*/
#include "main/glheader.h"
+#include "main/accum.h"
#include "main/formats.h"
#include "main/macros.h"
-#include "shader/prog_instruction.h"
+#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
-#include "st_cb_accum.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
+#include "st_format.h"
#include "st_program.h"
-#include "st_inlines.h"
#include "pipe/p_context.h"
+#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
void
st_init_clear(struct st_context *st)
{
- struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *pscreen = st->pipe->screen;
memset(&st->clear, 0, sizeof(st->clear));
st->clear.raster.gl_rasterization_rules = 1;
-
- /* fragment shader state: color pass-through program */
- st->clear.fs = util_make_fragment_passthrough_shader(pipe);
-
- /* vertex shader state: color/position pass-through */
- {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_COLOR };
- const uint semantic_indexes[] = { 0, 0 };
- st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
- semantic_names,
- semantic_indexes);
- }
+ st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
}
}
+/**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct st_context *st)
+{
+ if (!st->clear.fs)
+ st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
+
+ cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static INLINE void
+set_vertex_shader(struct st_context *st)
+{
+ /* vertex shader - still required to provide the linkage between
+ * fragment shader input semantics and vertex_element/buffers.
+ */
+ if (!st->clear.vs)
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR };
+ const uint semantic_indexes[] = { 0, 0 };
+ st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
+ semantic_names,
+ semantic_indexes);
+ }
+
+ cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+}
+
+
/**
* Draw a screen-aligned quadrilateral.
* Coords are clip coords with y=0=bottom.
*/
static void
-draw_quad(GLcontext *ctx,
+draw_quad(struct st_context *st,
float x0, float y0, float x1, float y1, GLfloat z,
- const GLfloat color[4])
+ const union pipe_color_union *color)
{
- struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
if (!st->clear.vbuf) {
st->clear.vbuf = pipe_buffer_create(pipe->screen,
PIPE_BIND_VERTEX_BUFFER,
+ PIPE_USAGE_STREAM,
max_slots * sizeof(st->clear.vertices));
}
+ if (!st->clear.vbuf) {
+ /* ran out of memory */
+ return;
+ }
+
/* positions */
st->clear.vertices[0][0][0] = x0;
st->clear.vertices[0][0][1] = y0;
for (i = 0; i < 4; i++) {
st->clear.vertices[i][0][2] = z;
st->clear.vertices[i][0][3] = 1.0;
- st->clear.vertices[i][1][0] = color[0];
- st->clear.vertices[i][1][1] = color[1];
- st->clear.vertices[i][1][2] = color[2];
- st->clear.vertices[i][1][3] = color[3];
+ st->clear.vertices[i][1][0] = color->f[0];
+ st->clear.vertices[i][1][1] = color->f[1];
+ st->clear.vertices[i][1][2] = color->f[2];
+ st->clear.vertices[i][1][3] = color->f[3];
}
/* put vertex data into vbuf */
- st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
+ pipe_buffer_write_nooverlap(st->pipe, st->clear.vbuf,
st->clear.vbuf_slot
* sizeof(st->clear.vertices),
sizeof(st->clear.vertices),
st->clear.vertices);
/* draw */
- util_draw_vertex_buffer(pipe,
+ util_draw_vertex_buffer(pipe,
+ st->cso_context,
st->clear.vbuf,
st->clear.vbuf_slot * sizeof(st->clear.vertices),
PIPE_PRIM_TRIANGLE_FAN,
* ctx->DrawBuffer->_X/Ymin/max fields.
*/
static void
-clear_with_quad(GLcontext *ctx,
+clear_with_quad(struct gl_context *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
- struct st_context *st = ctx->st;
+ struct st_context *st = st_context(ctx);
const struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat) fb->Width;
const GLfloat fb_height = (GLfloat) fb->Height;
const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
+ union pipe_color_union clearColor;
/*
printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
cso_save_viewport(st->cso_context);
cso_save_clip(st->cso_context);
cso_save_fragment_shader(st->cso_context);
+ cso_save_stream_outputs(st->cso_context);
cso_save_vertex_shader(st->cso_context);
+ cso_save_geometry_shader(st->cso_context);
cso_save_vertex_elements(st->cso_context);
+ cso_save_vertex_buffers(st->cso_context);
/* blend state: RGBA masking */
{
}
cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
+ cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
cso_set_rasterizer(st->cso_context, &st->clear.raster);
}
cso_set_clip(st->cso_context, &st->clear.clip);
- cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
- cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+ set_fragment_shader(st);
+ set_vertex_shader(st);
+ cso_set_geometry_shader_handle(st->cso_context, NULL);
+
+ if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
+ st_translate_color(ctx->Color.ClearColor.f,
+ ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+ clearColor.f);
+ }
- /* draw quad matching scissor rect (XXX verify coord round-off) */
- draw_quad(ctx, x0, y0, x1, y1,
- (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
+ /* draw quad matching scissor rect */
+ draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
/* Restore pipe state */
cso_restore_blend(st->cso_context);
cso_restore_clip(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
+ cso_restore_geometry_shader(st->cso_context);
cso_restore_vertex_elements(st->cso_context);
+ cso_restore_vertex_buffers(st->cso_context);
+ cso_restore_stream_outputs(st->cso_context);
}
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
* drawing a quad.
*/
static INLINE GLboolean
-check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
GLboolean maskStencil
assert(rb->Format == MESA_FORMAT_S8 ||
rb->Format == MESA_FORMAT_Z24_S8 ||
- rb->Format == MESA_FORMAT_S8_Z24);
+ rb->Format == MESA_FORMAT_S8_Z24 ||
+ rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
- if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
+ if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
return GL_TRUE;
return GL_FALSE;
* Determine if we need to clear the stencil buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
assert(rb->Format == MESA_FORMAT_S8 ||
rb->Format == MESA_FORMAT_Z24_S8 ||
- rb->Format == MESA_FORMAT_S8_Z24);
+ rb->Format == MESA_FORMAT_S8_Z24 ||
+ rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
if (maskStencil)
return GL_TRUE;
* rather than taking depth and stencil clear values from the
* current state.
*/
- if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
+ if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
return GL_TRUE;
return GL_FALSE;
* Called via ctx->Driver.Clear()
*/
static void
-st_Clear(GLcontext *ctx, GLbitfield mask)
+st_Clear(struct gl_context *ctx, GLbitfield mask)
{
static const GLbitfield BUFFER_BITS_DS
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
- struct st_context *st = ctx->st;
+ struct st_context *st = st_context(ctx);
struct gl_renderbuffer *depthRb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
if (mask & (1 << b)) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
- struct st_renderbuffer *strb;
-
- assert(rb);
-
- strb = st_renderbuffer(rb);
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
- if (!strb->surface)
+ if (!strb || !strb->surface)
continue;
if (check_clear_color_with_quad( ctx, rb ))
}
else {
/* separate depth/stencil clears */
+ /* I don't think truly separate buffers are actually possible in gallium or hw? */
if (mask & BUFFER_BIT_DEPTH) {
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
- if (check_clear_depth_with_quad(ctx, depthRb))
- quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ if (check_clear_depth_with_quad(ctx, depthRb,
+ st->clear.enable_ds_separate))
+ quad_buffers |= PIPE_CLEAR_DEPTH;
else
- clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ clear_buffers |= PIPE_CLEAR_DEPTH;
}
}
if (mask & BUFFER_BIT_STENCIL) {
struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
if (strb->surface) {
- if (check_clear_stencil_with_quad(ctx, stencilRb))
- quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ if (check_clear_stencil_with_quad(ctx, stencilRb,
+ st->clear.enable_ds_separate))
+ quad_buffers |= PIPE_CLEAR_STENCIL;
else
- clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ clear_buffers |= PIPE_CLEAR_STENCIL;
}
}
}
quad_buffers |= clear_buffers;
clear_with_quad(ctx,
quad_buffers & PIPE_CLEAR_COLOR,
- mask & BUFFER_BIT_DEPTH,
- mask & BUFFER_BIT_STENCIL);
- } else if (clear_buffers)
- ctx->st->pipe->clear(ctx->st->pipe, clear_buffers, ctx->Color.ClearColor,
- ctx->Depth.Clear, ctx->Stencil.Clear);
+ quad_buffers & PIPE_CLEAR_DEPTH,
+ quad_buffers & PIPE_CLEAR_STENCIL);
+ } else if (clear_buffers) {
+ /* driver cannot know it can clear everything if the buffer
+ * is a combined depth/stencil buffer but this wasn't actually
+ * required from the visual. Hence fix this up to avoid potential
+ * read-modify-write in the driver.
+ */
+ union pipe_color_union clearColor;
+
+ if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
+ ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
+ (depthRb == stencilRb) &&
+ (ctx->DrawBuffer->Visual.depthBits == 0 ||
+ ctx->DrawBuffer->Visual.stencilBits == 0))
+ clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+
+ if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
+ st_translate_color(ctx->Color.ClearColor.f,
+ ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+ clearColor.f);
+ }
+ st->pipe->clear(st->pipe, clear_buffers, &clearColor,
+ ctx->Depth.Clear, ctx->Stencil.Clear);
+ }
if (mask & BUFFER_BIT_ACCUM)
- st_clear_accum_buffer(ctx,
- ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
+ _mesa_clear_accum_buffer(ctx);
}