/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
* Brian Paul
* Michel Dänzer
*/
+#include "main/errors.h"
#include "main/glheader.h"
+#include "main/accum.h"
#include "main/formats.h"
+#include "main/framebuffer.h"
#include "main/macros.h"
+#include "main/glformats.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
-#include "st_cb_accum.h"
+#include "st_cb_bitmap.h"
#include "st_cb_clear.h"
#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"
-#include "util/u_draw_quad.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_near = 1;
+ st->clear.raster.depth_clip_far = 1;
}
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.vbuf) {
- pipe_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf = NULL;
+ if (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) {
+ st->pipe->delete_gs_state(st->pipe, st->clear.gs_layered);
+ st->clear.gs_layered = NULL;
}
}
/**
* Helper function to set the fragment shaders.
*/
-static INLINE void
+static inline void
set_fragment_shader(struct st_context *st)
{
- if (!st->clear.fs)
- st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
+ 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
+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_COLOR };
- const uint semantic_indexes[] = { 0, 0 };
- st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
- semantic_names,
- semantic_indexes);
+ 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);
+ cso_set_geometry_shader_handle(st->cso_context, NULL);
}
-/**
- * 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,
- const GLfloat color[4])
+set_vertex_shader_layered(struct st_context *st)
{
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); */
- GLuint i;
-
- 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));
+ 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");
+ set_vertex_shader(st);
+ return;
}
- /* positions */
- st->clear.vertices[0][0][0] = x0;
- st->clear.vertices[0][0][1] = y0;
-
- st->clear.vertices[1][0][0] = x1;
- st->clear.vertices[1][0][1] = y0;
-
- st->clear.vertices[2][0][0] = x1;
- st->clear.vertices[2][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++) {
- 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];
+ if (!st->clear.vs_layered) {
+ bool vs_layer =
+ pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
+ if (vs_layer) {
+ 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);
+ }
}
- /* 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);
-
- /* 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_shader_handle(st->cso_context, st->clear.vs_layered);
+ cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered);
}
-
/**
* Do glClear by drawing a quadrilateral.
* The vertices of the quad will be computed from the
* 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);
+ struct cso_context *cso = st->cso_context;
const struct gl_framebuffer *fb = ctx->DrawBuffer;
const GLfloat fb_width = (GLfloat) fb->Width;
const GLfloat fb_height = (GLfloat) fb->Height;
+
+ _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
+
const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
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;
- float clearColor[4];
+ unsigned num_layers = st->state.fb_num_layers;
/*
- printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
+ printf("%s %s%s%s %f,%f %f,%f\n", __func__,
color ? "color, " : "",
depth ? "depth, " : "",
stencil ? "stencil" : "",
x1, y1);
*/
- cso_save_blend(st->cso_context);
- cso_save_stencil_ref(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_clip(st->cso_context);
- cso_save_fragment_shader(st->cso_context);
- cso_save_vertex_shader(st->cso_context);
- cso_save_vertex_elements(st->cso_context);
- cso_save_vertex_buffers(st->cso_context);
+ cso_save_state(cso, (CSO_BIT_BLEND |
+ CSO_BIT_STENCIL_REF |
+ CSO_BIT_DEPTH_STENCIL_ALPHA |
+ CSO_BIT_RASTERIZER |
+ CSO_BIT_SAMPLE_MASK |
+ CSO_BIT_MIN_SAMPLES |
+ CSO_BIT_VIEWPORT |
+ CSO_BIT_STREAM_OUTPUTS |
+ CSO_BIT_VERTEX_ELEMENTS |
+ CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ (st->active_queries ? CSO_BIT_PAUSE_QUERIES : 0) |
+ CSO_BITS_ALL_SHADERS));
/* 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 (st->ctx->Color.DitherFlag)
+ 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;
+ blend.max_rt = num_buffers - 1;
+
+ for (i = 0; i < num_buffers; i++) {
+ if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
+ continue;
+
+ blend.rt[i].colormask = GET_COLORMASK(ctx->Color.ColorMask, i);
+ }
+
+ if (ctx->Color.DitherFlag)
blend.dither = 1;
}
- cso_set_blend(st->cso_context, &blend);
+ cso_set_blend(cso, &blend);
}
/* depth_stencil state: always pass/set to ref value */
{
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;
depth_stencil.stencil[0].valuemask = 0xff;
depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
stencil_ref.ref_value[0] = ctx->Stencil.Clear;
- cso_set_stencil_ref(st->cso_context, &stencil_ref);
+ cso_set_stencil_ref(cso, &stencil_ref);
}
- cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
+ cso_set_depth_stencil_alpha(cso, &depth_stencil);
}
- cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
+ st->util_velems.count = 2;
+ cso_set_vertex_elements(cso, &st->util_velems);
- cso_set_rasterizer(st->cso_context, &st->clear.raster);
+ 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 */
- {
- const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
- struct pipe_viewport_state vp;
- vp.scale[0] = 0.5f * fb_width;
- vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
- vp.scale[2] = 1.0f;
- vp.scale[3] = 1.0f;
- vp.translate[0] = 0.5f * fb_width;
- vp.translate[1] = 0.5f * fb_height;
- vp.translate[2] = 0.0f;
- vp.translate[3] = 0.0f;
- cso_set_viewport(st->cso_context, &vp);
- }
+ cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
+ st_fb_orientation(fb) == Y_0_TOP);
- cso_set_clip(st->cso_context, &st->clear.clip);
set_fragment_shader(st);
- set_vertex_shader(st);
-
- if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
- st_translate_color(ctx->Color.ClearColorUnclamped,
- ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
- clearColor);
+ cso_set_tessctrl_shader_handle(cso, NULL);
+ cso_set_tesseval_shader_handle(cso, NULL);
+
+ if (num_layers > 1)
+ set_vertex_shader_layered(st);
+ else
+ set_vertex_shader(st);
+
+ /* draw quad matching scissor rect.
+ *
+ * Note: if we're only clearing depth/stencil we still setup vertices
+ * with color, but they'll be ignored.
+ *
+ * We can't translate the clear color to the colorbuffer format,
+ * because different colorbuffers may have different formats.
+ */
+ if (!st_draw_quad(st, x0, y0, x1, y1,
+ ctx->Depth.Clear * 2.0f - 1.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ (const float *) &ctx->Color.ClearColor.f,
+ num_layers)) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
}
- /* draw quad matching scissor rect */
- draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, 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_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_vertex_elements(st->cso_context);
- cso_restore_vertex_buffers(st->cso_context);
+ cso_restore_state(cso);
}
/**
- * 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)
+static inline GLboolean
+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;
-}
-
-
-/**
- * Determine if we need to clear the combiend depth/stencil buffer by
- * drawing a quad.
- */
-static INLINE GLboolean
-check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
-{
- 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;
+ const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
- return GL_FALSE;
+ return (ctx->Scissor.EnableFlags & 1) &&
+ (scissor->X > 0 ||
+ scissor->Y > 0 ||
+ scissor->X + scissor->Width < (int)rb->Width ||
+ scissor->Y + scissor->Height < (int)rb->Height);
}
-
/**
- * Determine if we need to clear the depth buffer by drawing a quad.
+ * Return if window rectangles must be enabled during the clear.
*/
-static INLINE GLboolean
-check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
- boolean ds_separate)
+static inline bool
+is_window_rectangle_enabled(struct gl_context *ctx)
{
- 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;
+ if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
+ return false;
+ return ctx->Scissor.NumWindowRects > 0 ||
+ ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
}
/**
- * Determine if we need to clear the stencil buffer by drawing a quad.
+ * Return if all 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)
+static inline GLboolean
+is_stencil_disabled(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) == 0;
}
-
/**
- * Called when we need to flush.
+ * Return if any of the stencil bits are masked.
*/
-void
-st_flush_clear(struct st_context *st)
+static inline GLboolean
+is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
- /* 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;
+ const GLuint stencilMax = 0xff;
+
+ assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
+ return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
}
-
/**
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;
= 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);
+ st_invalidate_readpix_cache(st);
+
/* This makes sure the pipe has the latest scissor, etc values */
- st_validate_state( st );
+ st_validate_state(st, ST_PIPELINE_CLEAR);
if (mask & BUFFER_BITS_COLOR) {
for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
- GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
- if (mask & (1 << b)) {
+ if (b != BUFFER_NONE && mask & (1 << b)) {
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;
+ unsigned colormask =
+ GET_COLORMASK(ctx->Color.ColorMask, colormask_index);
+
+ if (!colormask)
+ continue;
+
+ 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) ||
+ ((colormask & surf_colormask) != surf_colormask))
+ quad_buffers |= PIPE_CLEAR_COLOR0 << i;
else
- clear_buffers |= PIPE_CLEAR_COLOR;
+ clear_buffers |= PIPE_CLEAR_COLOR0 << i;
+ have_scissor_buffers |= scissor && st->can_scissor_clear;
}
}
}
- 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 (strb->surface && ctx->Depth.Mask) {
+ if (is_scissor_enabled(ctx, depthRb) ||
+ is_window_rectangle_enabled(ctx))
+ 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 (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
+ if (is_scissor_enabled(ctx, stencilRb) ||
+ is_window_rectangle_enabled(ctx) ||
+ is_stencil_masked(ctx, stencilRb))
+ quad_buffers |= PIPE_CLEAR_STENCIL;
+ else
+ clear_buffers |= PIPE_CLEAR_STENCIL;
}
- 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;
- }
- }
+ /* Always clear depth and stencil together.
+ * This can only happen when the stencil writemask is not a full mask.
+ */
+ if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
+ clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+ quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
+ clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
}
- /*
- * If we're going to use clear_with_quad() for any reason, use it for
- * everything possible.
+ /* Only use quad-based clearing for the renderbuffers which cannot
+ * use pipe->clear. We want to always use pipe->clear for the other
+ * renderbuffers, because it's likely to be faster.
*/
- 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);
- } 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) {
+ 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.
*/
- float clearColor[4];
-
- 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,
- ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
- clearColor);
+ 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);
}
-
- st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColorUnclamped,
+ /* 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, have_scissor_buffers ? &scissor_state : NULL,
+ (union pipe_color_union*)&ctx->Color.ClearColor,
ctx->Depth.Clear, ctx->Stencil.Clear);
}
+ if (quad_buffers) {
+ clear_with_quad(ctx, quad_buffers);
+ }
if (mask & BUFFER_BIT_ACCUM)
- st_clear_accum_buffer(ctx,
- ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
+ _mesa_clear_accum_buffer(ctx);
}