1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
30 * Keith Whitwell <keith@tungstengraphics.com>
34 #include "main/glheader.h"
35 #include "main/macros.h"
36 #include "shader/prog_instruction.h"
38 #include "st_context.h"
39 #include "st_cb_accum.h"
40 #include "st_cb_clear.h"
41 #include "st_cb_fbo.h"
43 #include "st_program.h"
44 #include "st_public.h"
45 #include "st_mesa_to_tgsi.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_state.h"
49 #include "pipe/p_defines.h"
50 #include "pipe/p_winsys.h"
51 #include "util/u_pack_color.h"
52 #include "util/u_simple_shaders.h"
53 #include "util/u_draw_quad.h"
55 #include "cso_cache/cso_context.h"
59 st_init_clear(struct st_context
*st
)
61 struct pipe_context
*pipe
= st
->pipe
;
63 /* rasterizer state: bypass clipping */
64 memset(&st
->clear
.raster
, 0, sizeof(st
->clear
.raster
));
65 st
->clear
.raster
.gl_rasterization_rules
= 1;
66 st
->clear
.raster
.bypass_clipping
= 1;
68 /* viewport state: identity since we're drawing in window coords */
69 st
->clear
.viewport
.scale
[0] = 1.0;
70 st
->clear
.viewport
.scale
[1] = 1.0;
71 st
->clear
.viewport
.scale
[2] = 1.0;
72 st
->clear
.viewport
.scale
[3] = 1.0;
73 st
->clear
.viewport
.translate
[0] = 0.0;
74 st
->clear
.viewport
.translate
[1] = 0.0;
75 st
->clear
.viewport
.translate
[2] = 0.0;
76 st
->clear
.viewport
.translate
[3] = 0.0;
78 /* fragment shader state: color pass-through program */
80 util_make_fragment_passthrough_shader(pipe
, &st
->clear
.frag_shader
);
82 /* vertex shader state: color/position pass-through */
84 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
85 TGSI_SEMANTIC_COLOR
};
86 const uint semantic_indexes
[] = { 0, 0 };
87 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
90 &st
->clear
.vert_shader
);
96 st_destroy_clear(struct st_context
*st
)
98 struct pipe_context
*pipe
= st
->pipe
;
101 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
105 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
108 if (st
->clear
.vbuf
) {
109 pipe
->winsys
->buffer_destroy(pipe
->winsys
, st
->clear
.vbuf
);
110 st
->clear
.vbuf
= NULL
;
116 is_depth_stencil_format(enum pipe_format pipeFormat
)
118 switch (pipeFormat
) {
119 case PIPE_FORMAT_S8Z24_UNORM
:
120 case PIPE_FORMAT_Z24S8_UNORM
:
130 * Draw a screen-aligned quadrilateral.
131 * Coords are window coords with y=0=bottom. These coords will be transformed
132 * by the vertex shader and viewport transform (which will flip Y if needed).
135 draw_quad(GLcontext
*ctx
,
136 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
137 const GLfloat color
[4])
139 struct st_context
*st
= ctx
->st
;
140 struct pipe_context
*pipe
= st
->pipe
;
144 if (!st
->clear
.vbuf
) {
145 st
->clear
.vbuf
= pipe
->winsys
->buffer_create(pipe
->winsys
, 32,
146 PIPE_BUFFER_USAGE_VERTEX
,
147 sizeof(st
->clear
.vertices
));
151 st
->clear
.vertices
[0][0][0] = x0
;
152 st
->clear
.vertices
[0][0][1] = y0
;
154 st
->clear
.vertices
[1][0][0] = x1
;
155 st
->clear
.vertices
[1][0][1] = y0
;
157 st
->clear
.vertices
[2][0][0] = x1
;
158 st
->clear
.vertices
[2][0][1] = y1
;
160 st
->clear
.vertices
[3][0][0] = x0
;
161 st
->clear
.vertices
[3][0][1] = y1
;
163 /* same for all verts: */
164 for (i
= 0; i
< 4; i
++) {
165 st
->clear
.vertices
[i
][0][2] = z
;
166 st
->clear
.vertices
[i
][0][3] = 1.0;
167 st
->clear
.vertices
[i
][1][0] = color
[0];
168 st
->clear
.vertices
[i
][1][1] = color
[1];
169 st
->clear
.vertices
[i
][1][2] = color
[2];
170 st
->clear
.vertices
[i
][1][3] = color
[3];
173 /* put vertex data into vbuf */
174 buf
= pipe
->winsys
->buffer_map(pipe
->winsys
, st
->clear
.vbuf
,
175 PIPE_BUFFER_USAGE_CPU_WRITE
);
176 memcpy(buf
, st
->clear
.vertices
, sizeof(st
->clear
.vertices
));
177 pipe
->winsys
->buffer_unmap(pipe
->winsys
, st
->clear
.vbuf
);
180 util_draw_vertex_buffer(pipe
, st
->clear
.vbuf
,
181 PIPE_PRIM_TRIANGLE_FAN
,
183 2); /* attribs/vert */
189 * Do glClear by drawing a quadrilateral.
190 * The vertices of the quad will be computed from the
191 * ctx->DrawBuffer->_X/Ymin/max fields.
194 clear_with_quad(GLcontext
*ctx
,
195 GLboolean color
, GLboolean depth
, GLboolean stencil
)
197 struct st_context
*st
= ctx
->st
;
198 const GLfloat x0
= ctx
->DrawBuffer
->_Xmin
;
199 const GLfloat x1
= ctx
->DrawBuffer
->_Xmax
;
202 if (st_fb_orientation(ctx
->DrawBuffer
) == Y_0_TOP
) {
203 y0
= ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymax
;
204 y1
= ctx
->DrawBuffer
->Height
- ctx
->DrawBuffer
->_Ymin
;
207 y0
= ctx
->DrawBuffer
->_Ymin
;
208 y1
= ctx
->DrawBuffer
->_Ymax
;
212 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
213 color ? "color, " : "",
214 depth ? "depth, " : "",
215 stencil ? "stencil" : "",
220 cso_save_blend(st
->cso_context
);
221 cso_save_depth_stencil_alpha(st
->cso_context
);
222 cso_save_rasterizer(st
->cso_context
);
223 cso_save_viewport(st
->cso_context
);
224 cso_save_fragment_shader(st
->cso_context
);
225 cso_save_vertex_shader(st
->cso_context
);
227 /* blend state: RGBA masking */
229 struct pipe_blend_state blend
;
230 memset(&blend
, 0, sizeof(blend
));
231 blend
.rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
232 blend
.alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
233 blend
.rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
234 blend
.alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
236 if (ctx
->Color
.ColorMask
[0])
237 blend
.colormask
|= PIPE_MASK_R
;
238 if (ctx
->Color
.ColorMask
[1])
239 blend
.colormask
|= PIPE_MASK_G
;
240 if (ctx
->Color
.ColorMask
[2])
241 blend
.colormask
|= PIPE_MASK_B
;
242 if (ctx
->Color
.ColorMask
[3])
243 blend
.colormask
|= PIPE_MASK_A
;
244 if (st
->ctx
->Color
.DitherFlag
)
247 cso_set_blend(st
->cso_context
, &blend
);
250 /* depth_stencil state: always pass/set to ref value */
252 struct pipe_depth_stencil_alpha_state depth_stencil
;
253 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
255 depth_stencil
.depth
.enabled
= 1;
256 depth_stencil
.depth
.writemask
= 1;
257 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
261 depth_stencil
.stencil
[0].enabled
= 1;
262 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
263 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
264 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
265 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
266 depth_stencil
.stencil
[0].ref_value
= ctx
->Stencil
.Clear
;
267 depth_stencil
.stencil
[0].value_mask
= 0xff;
268 depth_stencil
.stencil
[0].write_mask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
271 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
274 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
275 cso_set_viewport(st
->cso_context
, &st
->clear
.viewport
);
277 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
278 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
280 /* draw quad matching scissor rect (XXX verify coord round-off) */
281 draw_quad(ctx
, x0
, y0
, x1
, y1
, ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
283 /* Restore pipe state */
284 cso_restore_blend(st
->cso_context
);
285 cso_restore_depth_stencil_alpha(st
->cso_context
);
286 cso_restore_rasterizer(st
->cso_context
);
287 cso_restore_viewport(st
->cso_context
);
288 cso_restore_fragment_shader(st
->cso_context
);
289 cso_restore_vertex_shader(st
->cso_context
);
294 * Determine if we need to clear the depth buffer by drawing a quad.
296 static INLINE GLboolean
297 check_clear_color_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
299 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
301 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
304 if (ctx
->Scissor
.Enabled
)
307 if (!ctx
->Color
.ColorMask
[0] ||
308 !ctx
->Color
.ColorMask
[1] ||
309 !ctx
->Color
.ColorMask
[2] ||
310 !ctx
->Color
.ColorMask
[3])
317 static INLINE GLboolean
318 check_clear_depth_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
320 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
321 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
322 GLboolean maskStencil
323 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
325 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
328 if (ctx
->Scissor
.Enabled
)
339 * Determine if we need to clear the depth buffer by drawing a quad.
341 static INLINE GLboolean
342 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
344 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
345 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
347 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
350 if (ctx
->Scissor
.Enabled
)
354 strb
->surface
->status
== PIPE_SURFACE_STATUS_DEFINED
&&
355 ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
363 * Determine if we need to clear the stencil buffer by drawing a quad.
365 static INLINE GLboolean
366 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
368 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
369 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
370 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
371 const GLboolean maskStencil
372 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
374 if (strb
->surface
->status
== PIPE_SURFACE_STATUS_UNDEFINED
)
380 if (ctx
->Scissor
.Enabled
)
383 /* This is correct, but it is necessary to look at the depth clear
384 * value held in the surface when it comes time to issue the clear,
385 * rather than taking depth and stencil clear values from the
389 strb
->surface
->status
== PIPE_SURFACE_STATUS_DEFINED
&&
390 ctx
->DrawBuffer
->Visual
.depthBits
> 0)
399 clear_color_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
401 if (check_clear_color_with_quad( ctx
, rb
)) {
402 /* masking or scissoring */
403 clear_with_quad(ctx
, GL_TRUE
, GL_FALSE
, GL_FALSE
);
406 /* clear whole buffer w/out masking */
407 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
409 util_pack_color(ctx
->Color
.ClearColor
, PIPE_FORMAT_A8R8G8B8_UNORM
, &clearValue
);
410 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
416 clear_depth_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
418 if (check_clear_depth_with_quad(ctx
, rb
)) {
419 /* scissoring or we have a combined depth/stencil buffer */
420 clear_with_quad(ctx
, GL_FALSE
, GL_TRUE
, GL_FALSE
);
423 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
425 /* simple clear of whole buffer */
426 uint clearValue
= util_pack_z(strb
->surface
->format
, ctx
->Depth
.Clear
);
427 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
433 clear_stencil_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
435 if (check_clear_stencil_with_quad(ctx
, rb
)) {
436 /* masking or scissoring or combined depth/stencil buffer */
437 clear_with_quad(ctx
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
440 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
442 /* simple clear of whole buffer */
443 GLuint clearValue
= ctx
->Stencil
.Clear
;
445 switch (strb
->surface
->format
) {
446 case PIPE_FORMAT_S8Z24_UNORM
:
450 ; /* no-op, stencil value is in least significant bits */
453 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
459 clear_depth_stencil_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
462 if (check_clear_depth_stencil_with_quad(ctx
, rb
)) {
463 /* masking or scissoring */
464 clear_with_quad(ctx
, GL_FALSE
, GL_TRUE
, GL_TRUE
);
467 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
469 /* clear whole buffer w/out masking */
470 GLuint clearValue
= util_pack_z(strb
->surface
->format
, ctx
->Depth
.Clear
);
472 switch (strb
->surface
->format
) {
473 case PIPE_FORMAT_S8Z24_UNORM
:
474 clearValue
|= ctx
->Stencil
.Clear
<< 24;
476 case PIPE_FORMAT_Z24S8_UNORM
:
477 clearValue
|= ctx
->Stencil
.Clear
;
483 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
490 * Called via ctx->Driver.Clear()
491 * XXX: doesn't pick up the differences between front/back/left/right
492 * clears. Need to sort that out...
494 static void st_clear(GLcontext
*ctx
, GLbitfield mask
)
496 static const GLbitfield BUFFER_BITS_DS
497 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
498 struct st_context
*st
= ctx
->st
;
499 struct gl_renderbuffer
*depthRb
500 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
501 struct gl_renderbuffer
*stencilRb
502 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
503 GLbitfield cmask
= mask
& BUFFER_BITS_COLOR
;
505 /* This makes sure the softpipe has the latest scissor, etc values */
506 st_validate_state( st
);
510 * If we're going to use clear_with_quad() for any reason, use it to
511 * clear as many other buffers as possible.
512 * As it is now, we sometimes call clear_with_quad() three times to clear
513 * color/depth/stencil individually...
518 for (b
= 0; cmask
; b
++) {
519 if (cmask
& (1 << b
)) {
520 struct gl_renderbuffer
*rb
521 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
523 clear_color_buffer(ctx
, rb
);
524 cmask
&= ~(1 << b
); /* turn off bit */
526 assert(b
< BUFFER_COUNT
);
530 if (mask
& BUFFER_BIT_ACCUM
) {
531 st_clear_accum_buffer(ctx
,
532 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
535 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
536 /* clearing combined depth + stencil */
537 clear_depth_stencil_buffer(ctx
, depthRb
);
540 /* separate depth/stencil clears */
541 if (mask
& BUFFER_BIT_DEPTH
) {
542 clear_depth_buffer(ctx
, depthRb
);
544 if (mask
& BUFFER_BIT_STENCIL
) {
545 clear_stencil_buffer(ctx
, stencilRb
);
551 void st_init_clear_functions(struct dd_function_table
*functions
)
553 functions
->Clear
= st_clear
;