#include "svga_context.h"
#include "svga_state.h"
-#include "svga_screen_texture.h"
+#include "svga_surface.h"
+
+
+/**
+ * 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;
+
+ 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_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);
+ util_blitter_save_scissor(svga->blitter, &svga->curr.scissor);
+ 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);
+
+ util_blitter_clear(svga->blitter,
+ fb->width, fb->height,
+ 1, /* num_layers */
+ clear_buffers, color,
+ depth, stencil);
+}
+
+
+/**
+ * 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;
* No masking, no scissor (clear entire buffer).
*/
void
-svga_clear(struct pipe_context *pipe, unsigned buffers, const float *rgba,
+svga_clear(struct pipe_context *pipe, unsigned buffers,
+ 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;
+
+ 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);
+ }
+
+ /* 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 );
+ ret = try_clear( svga, buffers, color, depth, stencil );
if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
/* Flush command buffer and retry:
*/
svga_context_flush( svga, NULL );
- ret = try_clear( svga, buffers, rgba, depth, stencil );
+ ret = try_clear( svga, buffers, color, depth, stencil );
}
/*