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 "program/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_format.h"
46 #include "st_program.h"
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"
57 #include "cso_cache/cso_context.h"
61 * Do per-context initialization for glClear.
64 st_init_clear(struct st_context
*st
)
66 struct pipe_context
*pipe
= st
->pipe
;
67 struct pipe_screen
*pscreen
= st
->pipe
->screen
;
69 memset(&st
->clear
, 0, sizeof(st
->clear
));
71 st
->clear
.raster
.gl_rasterization_rules
= 1;
72 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
74 /* fragment shader state: color pass-through program */
75 st
->clear
.fs
= util_make_fragment_passthrough_shader(pipe
);
77 /* vertex shader state: color/position pass-through */
79 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
80 TGSI_SEMANTIC_COLOR
};
81 const uint semantic_indexes
[] = { 0, 0 };
82 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
90 * Free per-context state for glClear.
93 st_destroy_clear(struct st_context
*st
)
96 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
100 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
103 if (st
->clear
.vbuf
) {
104 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
105 st
->clear
.vbuf
= NULL
;
111 * Draw a screen-aligned quadrilateral.
112 * Coords are clip coords with y=0=bottom.
115 draw_quad(struct st_context
*st
,
116 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
117 const GLfloat color
[4])
119 struct pipe_context
*pipe
= st
->pipe
;
121 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
122 * no_flush) updates to buffers where we know there is no conflict
123 * with previous data. Currently using max_slots > 1 will cause
124 * synchronous rendering if the driver flushes its command buffers
125 * between one bitmap and the next. Our flush hook below isn't
126 * sufficient to catch this as the driver doesn't tell us when it
127 * flushes its own command buffers. Until this gets fixed, pay the
128 * price of allocating a new buffer for each bitmap cache-flush to
129 * avoid synchronous rendering.
131 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
134 if (st
->clear
.vbuf_slot
>= max_slots
) {
135 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
136 st
->clear
.vbuf_slot
= 0;
139 if (!st
->clear
.vbuf
) {
140 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
,
141 PIPE_BIND_VERTEX_BUFFER
,
143 max_slots
* sizeof(st
->clear
.vertices
));
147 st
->clear
.vertices
[0][0][0] = x0
;
148 st
->clear
.vertices
[0][0][1] = y0
;
150 st
->clear
.vertices
[1][0][0] = x1
;
151 st
->clear
.vertices
[1][0][1] = y0
;
153 st
->clear
.vertices
[2][0][0] = x1
;
154 st
->clear
.vertices
[2][0][1] = y1
;
156 st
->clear
.vertices
[3][0][0] = x0
;
157 st
->clear
.vertices
[3][0][1] = y1
;
159 /* same for all verts: */
160 for (i
= 0; i
< 4; i
++) {
161 st
->clear
.vertices
[i
][0][2] = z
;
162 st
->clear
.vertices
[i
][0][3] = 1.0;
163 st
->clear
.vertices
[i
][1][0] = color
[0];
164 st
->clear
.vertices
[i
][1][1] = color
[1];
165 st
->clear
.vertices
[i
][1][2] = color
[2];
166 st
->clear
.vertices
[i
][1][3] = color
[3];
169 /* put vertex data into vbuf */
170 pipe_buffer_write_nooverlap(st
->pipe
, st
->clear
.vbuf
,
172 * sizeof(st
->clear
.vertices
),
173 sizeof(st
->clear
.vertices
),
177 util_draw_vertex_buffer(pipe
,
180 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
181 PIPE_PRIM_TRIANGLE_FAN
,
183 2); /* attribs/vert */
186 st
->clear
.vbuf_slot
++;
192 * Do glClear by drawing a quadrilateral.
193 * The vertices of the quad will be computed from the
194 * ctx->DrawBuffer->_X/Ymin/max fields.
197 clear_with_quad(struct gl_context
*ctx
,
198 GLboolean color
, GLboolean depth
, GLboolean stencil
)
200 struct st_context
*st
= st_context(ctx
);
201 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
202 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
203 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
204 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
205 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
206 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
207 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
211 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
212 color ? "color, " : "",
213 depth ? "depth, " : "",
214 stencil ? "stencil" : "",
219 cso_save_blend(st
->cso_context
);
220 cso_save_stencil_ref(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_clip(st
->cso_context
);
225 cso_save_fragment_shader(st
->cso_context
);
226 cso_save_vertex_shader(st
->cso_context
);
227 cso_save_vertex_elements(st
->cso_context
);
228 cso_save_vertex_buffers(st
->cso_context
);
230 /* blend state: RGBA masking */
232 struct pipe_blend_state blend
;
233 memset(&blend
, 0, sizeof(blend
));
234 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
235 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
236 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
237 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
239 if (ctx
->Color
.ColorMask
[0][0])
240 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
241 if (ctx
->Color
.ColorMask
[0][1])
242 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
243 if (ctx
->Color
.ColorMask
[0][2])
244 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
245 if (ctx
->Color
.ColorMask
[0][3])
246 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
247 if (st
->ctx
->Color
.DitherFlag
)
250 cso_set_blend(st
->cso_context
, &blend
);
253 /* depth_stencil state: always pass/set to ref value */
255 struct pipe_depth_stencil_alpha_state depth_stencil
;
256 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
258 depth_stencil
.depth
.enabled
= 1;
259 depth_stencil
.depth
.writemask
= 1;
260 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
264 struct pipe_stencil_ref stencil_ref
;
265 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
266 depth_stencil
.stencil
[0].enabled
= 1;
267 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
268 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
269 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
270 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
271 depth_stencil
.stencil
[0].valuemask
= 0xff;
272 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
273 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
274 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
277 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
280 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
282 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
284 /* viewport state: viewport matching window dims */
286 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
287 struct pipe_viewport_state vp
;
288 vp
.scale
[0] = 0.5f
* fb_width
;
289 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
292 vp
.translate
[0] = 0.5f
* fb_width
;
293 vp
.translate
[1] = 0.5f
* fb_height
;
294 vp
.translate
[2] = 0.0f
;
295 vp
.translate
[3] = 0.0f
;
296 cso_set_viewport(st
->cso_context
, &vp
);
299 cso_set_clip(st
->cso_context
, &st
->clear
.clip
);
300 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
301 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
303 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
304 st_translate_color(ctx
->Color
.ClearColor
,
305 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
309 /* draw quad matching scissor rect */
310 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, clearColor
);
312 /* Restore pipe state */
313 cso_restore_blend(st
->cso_context
);
314 cso_restore_stencil_ref(st
->cso_context
);
315 cso_restore_depth_stencil_alpha(st
->cso_context
);
316 cso_restore_rasterizer(st
->cso_context
);
317 cso_restore_viewport(st
->cso_context
);
318 cso_restore_clip(st
->cso_context
);
319 cso_restore_fragment_shader(st
->cso_context
);
320 cso_restore_vertex_shader(st
->cso_context
);
321 cso_restore_vertex_elements(st
->cso_context
);
322 cso_restore_vertex_buffers(st
->cso_context
);
327 * Determine if we need to clear the depth buffer by drawing a quad.
329 static INLINE GLboolean
330 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
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
))
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])
350 * Determine if we need to clear the combiend depth/stencil buffer by
353 static INLINE GLboolean
354 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
356 const GLuint stencilMax
= 0xff;
357 GLboolean maskStencil
358 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
360 assert(rb
->Format
== MESA_FORMAT_S8
||
361 rb
->Format
== MESA_FORMAT_Z24_S8
||
362 rb
->Format
== MESA_FORMAT_S8_Z24
);
364 if (ctx
->Scissor
.Enabled
&&
365 (ctx
->Scissor
.X
!= 0 ||
366 ctx
->Scissor
.Y
!= 0 ||
367 ctx
->Scissor
.Width
< rb
->Width
||
368 ctx
->Scissor
.Height
< rb
->Height
))
379 * Determine if we need to clear the depth buffer by drawing a quad.
381 static INLINE GLboolean
382 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
385 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
386 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
388 if (ctx
->Scissor
.Enabled
&&
389 (ctx
->Scissor
.X
!= 0 ||
390 ctx
->Scissor
.Y
!= 0 ||
391 ctx
->Scissor
.Width
< rb
->Width
||
392 ctx
->Scissor
.Height
< rb
->Height
))
395 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
403 * Determine if we need to clear the stencil buffer by drawing a quad.
405 static INLINE GLboolean
406 check_clear_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
409 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
410 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
411 const GLuint stencilMax
= 0xff;
412 const GLboolean maskStencil
413 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
415 assert(rb
->Format
== MESA_FORMAT_S8
||
416 rb
->Format
== MESA_FORMAT_Z24_S8
||
417 rb
->Format
== MESA_FORMAT_S8_Z24
);
422 if (ctx
->Scissor
.Enabled
&&
423 (ctx
->Scissor
.X
!= 0 ||
424 ctx
->Scissor
.Y
!= 0 ||
425 ctx
->Scissor
.Width
< rb
->Width
||
426 ctx
->Scissor
.Height
< rb
->Height
))
429 /* This is correct, but it is necessary to look at the depth clear
430 * value held in the surface when it comes time to issue the clear,
431 * rather than taking depth and stencil clear values from the
434 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
443 * Called when we need to flush.
446 st_flush_clear(struct st_context
*st
)
448 /* Release vertex buffer to avoid synchronous rendering if we were
449 * to map it in the next frame.
451 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
452 st
->clear
.vbuf_slot
= 0;
458 * Called via ctx->Driver.Clear()
461 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
463 static const GLbitfield BUFFER_BITS_DS
464 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
465 struct st_context
*st
= st_context(ctx
);
466 struct gl_renderbuffer
*depthRb
467 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
468 struct gl_renderbuffer
*stencilRb
469 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
470 GLbitfield quad_buffers
= 0x0;
471 GLbitfield clear_buffers
= 0x0;
474 /* This makes sure the pipe has the latest scissor, etc values */
475 st_validate_state( st
);
477 if (mask
& BUFFER_BITS_COLOR
) {
478 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
479 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
481 if (mask
& (1 << b
)) {
482 struct gl_renderbuffer
*rb
483 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
484 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
486 if (!strb
|| !strb
->surface
)
489 if (check_clear_color_with_quad( ctx
, rb
))
490 quad_buffers
|= PIPE_CLEAR_COLOR
;
492 clear_buffers
|= PIPE_CLEAR_COLOR
;
497 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
498 /* clearing combined depth + stencil */
499 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
502 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
503 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
505 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
509 /* separate depth/stencil clears */
510 /* I don't think truly separate buffers are actually possible in gallium or hw? */
511 if (mask
& BUFFER_BIT_DEPTH
) {
512 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
515 if (check_clear_depth_with_quad(ctx
, depthRb
,
516 st
->clear
.enable_ds_separate
))
517 quad_buffers
|= PIPE_CLEAR_DEPTH
;
519 clear_buffers
|= PIPE_CLEAR_DEPTH
;
522 if (mask
& BUFFER_BIT_STENCIL
) {
523 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
526 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
527 st
->clear
.enable_ds_separate
))
528 quad_buffers
|= PIPE_CLEAR_STENCIL
;
530 clear_buffers
|= PIPE_CLEAR_STENCIL
;
536 * If we're going to use clear_with_quad() for any reason, use it for
537 * everything possible.
540 quad_buffers
|= clear_buffers
;
542 quad_buffers
& PIPE_CLEAR_COLOR
,
543 quad_buffers
& PIPE_CLEAR_DEPTH
,
544 quad_buffers
& PIPE_CLEAR_STENCIL
);
545 } else if (clear_buffers
) {
546 /* driver cannot know it can clear everything if the buffer
547 * is a combined depth/stencil buffer but this wasn't actually
548 * required from the visual. Hence fix this up to avoid potential
549 * read-modify-write in the driver.
553 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
554 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
555 (depthRb
== stencilRb
) &&
556 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
557 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
558 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
560 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
561 st_translate_color(ctx
->Color
.ClearColor
,
562 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
566 st
->pipe
->clear(st
->pipe
, clear_buffers
, ctx
->Color
.ClearColor
,
567 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
569 if (mask
& BUFFER_BIT_ACCUM
)
570 st_clear_accum_buffer(ctx
,
571 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
576 st_init_clear_functions(struct dd_function_table
*functions
)
578 functions
->Clear
= st_Clear
;