quad.
390 */
391 static INLINE GLboolean
392 check_clear_color_with_quad(GLcontext *ctx)
393 {
394 return !(ctx->Color.ColorMask[0] &&
395 ctx->Color.ColorMask[1] &&
396 ctx->Color.ColorMask[2] &&
397 ctx->Color.ColorMask[3] &&
398 !ctx->Scissor.Enabled);
399 }
400
401
402 /**
403 * Determine if we need to clear the depth buffer by drawing a quad.
404 */
405 static INLINE GLboolean
406 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
407 {
408 const struct st_renderbuffer *strb = st_renderbuffer(rb);
409 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
410 return ctx->Scissor.Enabled
411 || (isDS &&
412 strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
413 ctx->DrawBuffer->Visual.stencilBits > 0);
414 }
415
416
417 /**
418 * Determine if we need to clear the stencil buffer by drawing a quad.
419 */
420 static INLINE GLboolean
421 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
422 {
423 const struct st_renderbuffer *strb = st_renderbuffer(rb);
424 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
425 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
426 const GLboolean maskStencil
427 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
428 return maskStencil
429 || ctx->Scissor.Enabled
430 || (isDS && ctx->DrawBuffer->Visual.depthBits > 0);
431 }
432
433
434
435
436 static void
437 clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
438 {
439 struct st_renderbuffer *strb = st_renderbuffer(rb);
440
441 if (ctx->Color.ColorMask[0] &&
442 ctx->Color.ColorMask[1] &&
443 ctx->Color.ColorMask[2] &&
444 ctx->Color.ColorMask[3] &&
445 !ctx->Scissor.Enabled)
446 {
447 /* clear whole buffer w/out masking */
448 GLuint clearValue
449 = color_value(strb->surface->format, ctx->Color.ClearColor);
450 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
451 }
452 else {
453 /* masking or scissoring */
454 clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
455 }
456 }
457
458
459 static void
460 clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
461 {
462 struct st_renderbuffer *strb = st_renderbuffer(rb);
463 /*
464 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
465 */
466
467 assert(strb->surface->format);
468
469 if (check_clear_depth_with_quad(ctx, rb)) {
470 /* scissoring or we have a combined depth/stencil buffer */
471 clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
472 }
473 else {
474 /* simple clear of whole buffer */
475 uint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
476 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
477 }
478 }
479
480
481 static void
482 clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
483 {
484 struct st_renderbuffer *strb = st_renderbuffer(rb);
485 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
486 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
487 GLboolean maskStencil
488 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
489
490 if (maskStencil ||
491 ctx->Scissor.Enabled ||
492 (isDS && ctx->DrawBuffer->Visual.depthBits > 0)) {
493 /* masking or scissoring or combined depth/stencil buffer */
494 clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
495 }
496 else {
497 /* simple clear of whole buffer */
498 GLuint clearValue = ctx->Stencil.Clear;
499 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
500 }
501 }
502
503
504 static void
505 clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
506 {
507 struct st_renderbuffer *strb = st_renderbuffer(rb);
508 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
509 GLboolean maskStencil
510 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
511
512 assert(is_depth_stencil_format(strb->surface->format));
513
514 if (!maskStencil && !ctx->Scissor.Enabled) {
515 /* clear whole buffer w/out masking */
516 GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
517
518 switch (strb->surface->format) {
519 case PIPE_FORMAT_S8Z24_UNORM:
520 clearValue |= ctx->Stencil.Clear << 24;
521 break;
522 case PIPE_FORMAT_Z24S8_UNORM:
523 clearValue |= clearValue | ctx->Stencil.Clear;
524 break;
525 default:
526 assert(0);
527 }
528
529 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
530 }
531 else {
532 /* masking or scissoring */
533 clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
534 }
535 }
536
537
538
539 /**
540 * Called via ctx->Driver.Clear()
541 * XXX: doesn't pick up the differences between front/back/left/right
542 * clears. Need to sort that out...
543 */
544 static void st_clear(GLcontext *ctx, GLbitfield mask)
545 {
546 static const GLbitfield BUFFER_BITS_DS
547 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
548 struct st_context *st = ctx->st;
549 struct gl_renderbuffer *depthRb
550 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
551 struct gl_renderbuffer *stencilRb
552 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
553 GLbitfield cmask = mask & BUFFER_BITS_COLOR;
554
555 /* This makes sure the softpipe has the latest scissor, etc values */
556 st_validate_state( st );
557
558 /*
559 * XXX TO-DO:
560 * If we're going to use clear_with_quad() for any reason, use it to
561 * clear as many other buffers as possible.
562 * As it is now, we sometimes call clear_with_quad() three times to clear
563 * color/depth/stencil individually...
564 */
565
566 if (cmask) {
567 GLuint b;
568 for (b = 0; cmask; b++) {
569 if (cmask & (1 << b)) {
570 struct gl_renderbuffer *rb
571 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
572 assert(rb);
573 clear_color_buffer(ctx, rb);
574 cmask &= ~(1 << b); /* turn off bit */
575 }
576 assert(b < BUFFER_COUNT);
577 }
578 }
579
580 if (mask & BUFFER_BIT_ACCUM) {
581 st_clear_accum_buffer(ctx,
582 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
583 }
584
585 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
586 /* clearing combined depth + stencil */
587 clear_depth_stencil_buffer(ctx, depthRb);
588 }
589 else {
590 /* separate depth/stencil clears */
591 if (mask & BUFFER_BIT_DEPTH) {
592 clear_depth_buffer(ctx, depthRb);
593 }
594 if (mask & BUFFER_BIT_STENCIL) {
595 clear_stencil_buffer(ctx, stencilRb);
596 }
597 }
598 }
599
600
601 void st_init_clear_functions(struct dd_function_table *functions)
602 {
603 functions->Clear = st_clear;
604 }