mesa: fix fallthrough in glformats
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index 3b51bd2c8a7217a131f6487c4410ed95376637ac..e38f44ed78bc5ac3ee17683e62deef74a6227cc8 100644 (file)
 #include "st_cb_fbo.h"
 #include "st_draw.h"
 #include "st_format.h"
+#include "st_nir.h"
 #include "st_program.h"
+#include "st_util.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"
+#include "util/format/u_format.h"
 #include "util/u_inlines.h"
 #include "util/u_simple_shaders.h"
 
@@ -83,19 +85,19 @@ void
 st_destroy_clear(struct st_context *st)
 {
    if (st->clear.fs) {
-      cso_delete_fragment_shader(st->cso_context, st->clear.fs);
+      st->pipe->delete_fs_state(st->pipe, st->clear.fs);
       st->clear.fs = NULL;
    }
    if (st->clear.vs) {
-      cso_delete_vertex_shader(st->cso_context, st->clear.vs);
+      st->pipe->delete_vs_state(st->pipe, st->clear.vs);
       st->clear.vs = NULL;
    }
    if (st->clear.vs_layered) {
-      cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered);
+      st->pipe->delete_vs_state(st->pipe, st->clear.vs_layered);
       st->clear.vs_layered = NULL;
    }
    if (st->clear.gs_layered) {
-      cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered);
+      st->pipe->delete_gs_state(st->pipe, st->clear.gs_layered);
       st->clear.gs_layered = NULL;
    }
 }
@@ -107,34 +109,83 @@ st_destroy_clear(struct st_context *st)
 static inline void
 set_fragment_shader(struct st_context *st)
 {
-   if (!st->clear.fs)
-      st->clear.fs =
-         util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
-                                               TGSI_INTERPOLATE_CONSTANT,
-                                               TRUE);
+   struct pipe_screen *pscreen = st->pipe->screen;
+   bool use_nir = PIPE_SHADER_IR_NIR ==
+      pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
+                                PIPE_SHADER_CAP_PREFERRED_IR);
+
+   if (!st->clear.fs) {
+      if (use_nir) {
+         unsigned inputs[] = { VARYING_SLOT_VAR0 };
+         unsigned outputs[] = { FRAG_RESULT_COLOR };
+         unsigned interpolation[] = { INTERP_MODE_FLAT };
+         st->clear.fs = st_nir_make_passthrough_shader(st, "clear FS",
+                                                       MESA_SHADER_FRAGMENT,
+                                                       1, inputs, outputs,
+                                                       interpolation, 0);
+      } else {
+         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);
 }
 
 
+static void *
+make_nir_clear_vertex_shader(struct st_context *st, bool layered)
+{
+   const char *shader_name = layered ? "layered clear VS" : "clear VS";
+   unsigned inputs[] = {
+      VERT_ATTRIB_POS,
+      VERT_ATTRIB_GENERIC0,
+      SYSTEM_VALUE_INSTANCE_ID,
+   };
+   unsigned outputs[] = {
+      VARYING_SLOT_POS,
+      VARYING_SLOT_VAR0,
+      VARYING_SLOT_LAYER
+   };
+
+   return st_nir_make_passthrough_shader(st, shader_name, MESA_SHADER_VERTEX,
+                                         layered ? 3 : 2, inputs, outputs,
+                                         NULL, (1 << 2));
+}
+
+
 /**
  * Helper function to set the vertex shader.
  */
 static inline void
 set_vertex_shader(struct st_context *st)
 {
+   struct pipe_screen *pscreen = st->pipe->screen;
+   bool use_nir = PIPE_SHADER_IR_NIR ==
+      pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
+                                PIPE_SHADER_CAP_PREFERRED_IR);
+
    /* 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_GENERIC };
-      const uint semantic_indexes[] = { 0, 0 };
-      st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
-                                                         semantic_names,
-                                                         semantic_indexes,
-                                                         FALSE);
+      if (use_nir) {
+         st->clear.vs = make_nir_clear_vertex_shader(st, false);
+      } else {
+         const enum tgsi_semantic semantic_names[] = {
+            TGSI_SEMANTIC_POSITION,
+            TGSI_SEMANTIC_GENERIC
+         };
+         const uint semantic_indexes[] = { 0, 0 };
+         st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
+                                                            semantic_names,
+                                                            semantic_indexes,
+                                                            FALSE);
+      }
    }
 
    cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
@@ -146,6 +197,10 @@ static void
 set_vertex_shader_layered(struct st_context *st)
 {
    struct pipe_context *pipe = st->pipe;
+   struct pipe_screen *pscreen = pipe->screen;
+   bool use_nir = PIPE_SHADER_IR_NIR ==
+      pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
+                                PIPE_SHADER_CAP_PREFERRED_IR);
 
    if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
       assert(!"Got layered clear, but VS instancing is unsupported");
@@ -157,7 +212,9 @@ set_vertex_shader_layered(struct st_context *st)
       bool vs_layer =
          pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
       if (vs_layer) {
-         st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
+         st->clear.vs_layered =
+            use_nir ? make_nir_clear_vertex_shader(st, true)
+                    : util_make_layered_clear_vertex_shader(pipe);
       } else {
          st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
          st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
@@ -210,7 +267,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
                         CSO_BIT_STREAM_OUTPUTS |
                         CSO_BIT_VERTEX_ELEMENTS |
                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
-                        CSO_BIT_PAUSE_QUERIES |
+                        (st->active_queries ? CSO_BIT_PAUSE_QUERIES : 0) |
                         CSO_BITS_ALL_SHADERS));
 
    /* blend state: RGBA masking */
@@ -223,6 +280,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
          int i;
 
          blend.independent_blend_enable = num_buffers > 1;
+         blend.max_rt = num_buffers - 1;
 
          for (i = 0; i < num_buffers; i++) {
             if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
@@ -264,10 +322,13 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
       cso_set_depth_stencil_alpha(cso, &depth_stencil);
    }
 
-   cso_set_vertex_elements(cso, 2, st->util_velems);
+   st->util_velems.count = 2;
+   cso_set_vertex_elements(cso, &st->util_velems);
+
    cso_set_stream_outputs(cso, 0, NULL, NULL);
    cso_set_sample_mask(cso, ~0);
    cso_set_min_samples(cso, 1);
+   st->clear.raster.multisample = st->state.fb_num_samples > 1;
    cso_set_rasterizer(cso, &st->clear.raster);
 
    /* viewport state: viewport matching window dims */
@@ -371,6 +432,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
       = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
    GLbitfield quad_buffers = 0x0;
    GLbitfield clear_buffers = 0x0;
+   bool have_scissor_buffers = false;
    GLuint i;
 
    st_flush_bitmap_cache(st);
@@ -392,15 +454,23 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
             if (!strb || !strb->surface)
                continue;
 
-            if (!GET_COLORMASK(ctx->Color.ColorMask, colormask_index))
+            unsigned colormask =
+               GET_COLORMASK(ctx->Color.ColorMask, colormask_index);
+
+            if (!colormask)
                continue;
 
-            if (is_scissor_enabled(ctx, rb) ||
+            unsigned surf_colormask =
+               util_format_colormask(util_format_description(strb->surface->format));
+
+            bool scissor = is_scissor_enabled(ctx, rb);
+            if ((scissor && !st->can_scissor_clear) ||
                 is_window_rectangle_enabled(ctx) ||
-                GET_COLORMASK(ctx->Color.ColorMask, colormask_index) != 0xf)
+                ((colormask & surf_colormask) != surf_colormask))
                quad_buffers |= PIPE_CLEAR_COLOR0 << i;
             else
                clear_buffers |= PIPE_CLEAR_COLOR0 << i;
+            have_scissor_buffers |= scissor && st->can_scissor_clear;
          }
       }
    }
@@ -443,10 +513,31 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
     * renderbuffers, because it's likely to be faster.
     */
    if (clear_buffers) {
+      const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
+      struct pipe_scissor_state scissor_state = {
+         .minx = MAX2(scissor->X, 0),
+         .miny = MAX2(scissor->Y, 0),
+         .maxx = MAX2(scissor->X + scissor->Width, 0),
+         .maxy = MAX2(scissor->Y + scissor->Height, 0),
+
+      };
+
+      /* Now invert Y if needed.
+       * Gallium drivers use the convention Y=0=top for surfaces.
+       */
+      if (st->state.fb_orientation == Y_0_TOP) {
+         const struct gl_framebuffer *fb = ctx->DrawBuffer;
+         /* use intermediate variables to avoid uint underflow */
+         GLint miny, maxy;
+         miny = fb->Height - scissor_state.maxy;
+         maxy = fb->Height - scissor_state.miny;
+         scissor_state.miny = MAX2(miny, 0);
+         scissor_state.maxy = MAX2(maxy, 0);
+      }
       /* We can't translate the clear color to the colorbuffer format,
        * because different colorbuffers may have different formats.
        */
-      st->pipe->clear(st->pipe, clear_buffers,
+      st->pipe->clear(st->pipe, clear_buffers, have_scissor_buffers ? &scissor_state : NULL,
                       (union pipe_color_union*)&ctx->Color.ClearColor,
                       ctx->Depth.Clear, ctx->Stencil.Clear);
    }