Merge branch 'master' into gallium-0.2
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index eae40f2a4f1d0b4c90d4b2687354cc6d3d6b1a42..47ad3c2bc1264d5e56b8c42197ee6521e4e29371 100644 (file)
@@ -34,8 +34,8 @@
 #include "main/glheader.h"
 #include "main/macros.h"
 #include "shader/prog_instruction.h"
-#include "st_atom.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_mesa_to_tgsi.h"
 
 #include "pipe/p_context.h"
+#include "pipe/p_inlines.h"
 #include "pipe/p_state.h"
 #include "pipe/p_defines.h"
-#include "pipe/p_winsys.h"
+#include "util/u_pack_color.h"
+#include "util/u_simple_shaders.h"
+#include "util/u_draw_quad.h"
 
 #include "cso_cache/cso_context.h"
 
 
+void
+st_init_clear(struct st_context *st)
+{
+   struct pipe_context *pipe = st->pipe;
+
+   /* rasterizer state: bypass clipping */
+   memset(&st->clear.raster, 0, sizeof(st->clear.raster));
+   st->clear.raster.gl_rasterization_rules = 1;
+   st->clear.raster.bypass_clipping = 1;
+
+   /* viewport state: identity since we're drawing in window coords */
+   st->clear.viewport.scale[0] = 1.0;
+   st->clear.viewport.scale[1] = 1.0;
+   st->clear.viewport.scale[2] = 1.0;
+   st->clear.viewport.scale[3] = 1.0;
+   st->clear.viewport.translate[0] = 0.0;
+   st->clear.viewport.translate[1] = 0.0;
+   st->clear.viewport.translate[2] = 0.0;
+   st->clear.viewport.translate[3] = 0.0;
 
+   /* fragment shader state: color pass-through program */
+   st->clear.fs =
+      util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
+
+   /* 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.vert_shader);
+   }
+}
 
 
-static GLuint
-color_value(enum pipe_format pipeFormat, const GLfloat color[4])
+void
+st_destroy_clear(struct st_context *st)
 {
-   GLubyte r, g, b, a;
+   struct pipe_context *pipe = st->pipe;
 
-   UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
-   UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
-   UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
-   UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
+   if (st->clear.vert_shader.tokens) {
+      FREE((void *) st->clear.vert_shader.tokens);
+      st->clear.vert_shader.tokens = NULL;
+   }
 
-   switch (pipeFormat) {
-   case PIPE_FORMAT_R8G8B8A8_UNORM:
-      return (r << 24) | (g << 16) | (b << 8) | a;
-   case PIPE_FORMAT_A8R8G8B8_UNORM:
-      return (a << 24) | (r << 16) | (g << 8) | b;
-   case PIPE_FORMAT_B8G8R8A8_UNORM:
-      return (b << 24) | (g << 16) | (r << 8) | a;
-   case PIPE_FORMAT_R5G6B5_UNORM:
-      return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
-   default:
-      assert(0);
-      return 0;
+   if (st->clear.frag_shader.tokens) {
+      FREE((void *) st->clear.frag_shader.tokens);
+      st->clear.frag_shader.tokens = NULL;
    }
-}
 
-static uint
-depth_value(enum pipe_format pipeFormat, GLfloat value)
-{
-   switch (pipeFormat) {
-   case PIPE_FORMAT_Z16_UNORM:
-      return (uint) (value * 0xffff);
-   case PIPE_FORMAT_Z32_UNORM:
-      /* special-case to avoid overflow */
-      if (value == 1.0)
-         return 0xffffffff;
-      else
-         return (uint) (value * 0xffffffff);
-   case PIPE_FORMAT_S8Z24_UNORM:
-      return (uint) (value * 0xffffff);
-   case PIPE_FORMAT_Z24S8_UNORM:
-      return ((uint) (value * 0xffffff)) << 8;
-   default:
-      assert(0);
-      return 0;
+   if (st->clear.fs) {
+      cso_delete_fragment_shader(st->cso_context, st->clear.fs);
+      st->clear.fs = NULL;
+   }
+   if (st->clear.vs) {
+      cso_delete_vertex_shader(st->cso_context, st->clear.vs);
+      st->clear.vs = NULL;
+   }
+   if (st->clear.vbuf) {
+      pipe_buffer_destroy(pipe->screen, st->clear.vbuf);
+      st->clear.vbuf = NULL;
    }
 }
 
@@ -118,104 +136,6 @@ is_depth_stencil_format(enum pipe_format pipeFormat)
 
 
 
-/**
- * Create a simple fragment shader that just passes through the fragment color.
- */
-static struct st_fragment_program *
-make_frag_shader(struct st_context *st)
-{
-   GLcontext *ctx = st->ctx;
-   struct st_fragment_program *stfp;
-   struct gl_program *p;
-   GLuint interpMode[16];
-   GLuint i;
-
-   /* XXX temporary */
-   for (i = 0; i < 16; i++)
-      interpMode[i] = TGSI_INTERPOLATE_LINEAR;
-
-   p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
-   if (!p)
-      return NULL;
-
-   p->NumInstructions = 2;
-   p->Instructions = _mesa_alloc_instructions(2);
-   if (!p->Instructions) {
-      ctx->Driver.DeleteProgram(ctx, p);
-      return NULL;
-   }
-   _mesa_init_instructions(p->Instructions, 2);
-   /* MOV result.color, fragment.color; */
-   p->Instructions[0].Opcode = OPCODE_MOV;
-   p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
-   p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
-   p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
-   p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
-   /* END; */
-   p->Instructions[1].Opcode = OPCODE_END;
-
-   p->InputsRead = FRAG_BIT_COL0;
-   p->OutputsWritten = (1 << FRAG_RESULT_COLR);
-
-   stfp = (struct st_fragment_program *) p;
-   st_translate_fragment_program(st, stfp, NULL);
-
-   return stfp;
-}
-
-
-/**
- * Create a simple vertex shader that just passes through the
- * vertex position and color.
- */
-static struct st_vertex_program *
-make_vertex_shader(struct st_context *st)
-{
-   GLcontext *ctx = st->ctx;
-   struct st_vertex_program *stvp;
-   struct gl_program *p;
-
-   p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
-   if (!p)
-      return NULL;
-
-   p->NumInstructions = 3;
-   p->Instructions = _mesa_alloc_instructions(3);
-   if (!p->Instructions) {
-      ctx->Driver.DeleteProgram(ctx, p);
-      return NULL;
-   }
-   _mesa_init_instructions(p->Instructions, 3);
-   /* MOV result.pos, vertex.pos; */
-   p->Instructions[0].Opcode = OPCODE_MOV;
-   p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
-   p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
-   p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
-   p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
-   /* MOV result.color, vertex.color; */
-   p->Instructions[1].Opcode = OPCODE_MOV;
-   p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
-   p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
-   p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
-   p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
-   /* END; */
-   p->Instructions[2].Opcode = OPCODE_END;
-
-   p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
-   p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
-                        (1 << VERT_RESULT_HPOS));
-
-   stvp = (struct st_vertex_program *) p;
-   st_translate_vertex_program(st, stvp, NULL);
-#if 0
-   assert(stvp->cso);
-#endif
-
-   return stvp;
-}
-
-
-
 /**
  * Draw a screen-aligned quadrilateral.
  * Coords are window coords with y=0=bottom.  These coords will be transformed
@@ -226,33 +146,49 @@ draw_quad(GLcontext *ctx,
           float x0, float y0, float x1, float y1, GLfloat z,
           const GLfloat color[4])
 {
-   GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
+   struct st_context *st = ctx->st;
+   struct pipe_context *pipe = st->pipe;
    GLuint i;
+   void *buf;
+
+   if (!st->clear.vbuf) {
+      st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
+                                          sizeof(st->clear.vertices));
+   }
 
    /* positions */
-   verts[0][0][0] = x0;
-   verts[0][0][1] = y0;
+   st->clear.vertices[0][0][0] = x0;
+   st->clear.vertices[0][0][1] = y0;
 
-   verts[1][0][0] = x1;
-   verts[1][0][1] = y0;
+   st->clear.vertices[1][0][0] = x1;
+   st->clear.vertices[1][0][1] = y0;
 
-   verts[2][0][0] = x1;
-   verts[2][0][1] = y1;
+   st->clear.vertices[2][0][0] = x1;
+   st->clear.vertices[2][0][1] = y1;
 
-   verts[3][0][0] = x0;
-   verts[3][0][1] = y1;
+   st->clear.vertices[3][0][0] = x0;
+   st->clear.vertices[3][0][1] = y1;
 
    /* same for all verts: */
    for (i = 0; i < 4; i++) {
-      verts[i][0][2] = z;
-      verts[i][0][3] = 1.0;
-      verts[i][1][0] = color[0];
-      verts[i][1][1] = color[1];
-      verts[i][1][2] = color[2];
-      verts[i][1][3] = color[3];
+      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_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_FALSE);
+   /* put vertex data into vbuf */
+   buf = pipe_buffer_map(pipe->screen, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
+   memcpy(buf, st->clear.vertices, sizeof(st->clear.vertices));
+   pipe_buffer_unmap(pipe->screen, st->clear.vbuf);
+
+   /* draw */
+   util_draw_vertex_buffer(pipe, st->clear.vbuf,
+                           PIPE_PRIM_TRIANGLE_FAN,
+                           4,  /* verts */
+                           2); /* attribs/vert */
 }
 
 
@@ -267,11 +203,18 @@ clear_with_quad(GLcontext *ctx,
                 GLboolean color, GLboolean depth, GLboolean stencil)
 {
    struct st_context *st = ctx->st;
-   struct pipe_context *pipe = st->pipe;
-   const GLfloat x0 = ctx->DrawBuffer->_Xmin;
-   const GLfloat y0 = ctx->DrawBuffer->_Ymin;
-   const GLfloat x1 = ctx->DrawBuffer->_Xmax;
-   const GLfloat y1 = ctx->DrawBuffer->_Ymax;
+   const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
+   const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
+   GLfloat y0, y1;
+
+   if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
+      y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
+      y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
+   }
+   else {
+      y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
+      y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
+   }
 
    /*
    printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, 
@@ -282,10 +225,21 @@ clear_with_quad(GLcontext *ctx,
          x1, y1);
    */
 
+   cso_save_blend(st->cso_context);
+   cso_save_depth_stencil_alpha(st->cso_context);
+   cso_save_rasterizer(st->cso_context);
+   cso_save_viewport(st->cso_context);
+   cso_save_fragment_shader(st->cso_context);
+   cso_save_vertex_shader(st->cso_context);
+
    /* blend state: RGBA masking */
    {
       struct pipe_blend_state blend;
       memset(&blend, 0, sizeof(blend));
+      blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+      blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+      blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+      blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
       if (color) {
          if (ctx->Color.ColorMask[0])
             blend.colormask |= PIPE_MASK_R;
@@ -325,70 +279,22 @@ clear_with_quad(GLcontext *ctx,
       cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
    }
 
-   /* rasterizer state: nothing */
-   {
-      struct pipe_rasterizer_state raster;
-      memset(&raster, 0, sizeof(raster));
-#if 0
-      /* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
-       * that matches the scissor bounds.
-       */
-      if (ctx->Scissor.Enabled)
-         raster.scissor = 1;
-#endif
-      cso_set_rasterizer(st->cso_context, &raster);
-   }
-
-   /* fragment shader state: color pass-through program */
-   {
-      static struct st_fragment_program *stfp = NULL;
-      if (!stfp) {
-         stfp = make_frag_shader(st);
-      }
-      pipe->bind_fs_state(pipe, stfp->driver_shader);
-   }
-
-   /* vertex shader state: color/position pass-through */
-   {
-      static struct st_vertex_program *stvp = NULL;
-      if (!stvp) {
-         stvp = make_vertex_shader(st);
-      }
-      pipe->bind_vs_state(pipe, stvp->driver_shader);
-   }
+   cso_set_rasterizer(st->cso_context, &st->clear.raster);
+   cso_set_viewport(st->cso_context, &st->clear.viewport);
 
-   /* viewport state: viewport matching window dims */
-   {
-      const float width = ctx->DrawBuffer->Width;
-      const float height = ctx->DrawBuffer->Height;
-      struct pipe_viewport_state vp;
-      vp.scale[0] =  0.5 * width;
-      vp.scale[1] = -0.5 * height;
-      vp.scale[2] = 1.0;
-      vp.scale[3] = 1.0;
-      vp.translate[0] = 0.5 * width;
-      vp.translate[1] = 0.5 * height;
-      vp.translate[2] = 0.0;
-      vp.translate[3] = 0.0;
-      pipe->set_viewport_state(pipe, &vp);
-   }
+   cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
 
    /* draw quad matching scissor rect (XXX verify coord round-off) */
-   draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
+   draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
 
-#if 0
-   /* Can't depend on old state objects still existing -- may have
-    * been deleted to make room in the hash, etc.  (Should get
-    * fixed...)
-    */
-   st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
-#else
    /* Restore pipe state */
-   cso_set_rasterizer(st->cso_context, &st->state.rasterizer);
-   pipe->bind_fs_state(pipe, st->fp->driver_shader);
-   pipe->bind_vs_state(pipe, st->vp->driver_shader);
-#endif
-   pipe->set_viewport_state(pipe, &st->state.viewport);
+   cso_restore_blend(st->cso_context);
+   cso_restore_depth_stencil_alpha(st->cso_context);
+   cso_restore_rasterizer(st->cso_context);
+   cso_restore_viewport(st->cso_context);
+   cso_restore_fragment_shader(st->cso_context);
+   cso_restore_vertex_shader(st->cso_context);
 }
 
 
@@ -497,7 +403,6 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 
 
 
-
 static void
 clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
 {
@@ -506,10 +411,13 @@ clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
       clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
    }
    else {
-      struct st_renderbuffer *strb = st_renderbuffer(rb);
-
       /* clear whole buffer w/out masking */
-      uint clearValue = color_value(strb->surface->format, ctx->Color.ClearColor);
+      struct st_renderbuffer *strb = st_renderbuffer(rb);
+      uint clearValue;
+      /* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
+       * at this time!
+       */
+      util_pack_color(ctx->Color.ClearColor, PIPE_FORMAT_A8R8G8B8_UNORM, &clearValue);
       ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
    }
 }
@@ -526,7 +434,7 @@ clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
       struct st_renderbuffer *strb = st_renderbuffer(rb);
 
       /* simple clear of whole buffer */
-      uint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
+      uint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
       ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
    }
 }
@@ -544,6 +452,15 @@ clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
 
       /* simple clear of whole buffer */
       GLuint clearValue = ctx->Stencil.Clear;
+
+      switch (strb->surface->format) {
+      case PIPE_FORMAT_S8Z24_UNORM:
+         clearValue <<= 24;
+         break;
+      default:
+         ; /* no-op, stencil value is in least significant bits */
+      }  
+
       ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
    }
 }
@@ -561,7 +478,7 @@ clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
       struct st_renderbuffer *strb = st_renderbuffer(rb);
 
       /* clear whole buffer w/out masking */
-      GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
+      GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
 
       switch (strb->surface->format) {
       case PIPE_FORMAT_S8Z24_UNORM: