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 "main/glformats.h"
41 #include "program/prog_instruction.h"
42 #include "st_context.h"
44 #include "st_cb_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
49 #include "pipe/p_context.h"
50 #include "pipe/p_shader_tokens.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_inlines.h"
55 #include "util/u_simple_shaders.h"
56 #include "util/u_draw_quad.h"
57 #include "util/u_upload_mgr.h"
59 #include "cso_cache/cso_context.h"
63 * Do per-context initialization for glClear.
66 st_init_clear(struct st_context
*st
)
68 memset(&st
->clear
, 0, sizeof(st
->clear
));
70 st
->clear
.raster
.gl_rasterization_rules
= 1;
71 st
->clear
.raster
.depth_clip
= 1;
76 * Free per-context state for glClear.
79 st_destroy_clear(struct st_context
*st
)
82 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
86 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
93 * Helper function to set the fragment shaders.
96 set_fragment_shader(struct st_context
*st
)
100 util_make_fragment_passthrough_shader(st
->pipe
, TGSI_SEMANTIC_GENERIC
,
101 TGSI_INTERPOLATE_CONSTANT
);
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_GENERIC
};
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
;
142 float (*vertices
)[2][4]; /**< vertex pos + color */
144 if (u_upload_alloc(st
->uploader
, 0, 4 * sizeof(vertices
[0]),
145 &offset
, &vbuf
, (void **) &vertices
) != PIPE_OK
) {
150 vertices
[0][0][0] = x0
;
151 vertices
[0][0][1] = y0
;
153 vertices
[1][0][0] = x1
;
154 vertices
[1][0][1] = y0
;
156 vertices
[2][0][0] = x1
;
157 vertices
[2][0][1] = y1
;
159 vertices
[3][0][0] = x0
;
160 vertices
[3][0][1] = y1
;
162 /* same for all verts: */
163 for (i
= 0; i
< 4; i
++) {
164 vertices
[i
][0][2] = z
;
165 vertices
[i
][0][3] = 1.0;
166 vertices
[i
][1][0] = color
->f
[0];
167 vertices
[i
][1][1] = color
->f
[1];
168 vertices
[i
][1][2] = color
->f
[2];
169 vertices
[i
][1][3] = color
->f
[3];
172 u_upload_unmap(st
->uploader
);
175 util_draw_vertex_buffer(pipe
,
178 cso_get_aux_vertex_buffer_slot(st
->cso_context
),
180 PIPE_PRIM_TRIANGLE_FAN
,
182 2); /* attribs/vert */
184 pipe_resource_reference(&vbuf
, NULL
);
190 * Do glClear by drawing a quadrilateral.
191 * The vertices of the quad will be computed from the
192 * ctx->DrawBuffer->_X/Ymin/max fields.
195 clear_with_quad(struct gl_context
*ctx
,
196 GLboolean color
, GLboolean depth
, GLboolean stencil
)
198 struct st_context
*st
= st_context(ctx
);
199 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
200 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
201 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
202 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
203 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
204 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
205 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
206 union pipe_color_union clearColor
;
209 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
210 color ? "color, " : "",
211 depth ? "depth, " : "",
212 stencil ? "stencil" : "",
217 cso_save_blend(st
->cso_context
);
218 cso_save_stencil_ref(st
->cso_context
);
219 cso_save_depth_stencil_alpha(st
->cso_context
);
220 cso_save_rasterizer(st
->cso_context
);
221 cso_save_sample_mask(st
->cso_context
);
222 cso_save_viewport(st
->cso_context
);
223 cso_save_fragment_shader(st
->cso_context
);
224 cso_save_stream_outputs(st
->cso_context
);
225 cso_save_vertex_shader(st
->cso_context
);
226 cso_save_geometry_shader(st
->cso_context
);
227 cso_save_vertex_elements(st
->cso_context
);
228 cso_save_aux_vertex_buffer_slot(st
->cso_context
);
230 /* blend state: RGBA masking */
232 struct pipe_blend_state blend
;
233 memset(&blend
, 0, sizeof(blend
));
235 int num_buffers
= ctx
->Extensions
.EXT_draw_buffers2
?
236 ctx
->DrawBuffer
->_NumColorDrawBuffers
: 1;
239 blend
.independent_blend_enable
= num_buffers
> 1;
241 for (i
= 0; i
< num_buffers
; i
++) {
242 if (ctx
->Color
.ColorMask
[i
][0])
243 blend
.rt
[i
].colormask
|= PIPE_MASK_R
;
244 if (ctx
->Color
.ColorMask
[i
][1])
245 blend
.rt
[i
].colormask
|= PIPE_MASK_G
;
246 if (ctx
->Color
.ColorMask
[i
][2])
247 blend
.rt
[i
].colormask
|= PIPE_MASK_B
;
248 if (ctx
->Color
.ColorMask
[i
][3])
249 blend
.rt
[i
].colormask
|= PIPE_MASK_A
;
252 if (st
->ctx
->Color
.DitherFlag
)
255 cso_set_blend(st
->cso_context
, &blend
);
258 /* depth_stencil state: always pass/set to ref value */
260 struct pipe_depth_stencil_alpha_state depth_stencil
;
261 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
263 depth_stencil
.depth
.enabled
= 1;
264 depth_stencil
.depth
.writemask
= 1;
265 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
269 struct pipe_stencil_ref stencil_ref
;
270 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
271 depth_stencil
.stencil
[0].enabled
= 1;
272 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
273 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
274 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
275 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
276 depth_stencil
.stencil
[0].valuemask
= 0xff;
277 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
278 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
279 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
282 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
285 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
286 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, 0);
287 cso_set_sample_mask(st
->cso_context
, ~0);
288 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
290 /* viewport state: viewport matching window dims */
292 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
293 struct pipe_viewport_state vp
;
294 vp
.scale
[0] = 0.5f
* fb_width
;
295 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
298 vp
.translate
[0] = 0.5f
* fb_width
;
299 vp
.translate
[1] = 0.5f
* fb_height
;
300 vp
.translate
[2] = 0.0f
;
301 vp
.translate
[3] = 0.0f
;
302 cso_set_viewport(st
->cso_context
, &vp
);
305 set_fragment_shader(st
);
306 set_vertex_shader(st
);
307 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
309 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
310 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
311 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
313 st_translate_color(&ctx
->Color
.ClearColor
,
315 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
319 /* draw quad matching scissor rect */
320 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
322 /* Restore pipe state */
323 cso_restore_blend(st
->cso_context
);
324 cso_restore_stencil_ref(st
->cso_context
);
325 cso_restore_depth_stencil_alpha(st
->cso_context
);
326 cso_restore_rasterizer(st
->cso_context
);
327 cso_restore_sample_mask(st
->cso_context
);
328 cso_restore_viewport(st
->cso_context
);
329 cso_restore_fragment_shader(st
->cso_context
);
330 cso_restore_vertex_shader(st
->cso_context
);
331 cso_restore_geometry_shader(st
->cso_context
);
332 cso_restore_vertex_elements(st
->cso_context
);
333 cso_restore_aux_vertex_buffer_slot(st
->cso_context
);
334 cso_restore_stream_outputs(st
->cso_context
);
339 * Return if the scissor must be enabled during the clear.
341 static INLINE GLboolean
342 is_scissor_enabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
344 return ctx
->Scissor
.Enabled
&&
345 (ctx
->Scissor
.X
> 0 ||
346 ctx
->Scissor
.Y
> 0 ||
347 ctx
->Scissor
.Width
< rb
->Width
||
348 ctx
->Scissor
.Height
< rb
->Height
);
353 * Return if any of the color channels are masked.
355 static INLINE GLboolean
356 is_color_masked(struct gl_context
*ctx
, int i
)
358 return !ctx
->Color
.ColorMask
[i
][0] ||
359 !ctx
->Color
.ColorMask
[i
][1] ||
360 !ctx
->Color
.ColorMask
[i
][2] ||
361 !ctx
->Color
.ColorMask
[i
][3];
366 * Return if any of the stencil bits are masked.
368 static INLINE GLboolean
369 is_stencil_masked(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
371 const GLuint stencilMax
= 0xff;
373 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
374 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
379 * Called via ctx->Driver.Clear()
382 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
384 struct st_context
*st
= st_context(ctx
);
385 struct gl_renderbuffer
*depthRb
386 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
387 struct gl_renderbuffer
*stencilRb
388 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
389 GLbitfield quad_buffers
= 0x0;
390 GLbitfield clear_buffers
= 0x0;
393 /* This makes sure the pipe has the latest scissor, etc values */
394 st_validate_state( st
);
396 if (mask
& BUFFER_BITS_COLOR
) {
397 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
398 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
400 if (mask
& (1 << b
)) {
401 struct gl_renderbuffer
*rb
402 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
403 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
404 int colormask_index
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
406 if (!strb
|| !strb
->surface
)
409 if (is_scissor_enabled(ctx
, rb
) ||
410 is_color_masked(ctx
, colormask_index
))
411 quad_buffers
|= PIPE_CLEAR_COLOR
;
413 clear_buffers
|= PIPE_CLEAR_COLOR
;
418 if (mask
& BUFFER_BIT_DEPTH
) {
419 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
422 if (is_scissor_enabled(ctx
, depthRb
))
423 quad_buffers
|= PIPE_CLEAR_DEPTH
;
425 clear_buffers
|= PIPE_CLEAR_DEPTH
;
428 if (mask
& BUFFER_BIT_STENCIL
) {
429 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
432 if (is_scissor_enabled(ctx
, stencilRb
) ||
433 is_stencil_masked(ctx
, stencilRb
))
434 quad_buffers
|= PIPE_CLEAR_STENCIL
;
436 clear_buffers
|= PIPE_CLEAR_STENCIL
;
441 * If we're going to use clear_with_quad() for any reason, use it for
442 * everything possible.
445 quad_buffers
|= clear_buffers
;
447 quad_buffers
& PIPE_CLEAR_COLOR
,
448 quad_buffers
& PIPE_CLEAR_DEPTH
,
449 quad_buffers
& PIPE_CLEAR_STENCIL
);
450 } else if (clear_buffers
) {
451 union pipe_color_union clearColor
;
453 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
454 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
455 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
457 st_translate_color(&ctx
->Color
.ClearColor
,
459 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
463 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
464 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
466 if (mask
& BUFFER_BIT_ACCUM
)
467 _mesa_clear_accum_buffer(ctx
);
472 st_init_clear_functions(struct dd_function_table
*functions
)
474 functions
->Clear
= st_Clear
;