#include "pipe/p_defines.h"
#include "util/u_pack_color.h"
+#include "util/u_surface.h"
#include "svga_context.h"
#include "svga_state.h"
-#include "svga_screen_texture.h"
+#include "svga_surface.h"
+
+
+/**
+ * Saving blitter states before doing any blitter operation
+ */
+static void
+begin_blit(struct svga_context *svga)
+{
+ util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
+ util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
+ util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
+ util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
+ util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
+ util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
+ util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
+ (struct pipe_stream_output_target**)svga->so_targets);
+ util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
+ util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
+ util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
+ util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
+ util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
+ util_blitter_save_depth_stencil_alpha(svga->blitter,
+ (void*)svga->curr.depth);
+ util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
+ util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
+}
+
+
+/**
+ * Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use
+ * this when clearing integer render targets. We'll also clear the
+ * depth and/or stencil buffers if the clear_buffers mask specifies them.
+ */
+static void
+clear_buffers_with_quad(struct svga_context *svga,
+ unsigned clear_buffers,
+ const union pipe_color_union *color,
+ double depth, unsigned stencil)
+{
+ const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
+
+ begin_blit(svga);
+ util_blitter_clear(svga->blitter,
+ fb->width, fb->height,
+ 1, /* num_layers */
+ clear_buffers, color,
+ depth, stencil,
+ util_framebuffer_get_num_samples(fb) > 1);
+}
+
+
+/**
+ * Check if any of the color buffers are integer buffers.
+ */
+static boolean
+is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
+{
+ unsigned i;
+
+ for (i = 0; i < fb->nr_cbufs; i++) {
+ if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
+ fb->cbufs[i] &&
+ util_format_is_pure_integer(fb->cbufs[i]->format)) {
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+
+/**
+ * Check if the integer values in the clear color can be represented
+ * by floats. If so, we can use the VGPU10 ClearRenderTargetView command.
+ * Otherwise, we need to clear with a quad.
+ */
+static boolean
+ints_fit_in_floats(const union pipe_color_union *color)
+{
+ const int max = 1 << 24;
+ return (color->i[0] <= max &&
+ color->i[1] <= max &&
+ color->i[2] <= max &&
+ color->i[3] <= max);
+}
static enum pipe_error
try_clear(struct svga_context *svga,
unsigned buffers,
- const float *rgba,
+ const union pipe_color_union *color,
double depth,
unsigned stencil)
{
- int ret = PIPE_OK;
+ enum pipe_error ret = PIPE_OK;
SVGA3dRect rect = { 0, 0, 0, 0 };
boolean restore_viewport = FALSE;
SVGA3dClearFlag flags = 0;
struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
- union util_color uc;
+ union util_color uc = {0};
ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
- if (ret)
+ if (ret != PIPE_OK)
return ret;
- if ((buffers & PIPE_CLEAR_COLOR) && fb->cbufs[0]) {
+ if (svga->rebind.flags.rendertargets) {
+ ret = svga_reemit_framebuffer_bindings(svga);
+ if (ret != PIPE_OK) {
+ return ret;
+ }
+ }
+
+ if (buffers & PIPE_CLEAR_COLOR) {
flags |= SVGA3D_CLEAR_COLOR;
- util_pack_color(rgba, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
+ util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
- rect.w = fb->cbufs[0]->width;
- rect.h = fb->cbufs[0]->height;
+ rect.w = fb->width;
+ rect.h = fb->height;
}
if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
- flags |= SVGA3D_CLEAR_DEPTH;
+ if (buffers & PIPE_CLEAR_DEPTH)
+ flags |= SVGA3D_CLEAR_DEPTH;
- if (svga->curr.framebuffer.zsbuf->format == PIPE_FORMAT_S8_USCALED_Z24_UNORM)
+ if (buffers & PIPE_CLEAR_STENCIL)
flags |= SVGA3D_CLEAR_STENCIL;
rect.w = MAX2(rect.w, fb->zsbuf->width);
rect.h = MAX2(rect.h, fb->zsbuf->height);
}
- if (memcmp(&rect, &svga->state.hw_clear.viewport, sizeof(rect)) != 0) {
+ if (!svga_have_vgpu10(svga) &&
+ !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
restore_viewport = TRUE;
ret = SVGA3D_SetViewport(svga->swc, &rect);
- if (ret)
+ if (ret != PIPE_OK)
return ret;
}
- ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui, depth, stencil,
- rect.x, rect.y, rect.w, rect.h);
- if (ret != PIPE_OK)
- return ret;
+ if (svga_have_vgpu10(svga)) {
+ if (flags & SVGA3D_CLEAR_COLOR) {
+ unsigned i;
+
+ if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) {
+ clear_buffers_with_quad(svga, buffers, color, depth, stencil);
+ /* We also cleared depth/stencil, so that's done */
+ flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
+ }
+ else {
+ struct pipe_surface *rtv;
+
+ /* Issue VGPU10 Clear commands */
+ for (i = 0; i < fb->nr_cbufs; i++) {
+ if ((fb->cbufs[i] == NULL) ||
+ !(buffers & (PIPE_CLEAR_COLOR0 << i)))
+ continue;
+
+ rtv = svga_validate_surface_view(svga,
+ svga_surface(fb->cbufs[i]));
+ if (!rtv)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc,
+ rtv, color->f);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ }
+ }
+ if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
+ struct pipe_surface *dsv =
+ svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
+ if (!dsv)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
+ stencil, (float) depth);
+ if (ret != PIPE_OK)
+ return ret;
+ }
+ }
+ else {
+ ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
+ rect.x, rect.y, rect.w, rect.h);
+ if (ret != PIPE_OK)
+ return ret;
+ }
if (restore_viewport) {
- memcpy(&rect, &svga->state.hw_clear.viewport, sizeof rect);
- ret = SVGA3D_SetViewport(svga->swc, &rect);
+ ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
}
return ret;
* Clear the given surface to the specified value.
* No masking, no scissor (clear entire buffer).
*/
-void
-svga_clear(struct pipe_context *pipe, unsigned buffers, const float *rgba,
+static void
+svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
+ const union pipe_color_union *color,
double depth, unsigned stencil)
{
struct svga_context *svga = svga_context( pipe );
- int ret;
-
- if (buffers & PIPE_CLEAR_COLOR)
- SVGA_DBG(DEBUG_DMA, "clear sid %p\n",
- svga_surface(svga->curr.framebuffer.cbufs[0])->handle);
+ enum pipe_error ret;
- ret = try_clear( svga, buffers, rgba, depth, stencil );
+ if (buffers & PIPE_CLEAR_COLOR) {
+ struct svga_winsys_surface *h = NULL;
+ if (svga->curr.framebuffer.cbufs[0]) {
+ h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
+ }
+ SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
+ }
- if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
- /* Flush command buffer and retry:
- */
- svga_context_flush( svga, NULL );
+ /* flush any queued prims (don't want them to appear after the clear!) */
+ svga_hwtnl_flush_retry(svga);
- ret = try_clear( svga, buffers, rgba, depth, stencil );
- }
+ SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
/*
* Mark target surfaces as dirty
assert (ret == PIPE_OK);
}
+
+
+static void
+svga_clear_texture(struct pipe_context *pipe,
+ struct pipe_resource *res,
+ unsigned level,
+ const struct pipe_box *box,
+ const void *data)
+{
+ struct svga_context *svga = svga_context(pipe);
+ struct svga_surface *svga_surface_dst;
+ struct pipe_surface tmpl;
+ struct pipe_surface *surface;
+
+ memset(&tmpl, 0, sizeof(tmpl));
+ tmpl.format = res->format;
+ tmpl.u.tex.first_layer = box->z;
+ tmpl.u.tex.last_layer = box->z + box->depth - 1;
+ tmpl.u.tex.level = level;
+
+ surface = pipe->create_surface(pipe, res, &tmpl);
+ if (surface == NULL) {
+ debug_printf("failed to create surface\n");
+ return;
+ }
+ svga_surface_dst = svga_surface(surface);
+
+ union pipe_color_union color;
+ const struct util_format_description *desc =
+ util_format_description(surface->format);
+
+ if (util_format_is_depth_or_stencil(surface->format)) {
+ float depth;
+ uint8_t stencil;
+ unsigned clear_flags = 0;
+
+ /* If data is NULL, then set depthValue and stencilValue to zeros */
+ if (data == NULL) {
+ depth = 0.0;
+ stencil = 0;
+ }
+ else {
+ desc->unpack_z_float(&depth, 0, data, 0, 1, 1);
+ desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1);
+ }
+
+ if (util_format_has_depth(desc)) {
+ clear_flags |= PIPE_CLEAR_DEPTH;
+ }
+ if (util_format_has_stencil(desc)) {
+ clear_flags |= PIPE_CLEAR_STENCIL;
+ }
+
+ /* Setup depth stencil view */
+ struct pipe_surface *dsv =
+ svga_validate_surface_view(svga, svga_surface_dst);
+
+ if (!dsv) {
+ pipe_surface_reference(&surface, NULL);
+ return;
+ }
+
+ if (box->x == 0 && box->y == 0 && box->width == surface->width &&
+ box->height == surface->height) {
+ /* clearing whole surface, use direct VGPU10 command */
+
+
+ SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
+ clear_flags,
+ stencil, depth));
+ }
+ else {
+ /* To clear subtexture use software fallback */
+
+ util_blitter_save_framebuffer(svga->blitter,
+ &svga->curr.framebuffer);
+ begin_blit(svga);
+ util_blitter_clear_depth_stencil(svga->blitter,
+ dsv, clear_flags,
+ depth,stencil,
+ box->x, box->y,
+ box->width, box->height);
+ }
+ }
+ else {
+ /* non depth-stencil formats */
+
+ if (data == NULL) {
+ /* If data is NULL, the texture image is filled with zeros */
+ color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
+ }
+ else {
+ if (util_format_is_pure_sint(surface->format)) {
+ /* signed integer */
+ desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1);
+ }
+ else if (util_format_is_pure_uint(surface->format)) {
+ /* unsigned integer */
+ desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1);
+ }
+ else {
+ /* floating point */
+ desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1);
+ }
+ }
+
+ /* Setup render target view */
+ struct pipe_surface *rtv =
+ svga_validate_surface_view(svga, svga_surface_dst);
+
+ if (!rtv) {
+ pipe_surface_reference(&surface, NULL);
+ return;
+ }
+
+ if (box->x == 0 && box->y == 0 && box->width == surface->width &&
+ box->height == surface->height) {
+ struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
+
+ if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
+ !ints_fit_in_floats(&color)) {
+ /* To clear full texture with integer format */
+ clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
+ }
+ else {
+ /* clearing whole surface using VGPU10 command */
+ SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
+ color.f));
+ }
+ }
+ else {
+ /* To clear subtexture use software fallback */
+
+ /**
+ * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
+ * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
+ * util_clear_render_target() for PIPE_TEXTURE_3D.
+ */
+ if (rtv->texture->target != PIPE_TEXTURE_3D &&
+ pipe->screen->is_format_supported(pipe->screen, rtv->format,
+ rtv->texture->target,
+ rtv->texture->nr_samples,
+ rtv->texture->nr_storage_samples,
+ PIPE_BIND_RENDER_TARGET)) {
+ /* clear with quad drawing */
+ util_blitter_save_framebuffer(svga->blitter,
+ &svga->curr.framebuffer);
+ begin_blit(svga);
+ util_blitter_clear_render_target(svga->blitter,
+ rtv,
+ &color,
+ box->x, box->y,
+ box->width, box->height);
+ }
+ else {
+ /* clear with map/write/unmap */
+
+ /* store layer values */
+ unsigned first_layer = rtv->u.tex.first_layer;
+ unsigned last_layer = rtv->u.tex.last_layer;
+ unsigned box_depth = last_layer - first_layer + 1;
+
+ for (unsigned i = 0; i < box_depth; i++) {
+ rtv->u.tex.first_layer = rtv->u.tex.last_layer =
+ first_layer + i;
+ util_clear_render_target(pipe, rtv, &color, box->x, box->y,
+ box->width, box->height);
+ }
+ /* restore layer values */
+ rtv->u.tex.first_layer = first_layer;
+ rtv->u.tex.last_layer = last_layer;
+ }
+ }
+ }
+ pipe_surface_reference(&surface, NULL);
+}
+
+/**
+ * \brief Clear the whole render target using vgpu10 functionality
+ *
+ * \param svga[in] The svga context
+ * \param dst[in] The surface to clear
+ * \param color[in] Clear color
+ * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
+ * command submission resources.
+ */
+static enum pipe_error
+svga_try_clear_render_target(struct svga_context *svga,
+ struct pipe_surface *dst,
+ const union pipe_color_union *color)
+{
+ struct pipe_surface *rtv =
+ svga_validate_surface_view(svga, svga_surface(dst));
+
+ if (!rtv)
+ return PIPE_ERROR_OUT_OF_MEMORY;
+
+ return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
+ }
+
+/**
+ * \brief Clear part of render target using gallium blitter utilities
+ *
+ * \param svga[in] The svga context
+ * \param dst[in] The surface to clear
+ * \param color[in] Clear color
+ * \param dstx[in] Clear region left
+ * \param dsty[in] Clear region top
+ * \param width[in] Clear region width
+ * \param height[in] Clear region height
+ */
+static void
+svga_blitter_clear_render_target(struct svga_context *svga,
+ struct pipe_surface *dst,
+ const union pipe_color_union *color,
+ unsigned dstx, unsigned dsty,
+ unsigned width, unsigned height)
+{
+ begin_blit(svga);
+ util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
+
+ util_blitter_clear_render_target(svga->blitter, dst, color,
+ dstx, dsty, width, height);
+}
+
+
+/**
+ * \brief Clear render target pipe callback
+ *
+ * \param pipe[in] The pipe context
+ * \param dst[in] The surface to clear
+ * \param color[in] Clear color
+ * \param dstx[in] Clear region left
+ * \param dsty[in] Clear region top
+ * \param width[in] Clear region width
+ * \param height[in] Clear region height
+ * \param render_condition_enabled[in] Whether to use conditional rendering
+ * to clear (if elsewhere enabled).
+ */
+static void
+svga_clear_render_target(struct pipe_context *pipe,
+ struct pipe_surface *dst,
+ const union pipe_color_union *color,
+ unsigned dstx, unsigned dsty,
+ unsigned width, unsigned height,
+ bool render_condition_enabled)
+{
+ struct svga_context *svga = svga_context( pipe );
+
+ svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
+ if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
+ width != dst->width || height != dst->height) {
+ svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
+ height);
+ } else {
+ enum pipe_error ret;
+
+ SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
+ color));
+ assert (ret == PIPE_OK);
+ }
+ svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
+}
+
+void svga_init_clear_functions(struct svga_context *svga)
+{
+ svga->pipe.clear_render_target = svga_clear_render_target;
+ svga->pipe.clear_texture = svga_clear_texture;
+ svga->pipe.clear = svga_clear;
+}