reenable some clear code that was temporarily disabled
[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
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:
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.
25 *
26 **************************************************************************/
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_clear.h"
41 #include "st_cb_fbo.h"
42 #include "st_draw.h"
43 #include "st_program.h"
44 #include "st_public.h"
45
46 #include "pipe/p_context.h"
47 #include "pipe/p_state.h"
48 #include "pipe/p_defines.h"
49 #include "pipe/p_winsys.h"
50
51 #include "pipe/tgsi/mesa/mesa_to_tgsi.h"
52
53 #include "vf/vf.h"
54
55
56
57
58 static GLuint
59 color_value(GLuint pipeFormat, const GLfloat color[4])
60 {
61 GLubyte r, g, b, a;
62
63 UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
64 UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
65 UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
66 UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
67
68 switch (pipeFormat) {
69 case PIPE_FORMAT_U_R8_G8_B8_A8:
70 return (r << 24) | (g << 16) | (b << 8) | a;
71 case PIPE_FORMAT_U_A8_R8_G8_B8:
72 return (a << 24) | (r << 16) | (g << 8) | b;
73 case PIPE_FORMAT_U_R5_G6_B5:
74 return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
75 default:
76 return 0;
77 }
78 }
79
80
81 static GLuint
82 depth_value(GLuint pipeFormat, GLfloat value)
83 {
84 GLuint val;
85 switch (pipeFormat) {
86 case PIPE_FORMAT_U_Z16:
87 val = (GLuint) (value * 0xffffff);
88 break;
89 case PIPE_FORMAT_U_Z32:
90 val = (GLuint) (value * 0xffffffff);
91 break;
92 case PIPE_FORMAT_S8_Z24:
93 /*case PIPE_FORMAT_Z24_S8:*/
94 val = (GLuint) (value * 0xffffff);
95 break;
96 default:
97 val = 0;
98 assert(0);
99 }
100 return val;
101 }
102
103
104 static GLboolean
105 is_depth_stencil_format(GLuint pipeFormat)
106 {
107 switch (pipeFormat) {
108 case PIPE_FORMAT_S8_Z24:
109 /*case PIPE_FORMAT_Z24_S8:*/
110 return GL_TRUE;
111 default:
112 return GL_FALSE;
113 }
114 }
115
116
117
118 /**
119 * Create a simple fragment shader that just passes through the fragment color.
120 */
121 static struct st_fragment_program *
122 make_frag_shader(struct st_context *st)
123 {
124 GLcontext *ctx = st->ctx;
125 struct st_fragment_program *stfp;
126 struct gl_program *p;
127 GLuint interpMode[16];
128 GLuint i;
129
130 /* XXX temporary */
131 for (i = 0; i < 16; i++)
132 interpMode[i] = TGSI_INTERPOLATE_LINEAR;
133
134 p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
135 if (!p)
136 return NULL;
137
138 p->NumInstructions = 2;
139 p->Instructions = _mesa_alloc_instructions(2);
140 if (!p->Instructions) {
141 ctx->Driver.DeleteProgram(ctx, p);
142 return NULL;
143 }
144 _mesa_init_instructions(p->Instructions, 2);
145 /* MOV result.color, fragment.color; */
146 p->Instructions[0].Opcode = OPCODE_MOV;
147 p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
148 p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
149 p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
150 p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
151 /* END; */
152 p->Instructions[1].Opcode = OPCODE_END;
153
154 p->InputsRead = FRAG_BIT_COL0;
155 p->OutputsWritten = (1 << FRAG_RESULT_COLR);
156
157 stfp = (struct st_fragment_program *) p;
158 st_translate_fragment_shader(st, stfp);
159
160 return stfp;
161 }
162
163
164 /**
165 * Create a simple vertex shader that just passes through the
166 * vertex position and color.
167 */
168 static struct st_vertex_program *
169 make_vertex_shader(struct st_context *st)
170 {
171 GLcontext *ctx = st->ctx;
172 struct st_vertex_program *stvp;
173 struct gl_program *p;
174
175 p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
176 if (!p)
177 return NULL;
178
179 p->NumInstructions = 3;
180 p->Instructions = _mesa_alloc_instructions(3);
181 if (!p->Instructions) {
182 ctx->Driver.DeleteProgram(ctx, p);
183 return NULL;
184 }
185 _mesa_init_instructions(p->Instructions, 3);
186 /* MOV result.pos, vertex.pos; */
187 p->Instructions[0].Opcode = OPCODE_MOV;
188 p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
189 p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
190 p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
191 p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
192 /* MOV result.color, vertex.color; */
193 p->Instructions[1].Opcode = OPCODE_MOV;
194 p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
195 p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
196 p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
197 p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
198 /* END; */
199 p->Instructions[2].Opcode = OPCODE_END;
200
201 p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
202 p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
203 (1 << VERT_RESULT_HPOS));
204
205 stvp = (struct st_vertex_program *) p;
206 st_translate_vertex_shader(st, stvp);
207 assert(stvp->vs);
208
209 return stvp;
210 }
211
212
213
214 /**
215 * Draw a screen-aligned quadrilateral.
216 * Coords are window coords with y=0=bottom. These coords will be transformed
217 * by the vertex shader and viewport transform (which will flip Y if needed).
218 */
219 static void
220 draw_quad(GLcontext *ctx,
221 float x0, float y0, float x1, float y1, GLfloat z,
222 const GLfloat color[4])
223 {
224 static const GLuint attribs[2] = {
225 0, /* pos */
226 3 /* color */
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, attribs);
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 = ctx->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 /* alpha state: disabled */
276 {
277 struct pipe_alpha_test_state alpha_test;
278 const struct cso_alpha_test *cso;
279 memset(&alpha_test, 0, sizeof(alpha_test));
280 cso = st_cached_alpha_test_state(st, &alpha_test);
281 pipe->bind_alpha_test_state(pipe, cso->data);
282 }
283
284 /* blend state: RGBA masking */
285 {
286 struct pipe_blend_state blend;
287 const struct cso_blend *cso;
288 memset(&blend, 0, sizeof(blend));
289 if (color) {
290 if (ctx->Color.ColorMask[0])
291 blend.colormask |= PIPE_MASK_R;
292 if (ctx->Color.ColorMask[1])
293 blend.colormask |= PIPE_MASK_G;
294 if (ctx->Color.ColorMask[2])
295 blend.colormask |= PIPE_MASK_B;
296 if (ctx->Color.ColorMask[3])
297 blend.colormask |= PIPE_MASK_A;
298 if (st->ctx->Color.DitherFlag)
299 blend.dither = 1;
300 }
301 cso = st_cached_blend_state(st, &blend);
302 pipe->bind_blend_state(pipe, cso->data);
303 }
304
305 /* depth_stencil state: always pass/set to ref value */
306 {
307 struct pipe_depth_stencil_state depth_stencil;
308 const struct cso_depth_stencil *cso;
309 memset(&depth_stencil, 0, sizeof(depth_stencil));
310 if (depth) {
311 depth_stencil.depth.enabled = 1;
312 depth_stencil.depth.writemask = 1;
313 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
314 }
315
316 if (stencil) {
317 depth_stencil.stencil.front_enabled = 1;
318 depth_stencil.stencil.front_func = PIPE_FUNC_ALWAYS;
319 depth_stencil.stencil.front_fail_op = PIPE_STENCIL_OP_REPLACE;
320 depth_stencil.stencil.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
321 depth_stencil.stencil.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
322 depth_stencil.stencil.ref_value[0] = ctx->Stencil.Clear;
323 depth_stencil.stencil.value_mask[0] = 0xff;
324 depth_stencil.stencil.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
325 }
326 cso = st_cached_depth_stencil_state(ctx->st, &depth_stencil);
327 pipe->bind_depth_stencil_state(pipe, cso->data);
328 }
329
330 /* setup state: nothing */
331 {
332 struct pipe_rasterizer_state raster;
333 const struct cso_rasterizer *cso;
334 memset(&raster, 0, sizeof(raster));
335 #if 0
336 /* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
337 * that matches the scissor bounds.
338 */
339 if (ctx->Scissor.Enabled)
340 raster.scissor = 1;
341 #endif
342 cso = st_cached_rasterizer_state(ctx->st, &raster);
343 pipe->bind_rasterizer_state(pipe, cso->data);
344 }
345
346 /* fragment shader state: color pass-through program */
347 {
348 static struct st_fragment_program *stfp = NULL;
349 if (!stfp) {
350 stfp = make_frag_shader(st);
351 }
352 pipe->bind_fs_state(pipe, stfp->fs->data);
353 }
354
355 /* vertex shader state: color/position pass-through */
356 {
357 static struct st_vertex_program *stvp = NULL;
358 if (!stvp) {
359 stvp = make_vertex_shader(st);
360 }
361 pipe->bind_vs_state(pipe, stvp->vs->data);
362 }
363
364 /* viewport state: viewport matching window dims */
365 {
366 const float width = ctx->DrawBuffer->Width;
367 const float height = ctx->DrawBuffer->Height;
368 struct pipe_viewport_state vp;
369 vp.scale[0] = 0.5 * width;
370 vp.scale[1] = -0.5 * height;
371 vp.scale[2] = 0.5;
372 vp.scale[3] = 1.0;
373 vp.translate[0] = 0.5 * width;
374 vp.translate[1] = 0.5 * height;
375 vp.translate[2] = 0.5;
376 vp.translate[3] = 0.0;
377 pipe->set_viewport_state(pipe, &vp);
378 }
379
380 /* draw quad matching scissor rect (XXX verify coord round-off) */
381 draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
382
383 /* Restore pipe state */
384 pipe->bind_alpha_test_state(pipe, st->state.alpha_test->data);
385 pipe->bind_blend_state(pipe, st->state.blend->data);
386 pipe->bind_depth_stencil_state(pipe, st->state.depth_stencil->data);
387 pipe->bind_fs_state(pipe, st->state.fs->data);
388 pipe->bind_vs_state(pipe, st->state.vs->data);
389 pipe->bind_rasterizer_state(pipe, st->state.rasterizer->data);
390 pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
391 /* OR:
392 st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
393 */
394 }
395
396
397 /**
398 * Determine if we need to clear the depth buffer by drawing a quad.
399 */
400 static INLINE GLboolean
401 check_clear_color_with_quad(GLcontext *ctx)
402 {
403 return !(ctx->Color.ColorMask[0] &&
404 ctx->Color.ColorMask[1] &&
405 ctx->Color.ColorMask[2] &&
406 ctx->Color.ColorMask[3] &&
407 !ctx->Scissor.Enabled);
408 }
409
410
411 /**
412 * Determine if we need to clear the depth buffer by drawing a quad.
413 */
414 static INLINE GLboolean
415 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
416 {
417 const struct st_renderbuffer *strb = st_renderbuffer(rb);
418 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
419 return ctx->Scissor.Enabled
420 || (isDS && ctx->DrawBuffer->Visual.stencilBits > 0);
421 }
422
423
424 /**
425 * Determine if we need to clear the stencil buffer by drawing a quad.
426 */
427 static INLINE GLboolean
428 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
429 {
430 const struct st_renderbuffer *strb = st_renderbuffer(rb);
431 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
432 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
433 const GLboolean maskStencil
434 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
435 return maskStencil
436 || ctx->Scissor.Enabled
437 || (isDS && ctx->DrawBuffer->Visual.depthBits > 0);
438 }
439
440
441
442
443 static void
444 clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
445 {
446 struct st_renderbuffer *strb = st_renderbuffer(rb);
447
448 if (ctx->Color.ColorMask[0] &&
449 ctx->Color.ColorMask[1] &&
450 ctx->Color.ColorMask[2] &&
451 ctx->Color.ColorMask[3] &&
452 !ctx->Scissor.Enabled)
453 {
454 /* clear whole buffer w/out masking */
455 GLuint clearValue
456 = color_value(strb->surface->format, ctx->Color.ClearColor);
457 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
458 }
459 else {
460 /* masking or scissoring */
461 clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
462 }
463 }
464
465
466 static void
467 clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
468 {
469 struct st_renderbuffer *strb = st_renderbuffer(rb);
470
471 if (!ctx->Scissor.Enabled) {
472 /* clear whole buffer w/out masking */
473 GLuint clearValue
474 = color_value(strb->surface->format, ctx->Accum.ClearColor);
475 /* Note that clearValue is 32 bits but the accum buffer will
476 * typically be 64bpp...
477 */
478 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
479 }
480 else {
481 /* scissoring */
482 /* XXX point framebuffer.cbufs[0] at the accum buffer */
483 clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
484 }
485 }
486
487
488 static void
489 clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
490 {
491 struct st_renderbuffer *strb = st_renderbuffer(rb);
492 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
493
494 assert(strb->surface->format);
495
496 if (ctx->Scissor.Enabled ||
497 (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)) {
498 /* scissoring or we have a combined depth/stencil buffer */
499 clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
500 }
501 else {
502 /* simple clear of whole buffer */
503 GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
504 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
505 }
506 }
507
508
509 static void
510 clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
511 {
512 struct st_renderbuffer *strb = st_renderbuffer(rb);
513 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
514 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
515 GLboolean maskStencil
516 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
517
518 if (maskStencil ||
519 ctx->Scissor.Enabled ||
520 (isDS && ctx->DrawBuffer->Visual.depthBits > 0)) {
521 /* masking or scissoring or combined depth/stencil buffer */
522 clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
523 }
524 else {
525 /* simple clear of whole buffer */
526 GLuint clearValue = ctx->Stencil.Clear;
527 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
528 }
529 }
530
531
532 static void
533 clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
534 {
535 struct st_renderbuffer *strb = st_renderbuffer(rb);
536 const GLuint stencilMax = (1 << rb->StencilBits) - 1;
537 GLboolean maskStencil
538 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
539
540 assert(is_depth_stencil_format(strb->surface->format));
541
542 if (!maskStencil && !ctx->Scissor.Enabled) {
543 /* clear whole buffer w/out masking */
544 GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
545
546 switch (strb->surface->format) {
547 case PIPE_FORMAT_S8_Z24:
548 clearValue |= ctx->Stencil.Clear << 24;
549 break;
550 #if 0
551 case PIPE_FORMAT_Z24_S8:
552 clearValue = (clearValue << 8) | clearVal;
553 break;
554 #endif
555 default:
556 assert(0);
557 }
558
559 ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
560 }
561 else {
562 /* masking or scissoring */
563 clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
564 }
565 }
566
567
568
569 /**
570 * Called via ctx->Driver.Clear()
571 * XXX: doesn't pick up the differences between front/back/left/right
572 * clears. Need to sort that out...
573 */
574 static void st_clear(GLcontext *ctx, GLbitfield mask)
575 {
576 static const GLbitfield BUFFER_BITS_DS
577 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
578 struct st_context *st = ctx->st;
579 struct gl_renderbuffer *depthRb
580 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
581 struct gl_renderbuffer *stencilRb
582 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
583 GLbitfield cmask = mask & BUFFER_BITS_COLOR;
584
585 /* This makes sure the softpipe has the latest scissor, etc values */
586 st_validate_state( st );
587
588 /*
589 * XXX TO-DO:
590 * If we're going to use clear_with_quad() for any reason, use it to
591 * clear as many other buffers as possible.
592 * As it is now, we sometimes call clear_with_quad() three times to clear
593 * color/depth/stencil individually...
594 */
595
596 if (cmask) {
597 GLuint b;
598 for (b = 0; cmask; b++) {
599 if (cmask & (1 << b)) {
600 struct gl_renderbuffer *rb
601 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
602 assert(rb);
603 clear_color_buffer(ctx, rb);
604 cmask &= ~(1 << b); /* turn off bit */
605 }
606 assert(b < BUFFER_COUNT);
607 }
608 }
609
610 if (mask & BUFFER_BIT_ACCUM) {
611 clear_accum_buffer(ctx,
612 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
613 }
614
615 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
616 /* clearing combined depth + stencil */
617 clear_depth_stencil_buffer(ctx, depthRb);
618 }
619 else {
620 /* separate depth/stencil clears */
621 if (mask & BUFFER_BIT_DEPTH) {
622 clear_depth_buffer(ctx, depthRb);
623 }
624 if (mask & BUFFER_BIT_STENCIL) {
625 clear_stencil_buffer(ctx, stencilRb);
626 }
627 }
628 }
629
630
631 void st_init_clear_functions(struct dd_function_table *functions)
632 {
633 functions->Clear = st_clear;
634 }