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 "shader/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"
46 #include "st_public.h"
47 #include "st_inlines.h"
49 #include "pipe/p_context.h"
50 #include "pipe/p_inlines.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_simple_shaders.h"
54 #include "util/u_draw_quad.h"
56 #include "cso_cache/cso_context.h"
60 st_init_clear(struct st_context
*st
)
62 struct pipe_context
*pipe
= st
->pipe
;
64 memset(&st
->clear
.raster
, 0, sizeof(st
->clear
.raster
));
65 st
->clear
.raster
.gl_rasterization_rules
= 1;
67 /* rasterizer state: bypass vertex shader, clipping and viewport */
68 st
->clear
.raster
.bypass_vs_clip_and_viewport
= 1;
70 /* fragment shader state: color pass-through program */
72 util_make_fragment_passthrough_shader(pipe
);
74 /* vertex shader state: color/position pass-through */
76 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
77 TGSI_SEMANTIC_COLOR
};
78 const uint semantic_indexes
[] = { 0, 0 };
79 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
87 st_destroy_clear(struct st_context
*st
)
90 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
94 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
98 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
99 st
->clear
.vbuf
= NULL
;
105 * Draw a screen-aligned quadrilateral.
106 * Coords are window coords with y=0=bottom. These will be passed
107 * through unmodified to the rasterizer as we have set
108 * rasterizer->bypass_vs_clip_and_viewport.
111 draw_quad(GLcontext
*ctx
,
112 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
113 const GLfloat color
[4])
115 struct st_context
*st
= ctx
->st
;
116 struct pipe_context
*pipe
= st
->pipe
;
118 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
119 * no_flush) updates to buffers where we know there is no conflict
120 * with previous data. Currently using max_slots > 1 will cause
121 * synchronous rendering if the driver flushes its command buffers
122 * between one bitmap and the next. Our flush hook below isn't
123 * sufficient to catch this as the driver doesn't tell us when it
124 * flushes its own command buffers. Until this gets fixed, pay the
125 * price of allocating a new buffer for each bitmap cache-flush to
126 * avoid synchronous rendering.
128 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
131 if (st
->clear
.vbuf_slot
>= max_slots
) {
132 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
133 st
->clear
.vbuf_slot
= 0;
136 if (!st
->clear
.vbuf
) {
137 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
, 32, PIPE_BUFFER_USAGE_VERTEX
,
138 max_slots
* sizeof(st
->clear
.vertices
));
142 st
->clear
.vertices
[0][0][0] = x0
;
143 st
->clear
.vertices
[0][0][1] = y0
;
145 st
->clear
.vertices
[1][0][0] = x1
;
146 st
->clear
.vertices
[1][0][1] = y0
;
148 st
->clear
.vertices
[2][0][0] = x1
;
149 st
->clear
.vertices
[2][0][1] = y1
;
151 st
->clear
.vertices
[3][0][0] = x0
;
152 st
->clear
.vertices
[3][0][1] = y1
;
154 /* same for all verts: */
155 for (i
= 0; i
< 4; i
++) {
156 st
->clear
.vertices
[i
][0][2] = z
;
157 st
->clear
.vertices
[i
][0][3] = 1.0;
158 st
->clear
.vertices
[i
][1][0] = color
[0];
159 st
->clear
.vertices
[i
][1][1] = color
[1];
160 st
->clear
.vertices
[i
][1][2] = color
[2];
161 st
->clear
.vertices
[i
][1][3] = color
[3];
164 /* put vertex data into vbuf */
165 st_no_flush_pipe_buffer_write_nooverlap(st
, st
->clear
.vbuf
,
166 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
167 sizeof(st
->clear
.vertices
),
171 util_draw_vertex_buffer(pipe
,
173 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
174 PIPE_PRIM_TRIANGLE_FAN
,
176 2); /* attribs/vert */
179 st
->clear
.vbuf_slot
++;
185 * Do glClear by drawing a quadrilateral.
186 * The vertices of the quad will be computed from the
187 * ctx->DrawBuffer->_X/Ymin/max fields.
190 clear_with_quad(GLcontext
*ctx
,
191 GLboolean color
, GLboolean depth
, GLboolean stencil
)
193 struct st_context
*st
= ctx
->st
;
194 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
;
195 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
;
198 if (st_fb_orientation(ctx
->DrawBuffer
) == Y_0_TOP
) {
199 y0
= (GLfloat
) (ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymax
);
200 y1
= (GLfloat
) (ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymin
);
203 y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
;
204 y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
;
208 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
209 color ? "color, " : "",
210 depth ? "depth, " : "",
211 stencil ? "stencil" : "",
216 cso_save_blend(st
->cso_context
);
217 cso_save_depth_stencil_alpha(st
->cso_context
);
218 cso_save_rasterizer(st
->cso_context
);
219 cso_save_fragment_shader(st
->cso_context
);
220 cso_save_vertex_shader(st
->cso_context
);
222 /* blend state: RGBA masking */
224 struct pipe_blend_state blend
;
225 memset(&blend
, 0, sizeof(blend
));
226 blend
.rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
227 blend
.alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
228 blend
.rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
229 blend
.alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
231 if (ctx
->Color
.ColorMask
[0])
232 blend
.colormask
|= PIPE_MASK_R
;
233 if (ctx
->Color
.ColorMask
[1])
234 blend
.colormask
|= PIPE_MASK_G
;
235 if (ctx
->Color
.ColorMask
[2])
236 blend
.colormask
|= PIPE_MASK_B
;
237 if (ctx
->Color
.ColorMask
[3])
238 blend
.colormask
|= PIPE_MASK_A
;
239 if (st
->ctx
->Color
.DitherFlag
)
242 cso_set_blend(st
->cso_context
, &blend
);
245 /* depth_stencil state: always pass/set to ref value */
247 struct pipe_depth_stencil_alpha_state depth_stencil
;
248 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
250 depth_stencil
.depth
.enabled
= 1;
251 depth_stencil
.depth
.writemask
= 1;
252 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
256 depth_stencil
.stencil
[0].enabled
= 1;
257 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
258 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
259 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
260 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
261 depth_stencil
.stencil
[0].ref_value
= ctx
->Stencil
.Clear
;
262 depth_stencil
.stencil
[0].valuemask
= 0xff;
263 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
266 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
269 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
271 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
272 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
274 /* draw quad matching scissor rect (XXX verify coord round-off) */
275 draw_quad(ctx
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
277 /* Restore pipe state */
278 cso_restore_blend(st
->cso_context
);
279 cso_restore_depth_stencil_alpha(st
->cso_context
);
280 cso_restore_rasterizer(st
->cso_context
);
281 cso_restore_fragment_shader(st
->cso_context
);
282 cso_restore_vertex_shader(st
->cso_context
);
287 * Determine if we need to clear the depth buffer by drawing a quad.
289 static INLINE GLboolean
290 check_clear_color_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
292 if (ctx
->Scissor
.Enabled
&&
293 (ctx
->Scissor
.X
!= 0 ||
294 ctx
->Scissor
.Y
!= 0 ||
295 ctx
->Scissor
.Width
< rb
->Width
||
296 ctx
->Scissor
.Height
< rb
->Height
))
299 if (!ctx
->Color
.ColorMask
[0] ||
300 !ctx
->Color
.ColorMask
[1] ||
301 !ctx
->Color
.ColorMask
[2] ||
302 !ctx
->Color
.ColorMask
[3])
309 static INLINE GLboolean
310 check_clear_depth_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
312 const GLuint stencilMax
= 0xff;
313 GLboolean maskStencil
314 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
316 assert(rb
->Format
== MESA_FORMAT_S8
||
317 rb
->Format
== MESA_FORMAT_Z24_S8
||
318 rb
->Format
== MESA_FORMAT_S8_Z24
);
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
))
335 * Determine if we need to clear the depth buffer by drawing a quad.
337 static INLINE GLboolean
338 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
340 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
341 const GLboolean isDS
= pf_is_depth_and_stencil(strb
->surface
->format
);
343 if (ctx
->Scissor
.Enabled
&&
344 (ctx
->Scissor
.X
!= 0 ||
345 ctx
->Scissor
.Y
!= 0 ||
346 ctx
->Scissor
.Width
< rb
->Width
||
347 ctx
->Scissor
.Height
< rb
->Height
))
351 ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
359 * Determine if we need to clear the stencil buffer by drawing a quad.
361 static INLINE GLboolean
362 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
364 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
365 const GLboolean isDS
= pf_is_depth_and_stencil(strb
->surface
->format
);
366 const GLuint stencilMax
= 0xff;
367 const GLboolean maskStencil
368 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
370 assert(rb
->Format
== MESA_FORMAT_S8
||
371 rb
->Format
== MESA_FORMAT_Z24_S8
||
372 rb
->Format
== MESA_FORMAT_S8_Z24
);
377 if (ctx
->Scissor
.Enabled
&&
378 (ctx
->Scissor
.X
!= 0 ||
379 ctx
->Scissor
.Y
!= 0 ||
380 ctx
->Scissor
.Width
< rb
->Width
||
381 ctx
->Scissor
.Height
< rb
->Height
))
384 /* This is correct, but it is necessary to look at the depth clear
385 * value held in the surface when it comes time to issue the clear,
386 * rather than taking depth and stencil clear values from the
390 ctx
->DrawBuffer
->Visual
.depthBits
> 0)
398 void st_flush_clear( struct st_context
*st
)
400 /* Release vertex buffer to avoid synchronous rendering if we were
401 * to map it in the next frame.
403 pipe_buffer_reference(&st
->clear
.vbuf
, NULL
);
404 st
->clear
.vbuf_slot
= 0;
410 * Called via ctx->Driver.Clear()
411 * XXX: doesn't pick up the differences between front/back/left/right
412 * clears. Need to sort that out...
414 static void st_clear(GLcontext
*ctx
, GLbitfield mask
)
416 static const GLbitfield BUFFER_BITS_DS
417 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
418 struct st_context
*st
= ctx
->st
;
419 struct gl_renderbuffer
*depthRb
420 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
421 struct gl_renderbuffer
*stencilRb
422 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
423 GLbitfield quad_buffers
= 0;
424 GLbitfield clear_buffers
= 0;
427 /* This makes sure the pipe has the latest scissor, etc values */
428 st_validate_state( st
);
430 if (mask
& BUFFER_BITS_COLOR
) {
431 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
432 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
434 if (mask
& (1 << b
)) {
435 struct gl_renderbuffer
*rb
436 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
437 struct st_renderbuffer
*strb
;
441 strb
= st_renderbuffer(rb
);
446 if (check_clear_color_with_quad( ctx
, rb
))
447 quad_buffers
|= PIPE_CLEAR_COLOR
;
449 clear_buffers
|= PIPE_CLEAR_COLOR
;
454 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
455 /* clearing combined depth + stencil */
456 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
459 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
460 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
462 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
466 /* separate depth/stencil clears */
467 if (mask
& BUFFER_BIT_DEPTH
) {
468 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
471 if (check_clear_depth_with_quad(ctx
, depthRb
))
472 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
474 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
477 if (mask
& BUFFER_BIT_STENCIL
) {
478 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
481 if (check_clear_stencil_with_quad(ctx
, stencilRb
))
482 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
484 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
490 * If we're going to use clear_with_quad() for any reason, use it for
491 * everything possible.
494 quad_buffers
|= clear_buffers
;
496 quad_buffers
& PIPE_CLEAR_COLOR
,
497 mask
& BUFFER_BIT_DEPTH
,
498 mask
& BUFFER_BIT_STENCIL
);
499 } else if (clear_buffers
)
500 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, clear_buffers
, ctx
->Color
.ClearColor
,
501 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
503 if (mask
& BUFFER_BIT_ACCUM
)
504 st_clear_accum_buffer(ctx
,
505 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
509 void st_init_clear_functions(struct dd_function_table
*functions
)
511 functions
->Clear
= st_clear
;