st/mesa: write vertices directly into the buffer for glClear fallback
[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 * Copyright 2009 VMware, Inc. All Rights Reserved.
6 *
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:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
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.
26 *
27 **************************************************************************/
28
29 /*
30 * Authors:
31 * Keith Whitwell <keith@tungstengraphics.com>
32 * Brian Paul
33 * Michel Dänzer
34 */
35
36 #include "main/glheader.h"
37 #include "main/accum.h"
38 #include "main/formats.h"
39 #include "main/macros.h"
40 #include "program/prog_instruction.h"
41 #include "st_context.h"
42 #include "st_atom.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_format.h"
46 #include "st_program.h"
47
48 #include "pipe/p_context.h"
49 #include "pipe/p_shader_tokens.h"
50 #include "pipe/p_state.h"
51 #include "pipe/p_defines.h"
52 #include "util/u_format.h"
53 #include "util/u_inlines.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
56 #include "util/u_upload_mgr.h"
57
58 #include "cso_cache/cso_context.h"
59
60
61 /**
62 * Do per-context initialization for glClear.
63 */
64 void
65 st_init_clear(struct st_context *st)
66 {
67 struct pipe_screen *pscreen = st->pipe->screen;
68
69 memset(&st->clear, 0, sizeof(st->clear));
70
71 st->clear.raster.gl_rasterization_rules = 1;
72 st->clear.raster.depth_clip = 1;
73 st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
74 }
75
76
77 /**
78 * Free per-context state for glClear.
79 */
80 void
81 st_destroy_clear(struct st_context *st)
82 {
83 if (st->clear.fs) {
84 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
85 st->clear.fs = NULL;
86 }
87 if (st->clear.vs) {
88 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
89 st->clear.vs = NULL;
90 }
91 }
92
93
94 /**
95 * Helper function to set the fragment shaders.
96 */
97 static INLINE void
98 set_fragment_shader(struct st_context *st)
99 {
100 if (!st->clear.fs)
101 st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
102
103 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
104 }
105
106
107 /**
108 * Helper function to set the vertex shader.
109 */
110 static INLINE void
111 set_vertex_shader(struct st_context *st)
112 {
113 /* vertex shader - still required to provide the linkage between
114 * fragment shader input semantics and vertex_element/buffers.
115 */
116 if (!st->clear.vs)
117 {
118 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
119 TGSI_SEMANTIC_COLOR };
120 const uint semantic_indexes[] = { 0, 0 };
121 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
122 semantic_names,
123 semantic_indexes);
124 }
125
126 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
127 }
128
129
130 /**
131 * Draw a screen-aligned quadrilateral.
132 * Coords are clip coords with y=0=bottom.
133 */
134 static void
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)
138 {
139 struct pipe_context *pipe = st->pipe;
140 struct pipe_resource *vbuf = NULL;
141 GLuint i, offset;
142 float (*vertices)[2][4]; /**< vertex pos + color */
143
144 u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), &offset, &vbuf,
145 (void**)&vertices);
146 if (!vbuf) {
147 return;
148 }
149
150 /* positions */
151 vertices[0][0][0] = x0;
152 vertices[0][0][1] = y0;
153
154 vertices[1][0][0] = x1;
155 vertices[1][0][1] = y0;
156
157 vertices[2][0][0] = x1;
158 vertices[2][0][1] = y1;
159
160 vertices[3][0][0] = x0;
161 vertices[3][0][1] = y1;
162
163 /* same for all verts: */
164 for (i = 0; i < 4; i++) {
165 vertices[i][0][2] = z;
166 vertices[i][0][3] = 1.0;
167 vertices[i][1][0] = color->f[0];
168 vertices[i][1][1] = color->f[1];
169 vertices[i][1][2] = color->f[2];
170 vertices[i][1][3] = color->f[3];
171 }
172
173 u_upload_unmap(st->uploader);
174
175 /* draw */
176 util_draw_vertex_buffer(pipe,
177 st->cso_context,
178 vbuf, offset,
179 PIPE_PRIM_TRIANGLE_FAN,
180 4, /* verts */
181 2); /* attribs/vert */
182
183 pipe_resource_reference(&vbuf, NULL);
184 }
185
186
187
188 /**
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.
192 */
193 static void
194 clear_with_quad(struct gl_context *ctx,
195 GLboolean color, GLboolean depth, GLboolean stencil)
196 {
197 struct st_context *st = st_context(ctx);
198 const struct gl_framebuffer *fb = ctx->DrawBuffer;
199 const GLfloat fb_width = (GLfloat) fb->Width;
200 const GLfloat fb_height = (GLfloat) fb->Height;
201 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
202 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
203 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
204 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
205 union pipe_color_union clearColor;
206
207 /*
208 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
209 color ? "color, " : "",
210 depth ? "depth, " : "",
211 stencil ? "stencil" : "",
212 x0, y0,
213 x1, y1);
214 */
215
216 cso_save_blend(st->cso_context);
217 cso_save_stencil_ref(st->cso_context);
218 cso_save_depth_stencil_alpha(st->cso_context);
219 cso_save_rasterizer(st->cso_context);
220 cso_save_viewport(st->cso_context);
221 cso_save_fragment_shader(st->cso_context);
222 cso_save_stream_outputs(st->cso_context);
223 cso_save_vertex_shader(st->cso_context);
224 cso_save_geometry_shader(st->cso_context);
225 cso_save_vertex_elements(st->cso_context);
226 cso_save_vertex_buffers(st->cso_context);
227
228 /* blend state: RGBA masking */
229 {
230 struct pipe_blend_state blend;
231 memset(&blend, 0, sizeof(blend));
232 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
233 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
234 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
235 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
236 if (color) {
237 if (ctx->Color.ColorMask[0][0])
238 blend.rt[0].colormask |= PIPE_MASK_R;
239 if (ctx->Color.ColorMask[0][1])
240 blend.rt[0].colormask |= PIPE_MASK_G;
241 if (ctx->Color.ColorMask[0][2])
242 blend.rt[0].colormask |= PIPE_MASK_B;
243 if (ctx->Color.ColorMask[0][3])
244 blend.rt[0].colormask |= PIPE_MASK_A;
245 if (st->ctx->Color.DitherFlag)
246 blend.dither = 1;
247 }
248 cso_set_blend(st->cso_context, &blend);
249 }
250
251 /* depth_stencil state: always pass/set to ref value */
252 {
253 struct pipe_depth_stencil_alpha_state depth_stencil;
254 memset(&depth_stencil, 0, sizeof(depth_stencil));
255 if (depth) {
256 depth_stencil.depth.enabled = 1;
257 depth_stencil.depth.writemask = 1;
258 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
259 }
260
261 if (stencil) {
262 struct pipe_stencil_ref stencil_ref;
263 memset(&stencil_ref, 0, sizeof(stencil_ref));
264 depth_stencil.stencil[0].enabled = 1;
265 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
266 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
267 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
268 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
269 depth_stencil.stencil[0].valuemask = 0xff;
270 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
271 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
272 cso_set_stencil_ref(st->cso_context, &stencil_ref);
273 }
274
275 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
276 }
277
278 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
279 cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
280
281 cso_set_rasterizer(st->cso_context, &st->clear.raster);
282
283 /* viewport state: viewport matching window dims */
284 {
285 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
286 struct pipe_viewport_state vp;
287 vp.scale[0] = 0.5f * fb_width;
288 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
289 vp.scale[2] = 1.0f;
290 vp.scale[3] = 1.0f;
291 vp.translate[0] = 0.5f * fb_width;
292 vp.translate[1] = 0.5f * fb_height;
293 vp.translate[2] = 0.0f;
294 vp.translate[3] = 0.0f;
295 cso_set_viewport(st->cso_context, &vp);
296 }
297
298 set_fragment_shader(st);
299 set_vertex_shader(st);
300 cso_set_geometry_shader_handle(st->cso_context, NULL);
301
302 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
303 st_translate_color(ctx->Color.ClearColor.f,
304 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
305 clearColor.f);
306 }
307
308 /* draw quad matching scissor rect */
309 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
310
311 /* Restore pipe state */
312 cso_restore_blend(st->cso_context);
313 cso_restore_stencil_ref(st->cso_context);
314 cso_restore_depth_stencil_alpha(st->cso_context);
315 cso_restore_rasterizer(st->cso_context);
316 cso_restore_viewport(st->cso_context);
317 cso_restore_fragment_shader(st->cso_context);
318 cso_restore_vertex_shader(st->cso_context);
319 cso_restore_geometry_shader(st->cso_context);
320 cso_restore_vertex_elements(st->cso_context);
321 cso_restore_vertex_buffers(st->cso_context);
322 cso_restore_stream_outputs(st->cso_context);
323 }
324
325
326 /**
327 * Determine if we need to clear the depth buffer by drawing a quad.
328 */
329 static INLINE GLboolean
330 check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
331 {
332 if (ctx->Scissor.Enabled &&
333 (ctx->Scissor.X != 0 ||
334 ctx->Scissor.Y != 0 ||
335 ctx->Scissor.Width < rb->Width ||
336 ctx->Scissor.Height < rb->Height))
337 return GL_TRUE;
338
339 if (!ctx->Color.ColorMask[0][0] ||
340 !ctx->Color.ColorMask[0][1] ||
341 !ctx->Color.ColorMask[0][2] ||
342 !ctx->Color.ColorMask[0][3])
343 return GL_TRUE;
344
345 return GL_FALSE;
346 }
347
348
349 /**
350 * Determine if we need to clear the combiend depth/stencil buffer by
351 * drawing a quad.
352 */
353 static INLINE GLboolean
354 check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
355 {
356 const GLuint stencilMax = 0xff;
357 GLboolean maskStencil
358 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
359
360 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
361
362 if (ctx->Scissor.Enabled &&
363 (ctx->Scissor.X != 0 ||
364 ctx->Scissor.Y != 0 ||
365 ctx->Scissor.Width < rb->Width ||
366 ctx->Scissor.Height < rb->Height))
367 return GL_TRUE;
368
369 if (maskStencil)
370 return GL_TRUE;
371
372 return GL_FALSE;
373 }
374
375
376 /**
377 * Determine if we need to clear the depth buffer by drawing a quad.
378 */
379 static INLINE GLboolean
380 check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
381 boolean ds_separate)
382 {
383 const struct st_renderbuffer *strb = st_renderbuffer(rb);
384 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
385
386 if (ctx->Scissor.Enabled &&
387 (ctx->Scissor.X != 0 ||
388 ctx->Scissor.Y != 0 ||
389 ctx->Scissor.Width < rb->Width ||
390 ctx->Scissor.Height < rb->Height))
391 return GL_TRUE;
392
393 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
394 return GL_TRUE;
395
396 return GL_FALSE;
397 }
398
399
400 /**
401 * Determine if we need to clear the stencil buffer by drawing a quad.
402 */
403 static INLINE GLboolean
404 check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
405 boolean ds_separate)
406 {
407 const struct st_renderbuffer *strb = st_renderbuffer(rb);
408 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
409 const GLuint stencilMax = 0xff;
410 const GLboolean maskStencil
411 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
412
413 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
414
415 if (maskStencil)
416 return GL_TRUE;
417
418 if (ctx->Scissor.Enabled &&
419 (ctx->Scissor.X != 0 ||
420 ctx->Scissor.Y != 0 ||
421 ctx->Scissor.Width < rb->Width ||
422 ctx->Scissor.Height < rb->Height))
423 return GL_TRUE;
424
425 /* This is correct, but it is necessary to look at the depth clear
426 * value held in the surface when it comes time to issue the clear,
427 * rather than taking depth and stencil clear values from the
428 * current state.
429 */
430 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
431 return GL_TRUE;
432
433 return GL_FALSE;
434 }
435
436
437 /**
438 * Called via ctx->Driver.Clear()
439 */
440 static void
441 st_Clear(struct gl_context *ctx, GLbitfield mask)
442 {
443 static const GLbitfield BUFFER_BITS_DS
444 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
445 struct st_context *st = st_context(ctx);
446 struct gl_renderbuffer *depthRb
447 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
448 struct gl_renderbuffer *stencilRb
449 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
450 GLbitfield quad_buffers = 0x0;
451 GLbitfield clear_buffers = 0x0;
452 GLuint i;
453
454 /* This makes sure the pipe has the latest scissor, etc values */
455 st_validate_state( st );
456
457 if (mask & BUFFER_BITS_COLOR) {
458 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
459 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
460
461 if (mask & (1 << b)) {
462 struct gl_renderbuffer *rb
463 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
464 struct st_renderbuffer *strb = st_renderbuffer(rb);
465
466 if (!strb || !strb->surface)
467 continue;
468
469 if (check_clear_color_with_quad( ctx, rb ))
470 quad_buffers |= PIPE_CLEAR_COLOR;
471 else
472 clear_buffers |= PIPE_CLEAR_COLOR;
473 }
474 }
475 }
476
477 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
478 /* clearing combined depth + stencil */
479 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
480
481 if (strb->surface) {
482 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
483 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
484 else
485 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
486 }
487 }
488 else {
489 /* separate depth/stencil clears */
490 /* I don't think truly separate buffers are actually possible in gallium or hw? */
491 if (mask & BUFFER_BIT_DEPTH) {
492 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
493
494 if (strb->surface) {
495 if (check_clear_depth_with_quad(ctx, depthRb,
496 st->clear.enable_ds_separate))
497 quad_buffers |= PIPE_CLEAR_DEPTH;
498 else
499 clear_buffers |= PIPE_CLEAR_DEPTH;
500 }
501 }
502 if (mask & BUFFER_BIT_STENCIL) {
503 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
504
505 if (strb->surface) {
506 if (check_clear_stencil_with_quad(ctx, stencilRb,
507 st->clear.enable_ds_separate))
508 quad_buffers |= PIPE_CLEAR_STENCIL;
509 else
510 clear_buffers |= PIPE_CLEAR_STENCIL;
511 }
512 }
513 }
514
515 /*
516 * If we're going to use clear_with_quad() for any reason, use it for
517 * everything possible.
518 */
519 if (quad_buffers) {
520 quad_buffers |= clear_buffers;
521 clear_with_quad(ctx,
522 quad_buffers & PIPE_CLEAR_COLOR,
523 quad_buffers & PIPE_CLEAR_DEPTH,
524 quad_buffers & PIPE_CLEAR_STENCIL);
525 } else if (clear_buffers) {
526 /* driver cannot know it can clear everything if the buffer
527 * is a combined depth/stencil buffer but this wasn't actually
528 * required from the visual. Hence fix this up to avoid potential
529 * read-modify-write in the driver.
530 */
531 union pipe_color_union clearColor;
532
533 if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
534 ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
535 (depthRb == stencilRb) &&
536 (ctx->DrawBuffer->Visual.depthBits == 0 ||
537 ctx->DrawBuffer->Visual.stencilBits == 0))
538 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
539
540 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
541 st_translate_color(ctx->Color.ClearColor.f,
542 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
543 clearColor.f);
544 }
545
546 st->pipe->clear(st->pipe, clear_buffers, &clearColor,
547 ctx->Depth.Clear, ctx->Stencil.Clear);
548 }
549 if (mask & BUFFER_BIT_ACCUM)
550 _mesa_clear_accum_buffer(ctx);
551 }
552
553
554 void
555 st_init_clear_functions(struct dd_function_table *functions)
556 {
557 functions->Clear = st_Clear;
558 }