#include "main/accum.h"
#include "main/formats.h"
#include "main/macros.h"
+#include "main/glformats.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
+#include "util/u_framebuffer.h"
#include "util/u_inlines.h"
#include "util/u_simple_shaders.h"
#include "util/u_draw_quad.h"
+#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
void
st_init_clear(struct st_context *st)
{
- struct pipe_screen *pscreen = st->pipe->screen;
-
memset(&st->clear, 0, sizeof(st->clear));
- st->clear.raster.gl_rasterization_rules = 1;
- st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
+ st->clear.raster.half_pixel_center = 1;
+ st->clear.raster.bottom_edge_rule = 1;
+ st->clear.raster.depth_clip = 1;
}
cso_delete_vertex_shader(st->cso_context, st->clear.vs);
st->clear.vs = NULL;
}
- if (st->clear.vbuf) {
- pipe_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf = NULL;
- }
}
set_fragment_shader(struct st_context *st)
{
if (!st->clear.fs)
- st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
+ st->clear.fs =
+ util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
+ TGSI_INTERPOLATE_CONSTANT,
+ TRUE);
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
}
if (!st->clear.vs)
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_COLOR };
+ TGSI_SEMANTIC_GENERIC };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
semantic_names,
}
+static void
+set_vertex_shader_layered(struct st_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+
+ if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID) ||
+ !pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER)) {
+ assert(!"Got layered clear, but the VS layer output is unsupported");
+ set_vertex_shader(st);
+ return;
+ }
+
+ if (!st->clear.vs_layered) {
+ st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
+ }
+
+ cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
+}
+
+
/**
* Draw a screen-aligned quadrilateral.
* Coords are clip coords with y=0=bottom.
static void
draw_quad(struct st_context *st,
float x0, float y0, float x1, float y1, GLfloat z,
+ unsigned num_instances,
const union pipe_color_union *color)
{
- struct pipe_context *pipe = st->pipe;
-
- /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
- * no_flush) updates to buffers where we know there is no conflict
- * with previous data. Currently using max_slots > 1 will cause
- * synchronous rendering if the driver flushes its command buffers
- * between one bitmap and the next. Our flush hook below isn't
- * sufficient to catch this as the driver doesn't tell us when it
- * flushes its own command buffers. Until this gets fixed, pay the
- * price of allocating a new buffer for each bitmap cache-flush to
- * avoid synchronous rendering.
- */
- const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
+ struct cso_context *cso = st->cso_context;
+ struct pipe_vertex_buffer vb = {0};
GLuint i;
+ float (*vertices)[2][4]; /**< vertex pos + color */
- if (st->clear.vbuf_slot >= max_slots) {
- pipe_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf_slot = 0;
- }
-
- 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));
- }
+ vb.stride = 8 * sizeof(float);
- if (!st->clear.vbuf) {
- /* ran out of memory */
+ if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]),
+ &vb.buffer_offset, &vb.buffer,
+ (void **) &vertices) != PIPE_OK) {
return;
}
/* positions */
- st->clear.vertices[0][0][0] = x0;
- st->clear.vertices[0][0][1] = y0;
+ vertices[0][0][0] = x0;
+ vertices[0][0][1] = y0;
- st->clear.vertices[1][0][0] = x1;
- st->clear.vertices[1][0][1] = y0;
+ vertices[1][0][0] = x1;
+ vertices[1][0][1] = y0;
- st->clear.vertices[2][0][0] = x1;
- st->clear.vertices[2][0][1] = y1;
+ vertices[2][0][0] = x1;
+ vertices[2][0][1] = y1;
- st->clear.vertices[3][0][0] = x0;
- st->clear.vertices[3][0][1] = y1;
+ vertices[3][0][0] = x0;
+ vertices[3][0][1] = y1;
/* same for all verts: */
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->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];
+ vertices[i][0][2] = z;
+ vertices[i][0][3] = 1.0;
+ vertices[i][1][0] = color->f[0];
+ vertices[i][1][1] = color->f[1];
+ vertices[i][1][2] = color->f[2];
+ vertices[i][1][3] = color->f[3];
}
- /* put vertex data into 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);
+ u_upload_unmap(st->uploader);
/* draw */
- util_draw_vertex_buffer(pipe,
- st->cso_context,
- st->clear.vbuf,
- st->clear.vbuf_slot * sizeof(st->clear.vertices),
- PIPE_PRIM_TRIANGLE_FAN,
- 4, /* verts */
- 2); /* attribs/vert */
-
- /* Increment slot */
- st->clear.vbuf_slot++;
+ cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb);
+ cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
+ 0, num_instances);
+ pipe_resource_reference(&vb.buffer, NULL);
}
* ctx->DrawBuffer->_X/Ymin/max fields.
*/
static void
-clear_with_quad(struct gl_context *ctx,
- GLboolean color, GLboolean depth, GLboolean stencil)
+clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
{
struct st_context *st = st_context(ctx);
const struct gl_framebuffer *fb = ctx->DrawBuffer;
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;
+ unsigned num_layers =
+ util_framebuffer_get_num_layers(&st->state.framebuffer);
/*
printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
cso_save_stencil_ref(st->cso_context);
cso_save_depth_stencil_alpha(st->cso_context);
cso_save_rasterizer(st->cso_context);
+ cso_save_sample_mask(st->cso_context);
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);
+ cso_save_aux_vertex_buffer_slot(st->cso_context);
/* blend state: RGBA masking */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- if (color) {
- if (ctx->Color.ColorMask[0][0])
- blend.rt[0].colormask |= PIPE_MASK_R;
- if (ctx->Color.ColorMask[0][1])
- blend.rt[0].colormask |= PIPE_MASK_G;
- if (ctx->Color.ColorMask[0][2])
- blend.rt[0].colormask |= PIPE_MASK_B;
- if (ctx->Color.ColorMask[0][3])
- blend.rt[0].colormask |= PIPE_MASK_A;
+ if (clear_buffers & PIPE_CLEAR_COLOR) {
+ int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
+ ctx->DrawBuffer->_NumColorDrawBuffers : 1;
+ int i;
+
+ blend.independent_blend_enable = num_buffers > 1;
+
+ for (i = 0; i < num_buffers; i++) {
+ if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
+ continue;
+
+ if (ctx->Color.ColorMask[i][0])
+ blend.rt[i].colormask |= PIPE_MASK_R;
+ if (ctx->Color.ColorMask[i][1])
+ blend.rt[i].colormask |= PIPE_MASK_G;
+ if (ctx->Color.ColorMask[i][2])
+ blend.rt[i].colormask |= PIPE_MASK_B;
+ if (ctx->Color.ColorMask[i][3])
+ blend.rt[i].colormask |= PIPE_MASK_A;
+ }
+
if (st->ctx->Color.DitherFlag)
blend.dither = 1;
}
{
struct pipe_depth_stencil_alpha_state depth_stencil;
memset(&depth_stencil, 0, sizeof(depth_stencil));
- if (depth) {
+ if (clear_buffers & PIPE_CLEAR_DEPTH) {
depth_stencil.depth.enabled = 1;
depth_stencil.depth.writemask = 1;
depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
}
- if (stencil) {
+ if (clear_buffers & PIPE_CLEAR_STENCIL) {
struct pipe_stencil_ref stencil_ref;
memset(&stencil_ref, 0, sizeof(stencil_ref));
depth_stencil.stencil[0].enabled = 1;
cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
-
+ cso_set_sample_mask(st->cso_context, ~0);
cso_set_rasterizer(st->cso_context, &st->clear.raster);
/* viewport state: viewport matching window dims */
cso_set_viewport(st->cso_context, &vp);
}
- cso_set_clip(st->cso_context, &st->clear.clip);
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);
- }
+ if (num_layers > 1)
+ set_vertex_shader_layered(st);
+ else
+ set_vertex_shader(st);
+
+ /* We can't translate the clear color to the colorbuffer format,
+ * because different colorbuffers may have different formats.
+ */
/* draw quad matching scissor rect */
- draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
+ draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
+ (union pipe_color_union*)&ctx->Color.ClearColor);
/* Restore pipe state */
cso_restore_blend(st->cso_context);
cso_restore_stencil_ref(st->cso_context);
cso_restore_depth_stencil_alpha(st->cso_context);
cso_restore_rasterizer(st->cso_context);
+ cso_restore_sample_mask(st->cso_context);
cso_restore_viewport(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_aux_vertex_buffer_slot(st->cso_context);
cso_restore_stream_outputs(st->cso_context);
}
/**
- * Determine if we need to clear the depth buffer by drawing a quad.
+ * Return if the scissor must be enabled during the clear.
*/
static INLINE GLboolean
-check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
+is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
- if (ctx->Scissor.Enabled &&
- (ctx->Scissor.X != 0 ||
- ctx->Scissor.Y != 0 ||
- ctx->Scissor.Width < rb->Width ||
- ctx->Scissor.Height < rb->Height))
- return GL_TRUE;
-
- if (!ctx->Color.ColorMask[0][0] ||
- !ctx->Color.ColorMask[0][1] ||
- !ctx->Color.ColorMask[0][2] ||
- !ctx->Color.ColorMask[0][3])
- return GL_TRUE;
-
- return GL_FALSE;
+ return ctx->Scissor.Enabled &&
+ (ctx->Scissor.X > 0 ||
+ ctx->Scissor.Y > 0 ||
+ (unsigned) ctx->Scissor.Width < rb->Width ||
+ (unsigned) ctx->Scissor.Height < rb->Height);
}
/**
- * Determine if we need to clear the combiend depth/stencil buffer by
- * drawing a quad.
+ * Return if all of the color channels are masked.
*/
static INLINE GLboolean
-check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
+is_color_disabled(struct gl_context *ctx, int i)
{
- const GLuint stencilMax = 0xff;
- GLboolean maskStencil
- = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
-
- assert(rb->Format == MESA_FORMAT_S8 ||
- rb->Format == MESA_FORMAT_Z24_S8 ||
- rb->Format == MESA_FORMAT_S8_Z24 ||
- rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
-
- if (ctx->Scissor.Enabled &&
- (ctx->Scissor.X != 0 ||
- ctx->Scissor.Y != 0 ||
- ctx->Scissor.Width < rb->Width ||
- ctx->Scissor.Height < rb->Height))
- return GL_TRUE;
-
- if (maskStencil)
- return GL_TRUE;
-
- return GL_FALSE;
+ return !ctx->Color.ColorMask[i][0] &&
+ !ctx->Color.ColorMask[i][1] &&
+ !ctx->Color.ColorMask[i][2] &&
+ !ctx->Color.ColorMask[i][3];
}
/**
- * Determine if we need to clear the depth buffer by drawing a quad.
+ * Return if any of the color channels are masked.
*/
static INLINE GLboolean
-check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
- boolean ds_separate)
+is_color_masked(struct gl_context *ctx, int i)
{
- const struct st_renderbuffer *strb = st_renderbuffer(rb);
- const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
-
- if (ctx->Scissor.Enabled &&
- (ctx->Scissor.X != 0 ||
- ctx->Scissor.Y != 0 ||
- ctx->Scissor.Width < rb->Width ||
- ctx->Scissor.Height < rb->Height))
- return GL_TRUE;
-
- if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
- return GL_TRUE;
-
- return GL_FALSE;
+ return !ctx->Color.ColorMask[i][0] ||
+ !ctx->Color.ColorMask[i][1] ||
+ !ctx->Color.ColorMask[i][2] ||
+ !ctx->Color.ColorMask[i][3];
}
/**
- * Determine if we need to clear the stencil buffer by drawing a quad.
+ * Return if any of the stencil bits are masked.
*/
static INLINE GLboolean
-check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
- boolean ds_separate)
+is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
- const struct st_renderbuffer *strb = st_renderbuffer(rb);
- const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
const GLuint stencilMax = 0xff;
- const GLboolean maskStencil
- = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
-
- assert(rb->Format == MESA_FORMAT_S8 ||
- rb->Format == MESA_FORMAT_Z24_S8 ||
- rb->Format == MESA_FORMAT_S8_Z24 ||
- rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
-
- if (maskStencil)
- return GL_TRUE;
-
- if (ctx->Scissor.Enabled &&
- (ctx->Scissor.X != 0 ||
- ctx->Scissor.Y != 0 ||
- ctx->Scissor.Width < rb->Width ||
- ctx->Scissor.Height < rb->Height))
- return GL_TRUE;
-
- /* This is correct, but it is necessary to look at the depth clear
- * value held in the surface when it comes time to issue the clear,
- * rather than taking depth and stencil clear values from the
- * current state.
- */
- if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
- return GL_TRUE;
- return GL_FALSE;
+ assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
+ return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
}
-
-/**
- * Called when we need to flush.
- */
-void
-st_flush_clear(struct st_context *st)
-{
- /* Release vertex buffer to avoid synchronous rendering if we were
- * to map it in the next frame.
- */
- pipe_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf_slot = 0;
-}
-
-
-
/**
* Called via ctx->Driver.Clear()
*/
static void
st_Clear(struct gl_context *ctx, GLbitfield mask)
{
- static const GLbitfield BUFFER_BITS_DS
- = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
struct st_context *st = st_context(ctx);
struct gl_renderbuffer *depthRb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
struct st_renderbuffer *strb = st_renderbuffer(rb);
+ int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
if (!strb || !strb->surface)
continue;
- if (check_clear_color_with_quad( ctx, rb ))
- quad_buffers |= PIPE_CLEAR_COLOR;
+ if (is_color_disabled(ctx, colormask_index))
+ continue;
+
+ if (is_scissor_enabled(ctx, rb) ||
+ is_color_masked(ctx, colormask_index))
+ quad_buffers |= PIPE_CLEAR_COLOR0 << i;
else
- clear_buffers |= PIPE_CLEAR_COLOR;
+ clear_buffers |= PIPE_CLEAR_COLOR0 << i;
}
}
}
- if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
- /* clearing combined depth + stencil */
+ if (mask & BUFFER_BIT_DEPTH) {
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
- if (check_clear_depth_stencil_with_quad(ctx, depthRb))
- quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ if (is_scissor_enabled(ctx, depthRb))
+ quad_buffers |= PIPE_CLEAR_DEPTH;
else
- clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ clear_buffers |= PIPE_CLEAR_DEPTH;
}
}
- 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,
- st->clear.enable_ds_separate))
- quad_buffers |= PIPE_CLEAR_DEPTH;
- else
- clear_buffers |= PIPE_CLEAR_DEPTH;
- }
- }
- if (mask & BUFFER_BIT_STENCIL) {
- struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
+ if (mask & BUFFER_BIT_STENCIL) {
+ struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
- if (strb->surface) {
- if (check_clear_stencil_with_quad(ctx, stencilRb,
- st->clear.enable_ds_separate))
- quad_buffers |= PIPE_CLEAR_STENCIL;
- else
- clear_buffers |= PIPE_CLEAR_STENCIL;
- }
+ if (strb->surface) {
+ if (is_scissor_enabled(ctx, stencilRb) ||
+ is_stencil_masked(ctx, stencilRb))
+ quad_buffers |= PIPE_CLEAR_STENCIL;
+ else
+ clear_buffers |= PIPE_CLEAR_STENCIL;
}
}
*/
if (quad_buffers) {
quad_buffers |= clear_buffers;
- clear_with_quad(ctx,
- quad_buffers & PIPE_CLEAR_COLOR,
- quad_buffers & PIPE_CLEAR_DEPTH,
- quad_buffers & PIPE_CLEAR_STENCIL);
+ clear_with_quad(ctx, quad_buffers);
} 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.
+ /* We can't translate the clear color to the colorbuffer format,
+ * because different colorbuffers may have different formats.
*/
- 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,
+ st->pipe->clear(st->pipe, clear_buffers,
+ (union pipe_color_union*)&ctx->Color.ClearColor,
ctx->Depth.Clear, ctx->Stencil.Clear);
}
if (mask & BUFFER_BIT_ACCUM)