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"
39 #include "st_context.h"
40 #include "st_cb_accum.h"
41 #include "st_cb_clear.h"
42 #include "st_cb_fbo.h"
44 #include "st_program.h"
45 #include "st_public.h"
46 #include "st_mesa_to_tgsi.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_state.h"
50 #include "pipe/p_defines.h"
51 #include "pipe/p_winsys.h"
58 color_value(enum pipe_format pipeFormat
, const GLfloat color
[4])
62 UNCLAMPED_FLOAT_TO_UBYTE(r
, color
[0]);
63 UNCLAMPED_FLOAT_TO_UBYTE(g
, color
[1]);
64 UNCLAMPED_FLOAT_TO_UBYTE(b
, color
[2]);
65 UNCLAMPED_FLOAT_TO_UBYTE(a
, color
[3]);
68 case PIPE_FORMAT_R8G8B8A8_UNORM
:
69 return (r
<< 24) | (g
<< 16) | (b
<< 8) | a
;
70 case PIPE_FORMAT_A8R8G8B8_UNORM
:
71 return (a
<< 24) | (r
<< 16) | (g
<< 8) | b
;
72 case PIPE_FORMAT_B8G8R8A8_UNORM
:
73 return (b
<< 24) | (g
<< 16) | (r
<< 8) | a
;
74 case PIPE_FORMAT_R5G6B5_UNORM
:
75 return ((r
& 0xf8) << 8) | ((g
& 0xfc) << 3) | (b
>> 3);
84 depth_value(enum pipe_format pipeFormat
, GLfloat value
)
87 case PIPE_FORMAT_Z16_UNORM
:
88 return (uint
) (value
* 0xffff);
89 case PIPE_FORMAT_Z32_UNORM
:
90 /* special-case to avoid overflow */
94 return (uint
) (value
* 0xffffffff);
95 case PIPE_FORMAT_S8Z24_UNORM
:
96 return (uint
) (value
* 0xffffff);
97 case PIPE_FORMAT_Z24S8_UNORM
:
98 return ((uint
) (value
* 0xffffff)) << 8;
107 is_depth_stencil_format(enum pipe_format pipeFormat
)
109 switch (pipeFormat
) {
110 case PIPE_FORMAT_S8Z24_UNORM
:
111 case PIPE_FORMAT_Z24S8_UNORM
:
121 * Create a simple fragment shader that just passes through the fragment color.
123 static struct st_fragment_program
*
124 make_frag_shader(struct st_context
*st
)
126 GLcontext
*ctx
= st
->ctx
;
127 struct st_fragment_program
*stfp
;
128 struct gl_program
*p
;
129 GLuint interpMode
[16];
133 for (i
= 0; i
< 16; i
++)
134 interpMode
[i
] = TGSI_INTERPOLATE_LINEAR
;
136 p
= ctx
->Driver
.NewProgram(ctx
, GL_FRAGMENT_PROGRAM_ARB
, 0);
140 p
->NumInstructions
= 2;
141 p
->Instructions
= _mesa_alloc_instructions(2);
142 if (!p
->Instructions
) {
143 ctx
->Driver
.DeleteProgram(ctx
, p
);
146 _mesa_init_instructions(p
->Instructions
, 2);
147 /* MOV result.color, fragment.color; */
148 p
->Instructions
[0].Opcode
= OPCODE_MOV
;
149 p
->Instructions
[0].DstReg
.File
= PROGRAM_OUTPUT
;
150 p
->Instructions
[0].DstReg
.Index
= FRAG_RESULT_COLR
;
151 p
->Instructions
[0].SrcReg
[0].File
= PROGRAM_INPUT
;
152 p
->Instructions
[0].SrcReg
[0].Index
= FRAG_ATTRIB_COL0
;
154 p
->Instructions
[1].Opcode
= OPCODE_END
;
156 p
->InputsRead
= FRAG_BIT_COL0
;
157 p
->OutputsWritten
= (1 << FRAG_RESULT_COLR
);
159 stfp
= (struct st_fragment_program
*) p
;
160 st_translate_fragment_program(st
, stfp
, NULL
,
161 stfp
->tokens
, ST_MAX_SHADER_TOKENS
);
168 * Create a simple vertex shader that just passes through the
169 * vertex position and color.
171 static struct st_vertex_program
*
172 make_vertex_shader(struct st_context
*st
)
174 GLcontext
*ctx
= st
->ctx
;
175 struct st_vertex_program
*stvp
;
176 struct gl_program
*p
;
178 p
= ctx
->Driver
.NewProgram(ctx
, GL_VERTEX_PROGRAM_ARB
, 0);
182 p
->NumInstructions
= 3;
183 p
->Instructions
= _mesa_alloc_instructions(3);
184 if (!p
->Instructions
) {
185 ctx
->Driver
.DeleteProgram(ctx
, p
);
188 _mesa_init_instructions(p
->Instructions
, 3);
189 /* MOV result.pos, vertex.pos; */
190 p
->Instructions
[0].Opcode
= OPCODE_MOV
;
191 p
->Instructions
[0].DstReg
.File
= PROGRAM_OUTPUT
;
192 p
->Instructions
[0].DstReg
.Index
= VERT_RESULT_HPOS
;
193 p
->Instructions
[0].SrcReg
[0].File
= PROGRAM_INPUT
;
194 p
->Instructions
[0].SrcReg
[0].Index
= VERT_ATTRIB_POS
;
195 /* MOV result.color, vertex.color; */
196 p
->Instructions
[1].Opcode
= OPCODE_MOV
;
197 p
->Instructions
[1].DstReg
.File
= PROGRAM_OUTPUT
;
198 p
->Instructions
[1].DstReg
.Index
= VERT_RESULT_COL0
;
199 p
->Instructions
[1].SrcReg
[0].File
= PROGRAM_INPUT
;
200 p
->Instructions
[1].SrcReg
[0].Index
= VERT_ATTRIB_COLOR0
;
202 p
->Instructions
[2].Opcode
= OPCODE_END
;
204 p
->InputsRead
= VERT_BIT_POS
| VERT_BIT_COLOR0
;
205 p
->OutputsWritten
= ((1 << VERT_RESULT_COL0
) |
206 (1 << VERT_RESULT_HPOS
));
208 stvp
= (struct st_vertex_program
*) p
;
209 st_translate_vertex_program(st
, stvp
, NULL
,
210 stvp
->tokens
, ST_MAX_SHADER_TOKENS
);
219 * Draw a screen-aligned quadrilateral.
220 * Coords are window coords with y=0=bottom. These coords will be transformed
221 * by the vertex shader and viewport transform (which will flip Y if needed).
224 draw_quad(GLcontext
*ctx
,
225 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
226 const GLfloat color
[4])
228 GLfloat verts
[4][2][4]; /* four verts, two attribs, XYZW */
244 /* same for all verts: */
245 for (i
= 0; i
< 4; i
++) {
247 verts
[i
][0][3] = 1.0;
248 verts
[i
][1][0] = color
[0];
249 verts
[i
][1][1] = color
[1];
250 verts
[i
][1][2] = color
[2];
251 verts
[i
][1][3] = color
[3];
254 st_draw_vertices(ctx
, PIPE_PRIM_QUADS
, 4, (float *) verts
, 2);
260 * Do glClear by drawing a quadrilateral.
261 * The vertices of the quad will be computed from the
262 * ctx->DrawBuffer->_X/Ymin/max fields.
265 clear_with_quad(GLcontext
*ctx
,
266 GLboolean color
, GLboolean depth
, GLboolean stencil
)
268 struct st_context
*st
= ctx
->st
;
269 struct pipe_context
*pipe
= st
->pipe
;
270 const GLfloat x0
= ctx
->DrawBuffer
->_Xmin
;
271 const GLfloat y0
= ctx
->DrawBuffer
->_Ymin
;
272 const GLfloat x1
= ctx
->DrawBuffer
->_Xmax
;
273 const GLfloat y1
= ctx
->DrawBuffer
->_Ymax
;
276 /* blend state: RGBA masking */
278 struct pipe_blend_state blend
;
279 const struct cso_blend
*cso
;
280 memset(&blend
, 0, sizeof(blend
));
282 if (ctx
->Color
.ColorMask
[0])
283 blend
.colormask
|= PIPE_MASK_R
;
284 if (ctx
->Color
.ColorMask
[1])
285 blend
.colormask
|= PIPE_MASK_G
;
286 if (ctx
->Color
.ColorMask
[2])
287 blend
.colormask
|= PIPE_MASK_B
;
288 if (ctx
->Color
.ColorMask
[3])
289 blend
.colormask
|= PIPE_MASK_A
;
290 if (st
->ctx
->Color
.DitherFlag
)
293 cso
= st_cached_blend_state(st
, &blend
);
294 pipe
->bind_blend_state(pipe
, cso
->data
);
297 /* depth_stencil state: always pass/set to ref value */
299 struct pipe_depth_stencil_alpha_state depth_stencil
;
300 const struct cso_depth_stencil_alpha
*cso
;
301 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
303 depth_stencil
.depth
.enabled
= 1;
304 depth_stencil
.depth
.writemask
= 1;
305 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
309 depth_stencil
.stencil
[0].enabled
= 1;
310 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
311 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
312 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
313 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
314 depth_stencil
.stencil
[0].ref_value
= ctx
->Stencil
.Clear
;
315 depth_stencil
.stencil
[0].value_mask
= 0xff;
316 depth_stencil
.stencil
[0].write_mask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
318 cso
= st_cached_depth_stencil_alpha_state(st
, &depth_stencil
);
319 pipe
->bind_depth_stencil_alpha_state(pipe
, cso
->data
);
322 /* rasterizer state: nothing */
324 struct pipe_rasterizer_state raster
;
325 const struct cso_rasterizer
*cso
;
326 memset(&raster
, 0, sizeof(raster
));
328 /* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
329 * that matches the scissor bounds.
331 if (ctx
->Scissor
.Enabled
)
334 cso
= st_cached_rasterizer_state(st
, &raster
);
335 pipe
->bind_rasterizer_state(pipe
, cso
->data
);
338 /* fragment shader state: color pass-through program */
340 static struct st_fragment_program
*stfp
= NULL
;
342 stfp
= make_frag_shader(st
);
344 pipe
->bind_fs_state(pipe
, stfp
->fs
->data
);
347 /* vertex shader state: color/position pass-through */
349 static struct st_vertex_program
*stvp
= NULL
;
351 stvp
= make_vertex_shader(st
);
353 pipe
->bind_vs_state(pipe
, stvp
->vs
->data
);
356 /* viewport state: viewport matching window dims */
358 const float width
= ctx
->DrawBuffer
->Width
;
359 const float height
= ctx
->DrawBuffer
->Height
;
360 struct pipe_viewport_state vp
;
361 vp
.scale
[0] = 0.5 * width
;
362 vp
.scale
[1] = -0.5 * height
;
365 vp
.translate
[0] = 0.5 * width
;
366 vp
.translate
[1] = 0.5 * height
;
367 vp
.translate
[2] = 0.0;
368 vp
.translate
[3] = 0.0;
369 pipe
->set_viewport_state(pipe
, &vp
);
372 /* draw quad matching scissor rect (XXX verify coord round-off) */
373 draw_quad(ctx
, x0
, y0
, x1
, y1
, ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
375 /* Restore pipe state */
376 pipe
->bind_blend_state(pipe
, st
->state
.blend
->data
);
377 pipe
->bind_depth_stencil_alpha_state(pipe
, st
->state
.depth_stencil
->data
);
378 pipe
->bind_fs_state(pipe
, st
->state
.fs
->data
);
379 pipe
->bind_vs_state(pipe
, st
->state
.vs
->data
);
380 pipe
->bind_rasterizer_state(pipe
, st
->state
.rasterizer
->data
);
381 pipe
->set_viewport_state(pipe
, &st
->state
.viewport
);
383 st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
389 * Determine if we need to clear the depth buffer by drawing a quad.
391 static INLINE GLboolean
392 check_clear_color_with_quad(GLcontext
*ctx
)
394 return !(ctx
->Color
.ColorMask
[0] &&
395 ctx
->Color
.ColorMask
[1] &&
396 ctx
->Color
.ColorMask
[2] &&
397 ctx
->Color
.ColorMask
[3] &&
398 !ctx
->Scissor
.Enabled
);
403 * Determine if we need to clear the depth buffer by drawing a quad.
405 static INLINE GLboolean
406 check_clear_depth_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
408 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
409 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
410 return ctx
->Scissor
.Enabled
411 || (isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0);
416 * Determine if we need to clear the stencil buffer by drawing a quad.
418 static INLINE GLboolean
419 check_clear_stencil_with_quad(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
421 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
422 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
423 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
424 const GLboolean maskStencil
425 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
427 || ctx
->Scissor
.Enabled
428 || (isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0);
435 clear_color_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
437 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
439 if (ctx
->Color
.ColorMask
[0] &&
440 ctx
->Color
.ColorMask
[1] &&
441 ctx
->Color
.ColorMask
[2] &&
442 ctx
->Color
.ColorMask
[3] &&
443 !ctx
->Scissor
.Enabled
)
445 /* clear whole buffer w/out masking */
447 = color_value(strb
->surface
->format
, ctx
->Color
.ClearColor
);
448 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
451 /* masking or scissoring */
452 clear_with_quad(ctx
, GL_TRUE
, GL_FALSE
, GL_FALSE
);
458 clear_depth_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
460 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
462 const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
465 assert(strb
->surface
->format
);
467 if (check_clear_depth_with_quad(ctx
, rb
)) {
468 /* scissoring or we have a combined depth/stencil buffer */
469 clear_with_quad(ctx
, GL_FALSE
, GL_TRUE
, GL_FALSE
);
472 /* simple clear of whole buffer */
473 uint clearValue
= depth_value(strb
->surface
->format
, ctx
->Depth
.Clear
);
474 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
480 clear_stencil_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
482 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
483 const GLboolean isDS
= is_depth_stencil_format(strb
->surface
->format
);
484 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
485 GLboolean maskStencil
486 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
489 ctx
->Scissor
.Enabled
||
490 (isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)) {
491 /* masking or scissoring or combined depth/stencil buffer */
492 clear_with_quad(ctx
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
495 /* simple clear of whole buffer */
496 GLuint clearValue
= ctx
->Stencil
.Clear
;
497 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
503 clear_depth_stencil_buffer(GLcontext
*ctx
, struct gl_renderbuffer
*rb
)
505 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
506 const GLuint stencilMax
= (1 << rb
->StencilBits
) - 1;
507 GLboolean maskStencil
508 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
510 assert(is_depth_stencil_format(strb
->surface
->format
));
512 if (!maskStencil
&& !ctx
->Scissor
.Enabled
) {
513 /* clear whole buffer w/out masking */
514 GLuint clearValue
= depth_value(strb
->surface
->format
, ctx
->Depth
.Clear
);
516 switch (strb
->surface
->format
) {
517 case PIPE_FORMAT_S8Z24_UNORM
:
518 clearValue
|= ctx
->Stencil
.Clear
<< 24;
520 case PIPE_FORMAT_Z24S8_UNORM
:
521 clearValue
|= clearValue
| ctx
->Stencil
.Clear
;
527 ctx
->st
->pipe
->clear(ctx
->st
->pipe
, strb
->surface
, clearValue
);
530 /* masking or scissoring */
531 clear_with_quad(ctx
, GL_FALSE
, GL_TRUE
, GL_TRUE
);
538 * Called via ctx->Driver.Clear()
539 * XXX: doesn't pick up the differences between front/back/left/right
540 * clears. Need to sort that out...
542 static void st_clear(GLcontext
*ctx
, GLbitfield mask
)
544 static const GLbitfield BUFFER_BITS_DS
545 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
546 struct st_context
*st
= ctx
->st
;
547 struct gl_renderbuffer
*depthRb
548 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
549 struct gl_renderbuffer
*stencilRb
550 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
551 GLbitfield cmask
= mask
& BUFFER_BITS_COLOR
;
553 /* This makes sure the softpipe has the latest scissor, etc values */
554 st_validate_state( st
);
558 * If we're going to use clear_with_quad() for any reason, use it to
559 * clear as many other buffers as possible.
560 * As it is now, we sometimes call clear_with_quad() three times to clear
561 * color/depth/stencil individually...
566 for (b
= 0; cmask
; b
++) {
567 if (cmask
& (1 << b
)) {
568 struct gl_renderbuffer
*rb
569 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
571 clear_color_buffer(ctx
, rb
);
572 cmask
&= ~(1 << b
); /* turn off bit */
574 assert(b
< BUFFER_COUNT
);
578 if (mask
& BUFFER_BIT_ACCUM
) {
579 st_clear_accum_buffer(ctx
,
580 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
583 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
584 /* clearing combined depth + stencil */
585 clear_depth_stencil_buffer(ctx
, depthRb
);
588 /* separate depth/stencil clears */
589 if (mask
& BUFFER_BIT_DEPTH
) {
590 clear_depth_buffer(ctx
, depthRb
);
592 if (mask
& BUFFER_BIT_STENCIL
) {
593 clear_stencil_buffer(ctx
, stencilRb
);
599 void st_init_clear_functions(struct dd_function_table
*functions
)
601 functions
->Clear
= st_clear
;