glsl: fix some uninitialized pointers
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index cdfcdcee72c4adf4da6a91e1fc1ce84e9d9659c7..8a8c99f7e171e5ee1368e8c6991a26aa964949ca 100644 (file)
@@ -2,6 +2,7 @@
  * 
  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
  * All Rights Reserved.
+ * Copyright 2009 VMware, Inc.  All Rights Reserved.
  * 
  * Permission is hereby granted, free of charge, to any person obtaining a
  * copy of this software and associated documentation files (the
@@ -29,6 +30,7 @@
   * Authors:
   *   Keith Whitwell <keith@tungstengraphics.com>
   *   Brian Paul
+  *   Michel Dänzer
   */
 
 #include "main/glheader.h"
@@ -43,6 +45,7 @@
 #include "st_program.h"
 #include "st_public.h"
 #include "st_mesa_to_tgsi.h"
+#include "st_inlines.h"
 
 #include "pipe/p_context.h"
 #include "pipe/p_inlines.h"
@@ -60,24 +63,15 @@ 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;
+
+   /* rasterizer state: bypass vertex shader, clipping and viewport */
+   st->clear.raster.bypass_vs_clip_and_viewport = 1;
 
    /* fragment shader state: color pass-through program */
    st->clear.fs =
-      util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
+      util_make_fragment_passthrough_shader(pipe);
 
    /* vertex shader state: color/position pass-through */
    {
@@ -86,8 +80,7 @@ st_init_clear(struct st_context *st)
       const uint semantic_indexes[] = { 0, 0 };
       st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
                                                          semantic_names,
-                                                         semantic_indexes,
-                                                         &st->clear.vert_shader);
+                                                         semantic_indexes);
    }
 }
 
@@ -95,18 +88,6 @@ st_init_clear(struct st_context *st)
 void
 st_destroy_clear(struct st_context *st)
 {
-   struct pipe_context *pipe = st->pipe;
-
-   if (st->clear.vert_shader.tokens) {
-      FREE((void *) st->clear.vert_shader.tokens);
-      st->clear.vert_shader.tokens = NULL;
-   }
-
-   if (st->clear.frag_shader.tokens) {
-      FREE((void *) st->clear.frag_shader.tokens);
-      st->clear.frag_shader.tokens = NULL;
-   }
-
    if (st->clear.fs) {
       cso_delete_fragment_shader(st->cso_context, st->clear.fs);
       st->clear.fs = NULL;
@@ -116,30 +97,17 @@ st_destroy_clear(struct st_context *st)
       st->clear.vs = NULL;
    }
    if (st->clear.vbuf) {
-      pipe_buffer_destroy(pipe, st->clear.vbuf);
+      pipe_buffer_reference(&st->clear.vbuf, NULL);
       st->clear.vbuf = NULL;
    }
 }
 
 
-static GLboolean
-is_depth_stencil_format(enum pipe_format pipeFormat)
-{
-   switch (pipeFormat) {
-   case PIPE_FORMAT_S8Z24_UNORM:
-   case PIPE_FORMAT_Z24S8_UNORM:
-      return GL_TRUE;
-   default:
-      return GL_FALSE;
-   }
-}
-
-
-
 /**
  * Draw a screen-aligned quadrilateral.
- * Coords are window coords with y=0=bottom.  These coords will be transformed
- * by the vertex shader and viewport transform (which will flip Y if needed).
+ * Coords are window coords with y=0=bottom.  These will be passed
+ * through unmodified to the rasterizer as we have set
+ * rasterizer->bypass_vs_clip_and_viewport.
  */
 static void
 draw_quad(GLcontext *ctx,
@@ -148,12 +116,17 @@ draw_quad(GLcontext *ctx,
 {
    struct st_context *st = ctx->st;
    struct pipe_context *pipe = st->pipe;
+   const GLuint max_slots = 1024 / sizeof(st->clear.vertices);
    GLuint i;
-   void *buf;
+
+   if (st->clear.vbuf_slot >= max_slots) {
+      pipe_buffer_reference(&st->clear.vbuf, NULL);
+      st->clear.vbuf_slot = 0;
+   }
 
    if (!st->clear.vbuf) {
-      st->clear.vbuf = pipe_buffer_create(pipe, 32, PIPE_BUFFER_USAGE_VERTEX,
-                                          sizeof(st->clear.vertices));
+      st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
+                                          max_slots * sizeof(st->clear.vertices));
    }
 
    /* positions */
@@ -180,15 +153,21 @@ draw_quad(GLcontext *ctx,
    }
 
    /* put vertex data into vbuf */
-   buf = pipe_buffer_map(pipe, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
-   memcpy(buf, st->clear.vertices, sizeof(st->clear.vertices));
-   pipe_buffer_unmap(pipe, st->clear.vbuf);
+   st_no_flush_pipe_buffer_write(st, st->clear.vbuf,
+                                st->clear.vbuf_slot * sizeof(st->clear.vertices),
+                                sizeof(st->clear.vertices),
+                                st->clear.vertices);
 
    /* draw */
-   util_draw_vertex_buffer(pipe, st->clear.vbuf,
+   util_draw_vertex_buffer(pipe, 
+                           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++;
 }
 
 
@@ -203,17 +182,17 @@ clear_with_quad(GLcontext *ctx,
                 GLboolean color, GLboolean depth, GLboolean stencil)
 {
    struct st_context *st = ctx->st;
-   const GLfloat x0 = ctx->DrawBuffer->_Xmin;
-   const GLfloat x1 = ctx->DrawBuffer->_Xmax;
+   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 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
-      y1 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin;
+      y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
+      y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
    }
    else {
-      y0 = ctx->DrawBuffer->_Ymin;
-      y1 = ctx->DrawBuffer->_Ymax;
+      y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
+      y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
    }
 
    /*
@@ -228,7 +207,6 @@ clear_with_quad(GLcontext *ctx,
    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);
 
@@ -272,27 +250,25 @@ clear_with_quad(GLcontext *ctx,
          depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
          depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
          depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
-         depth_stencil.stencil[0].value_mask = 0xff;
-         depth_stencil.stencil[0].write_mask = ctx->Stencil.WriteMask[0] & 0xff;
+         depth_stencil.stencil[0].valuemask = 0xff;
+         depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
       }
 
       cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
    }
 
    cso_set_rasterizer(st->cso_context, &st->clear.raster);
-   cso_set_viewport(st->cso_context, &st->clear.viewport);
 
    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);
 
    /* Restore pipe state */
    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);
 }
@@ -304,12 +280,11 @@ clear_with_quad(GLcontext *ctx,
 static INLINE GLboolean
 check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 {
-   const struct st_renderbuffer *strb = st_renderbuffer(rb);
-
-   if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
-      return FALSE;
-
-   if (ctx->Scissor.Enabled)
+   if (ctx->Scissor.Enabled &&
+       (ctx->Scissor.X != 0 ||
+        ctx->Scissor.Y != 0 ||
+        ctx->Scissor.Width < rb->Width ||
+        ctx->Scissor.Height < rb->Height))
       return TRUE;
 
    if (!ctx->Color.ColorMask[0] ||
@@ -325,15 +300,15 @@ check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 static INLINE GLboolean
 check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 {
-   const struct st_renderbuffer *strb = st_renderbuffer(rb);
    const GLuint stencilMax = (1 << rb->StencilBits) - 1;
    GLboolean maskStencil
       = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
 
-   if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
-      return FALSE;
-
-   if (ctx->Scissor.Enabled)
+   if (ctx->Scissor.Enabled &&
+       (ctx->Scissor.X != 0 ||
+        ctx->Scissor.Y != 0 ||
+        ctx->Scissor.Width < rb->Width ||
+        ctx->Scissor.Height < rb->Height))
       return TRUE;
 
    if (maskStencil)
@@ -350,16 +325,16 @@ static INLINE GLboolean
 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 {
    const struct st_renderbuffer *strb = st_renderbuffer(rb);
-   const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
-
-   if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
-      return FALSE;
+   const GLboolean isDS = pf_is_depth_and_stencil(strb->surface->format);
 
-   if (ctx->Scissor.Enabled)
+   if (ctx->Scissor.Enabled &&
+       (ctx->Scissor.X != 0 ||
+        ctx->Scissor.Y != 0 ||
+        ctx->Scissor.Width < rb->Width ||
+        ctx->Scissor.Height < rb->Height))
       return TRUE;
 
    if (isDS && 
-       strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
        ctx->DrawBuffer->Visual.stencilBits > 0)
       return TRUE;
 
@@ -374,18 +349,19 @@ static INLINE GLboolean
 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 {
    const struct st_renderbuffer *strb = st_renderbuffer(rb);
-   const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
+   const GLboolean isDS = pf_is_depth_and_stencil(strb->surface->format);
    const GLuint stencilMax = (1 << rb->StencilBits) - 1;
    const GLboolean maskStencil
       = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
 
-   if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
-      return FALSE;
-
    if (maskStencil) 
       return TRUE;
 
-   if (ctx->Scissor.Enabled)
+   if (ctx->Scissor.Enabled &&
+       (ctx->Scissor.X != 0 ||
+        ctx->Scissor.Y != 0 ||
+        ctx->Scissor.Width < rb->Width ||
+        ctx->Scissor.Height < rb->Height))
       return TRUE;
 
    /* This is correct, but it is necessary to look at the depth clear
@@ -394,7 +370,6 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
     * current state.
     */
    if (isDS && 
-       strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
        ctx->DrawBuffer->Visual.depthBits > 0)
       return TRUE;
 
@@ -403,95 +378,15 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 
 
 
-static void
-clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
-{
-   if (check_clear_color_with_quad( ctx, rb )) {
-      /* masking or scissoring */
-      clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
-   }
-   else {
-      /* clear whole buffer w/out masking */
-      struct st_renderbuffer *strb = st_renderbuffer(rb);
-      uint clearValue;
-      util_pack_color(ctx->Color.ClearColor, PIPE_FORMAT_A8R8G8B8_UNORM, &clearValue);
-      ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
-   }
-}
-
-
-static void
-clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
-{
-   if (check_clear_depth_with_quad(ctx, rb)) {
-      /* scissoring or we have a combined depth/stencil buffer */
-      clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
-   }
-   else {
-      struct st_renderbuffer *strb = st_renderbuffer(rb);
-
-      /* simple clear of whole buffer */
-      uint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
-      ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
-   }
-}
-
-
-static void
-clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
-{
-   if (check_clear_stencil_with_quad(ctx, rb)) {
-      /* masking or scissoring or combined depth/stencil buffer */
-      clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
-   }
-   else {
-      struct st_renderbuffer *strb = st_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);
-   }
-}
-
-
-static void
-clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
+void st_flush_clear( struct st_context *st )
 {
-
-   if (check_clear_depth_stencil_with_quad(ctx, rb)) {
-      /* masking or scissoring */
-      clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
-   }
-   else {
-      struct st_renderbuffer *strb = st_renderbuffer(rb);
-
-      /* clear whole buffer w/out masking */
-      GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
-
-      switch (strb->surface->format) {
-      case PIPE_FORMAT_S8Z24_UNORM:
-         clearValue |= ctx->Stencil.Clear << 24;
-         break;
-      case PIPE_FORMAT_Z24S8_UNORM:
-         clearValue |= ctx->Stencil.Clear;
-         break;
-      default:
-         assert(0);
-      }  
-
-      ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
-   }
+   /* Release vertex buffer to avoid synchronous rendering if we were
+    * to map it in the next frame.
+    */
+   pipe_buffer_reference(&st->clear.vbuf, NULL);
+   st->clear.vbuf_slot = 0;
 }
-
 
 
 /**
@@ -508,51 +403,89 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
       = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
    struct gl_renderbuffer *stencilRb
       = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
-   GLbitfield cmask = mask & BUFFER_BITS_COLOR;
+   GLbitfield quad_buffers = 0;
+   GLbitfield clear_buffers = 0;
+   GLuint i;
 
-   /* This makes sure the softpipe has the latest scissor, etc values */
+   /* This makes sure the pipe has the latest scissor, etc values */
    st_validate_state( st );
 
-   /*
-    * XXX TO-DO:
-    * If we're going to use clear_with_quad() for any reason, use it to
-    * clear as many other buffers as possible.
-    * As it is now, we sometimes call clear_with_quad() three times to clear
-    * color/depth/stencil individually...
-    */
+   if (mask & BUFFER_BITS_COLOR) {
+      for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
+         GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
 
-   if (cmask) {
-      GLuint b;
-      for (b = 0; cmask; b++) {
-         if (cmask & (1 << b)) {
+         if (mask & (1 << b)) {
             struct gl_renderbuffer *rb
                = ctx->DrawBuffer->Attachment[b].Renderbuffer;
+            struct st_renderbuffer *strb;
+
             assert(rb);
-            clear_color_buffer(ctx, rb);
-            cmask &= ~(1 << b); /* turn off bit */
+
+            strb = st_renderbuffer(rb);
+
+            if (!strb->surface)
+               continue;
+
+            if (check_clear_color_with_quad( ctx, rb ))
+               quad_buffers |= PIPE_CLEAR_COLOR;
+            else
+               clear_buffers |= PIPE_CLEAR_COLOR;
          }
-         assert(b < BUFFER_COUNT);
       }
    }
 
-   if (mask & BUFFER_BIT_ACCUM) {
-      st_clear_accum_buffer(ctx,
-                       ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
-   }
-
    if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
       /* clearing combined depth + stencil */
-      clear_depth_stencil_buffer(ctx, depthRb);
+      struct st_renderbuffer *strb = st_renderbuffer(depthRb);
+
+      if (strb->surface) {
+         if (check_clear_depth_stencil_with_quad(ctx, depthRb))
+            quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+         else
+            clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+      }
    }
    else {
       /* separate depth/stencil clears */
       if (mask & BUFFER_BIT_DEPTH) {
-         clear_depth_buffer(ctx, depthRb);
+         struct st_renderbuffer *strb = st_renderbuffer(depthRb);
+
+         if (strb->surface) {
+            if (check_clear_depth_with_quad(ctx, depthRb))
+               quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+            else
+               clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+         }
       }
       if (mask & BUFFER_BIT_STENCIL) {
-         clear_stencil_buffer(ctx, stencilRb);
+         struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
+
+         if (strb->surface) {
+            if (check_clear_stencil_with_quad(ctx, stencilRb))
+               quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+            else
+               clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+         }
       }
    }
+
+   /*
+    * If we're going to use clear_with_quad() for any reason, use it for
+    * everything possible.
+    */
+   if (quad_buffers) {
+      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);
+
+   if (mask & BUFFER_BIT_ACCUM)
+      st_clear_accum_buffer(ctx,
+                            ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
 }