#include "main/glheader.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_program.h"
-#include "st_public.h"
-#include "st_inlines.h"
#include "pipe/p_context.h"
-#include "util/u_inlines.h"
+#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
+#include "util/u_inlines.h"
#include "util/u_simple_shaders.h"
#include "util/u_draw_quad.h"
#include "cso_cache/cso_context.h"
+/**
+ * Do per-context initialization for glClear.
+ */
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;
+ st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
/* fragment shader state: color pass-through program */
- st->clear.fs =
- util_make_fragment_passthrough_shader(pipe);
+ st->clear.fs = util_make_fragment_passthrough_shader(pipe);
/* vertex shader state: color/position pass-through */
{
}
+/**
+ * Free per-context state for glClear.
+ */
void
st_destroy_clear(struct st_context *st)
{
st->clear.vs = NULL;
}
if (st->clear.vbuf) {
- pipe_buffer_reference(&st->clear.vbuf, NULL);
+ pipe_resource_reference(&st->clear.vbuf, NULL);
st->clear.vbuf = NULL;
}
}
* 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])
{
- 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
GLuint i;
if (st->clear.vbuf_slot >= max_slots) {
- pipe_buffer_reference(&st->clear.vbuf, NULL);
+ pipe_resource_reference(&st->clear.vbuf, NULL);
st->clear.vbuf_slot = 0;
}
if (!st->clear.vbuf) {
- st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
+ st->clear.vbuf = pipe_buffer_create(pipe->screen,
+ PIPE_BIND_VERTEX_BUFFER,
max_slots * sizeof(st->clear.vertices));
}
}
/* put vertex data into vbuf */
- st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
- st->clear.vbuf_slot * sizeof(st->clear.vertices),
+ pipe_buffer_write_nooverlap(st->pipe, st->clear.vbuf,
+ st->clear.vbuf_slot
+ * sizeof(st->clear.vertices),
sizeof(st->clear.vertices),
st->clear.vertices);
* 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;
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, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
+ draw_quad(st, x0, y0, x1, y1,
+ (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
/* Restore pipe state */
cso_restore_blend(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
cso_restore_vertex_elements(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 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ 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 TRUE;
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
+/**
+ * Determine if we need to clear the combiend depth/stencil buffer by
+ * 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
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ return GL_TRUE;
if (maskStencil)
- return TRUE;
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
* 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.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ return GL_TRUE;
- if (isDS &&
- ctx->DrawBuffer->Visual.stencilBits > 0)
- return TRUE;
+ if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
+ return GL_TRUE;
- return FALSE;
+ 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);
rb->Format == MESA_FORMAT_S8_Z24);
if (maskStencil)
- return TRUE;
+ 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 TRUE;
+ 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 (isDS &&
- ctx->DrawBuffer->Visual.depthBits > 0)
- return TRUE;
+ if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
-void st_flush_clear( struct st_context *st )
+/**
+ * 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_buffer_reference(&st->clear.vbuf, NULL);
+ pipe_resource_reference(&st->clear.vbuf, NULL);
st->clear.vbuf_slot = 0;
}
/**
* Called via ctx->Driver.Clear()
- * XXX: doesn't pick up the differences between front/back/left/right
- * clears. Need to sort that out...
*/
-static void st_clear(GLcontext *ctx, GLbitfield mask)
+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 = ctx->st;
+ struct st_context *st = st_context(ctx);
struct gl_renderbuffer *depthRb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
- GLbitfield quad_buffers = 0;
- GLbitfield clear_buffers = 0;
+ GLbitfield quad_buffers = 0x0;
+ GLbitfield clear_buffers = 0x0;
GLuint i;
/* This makes sure the pipe has the latest scissor, etc values */
}
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.
+ */
+ 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;
+ st->pipe->clear(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);
}
-void st_init_clear_functions(struct dd_function_table *functions)
+void
+st_init_clear_functions(struct dd_function_table *functions)
{
- functions->Clear = st_clear;
+ functions->Clear = st_Clear;
}