* 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_bitmap.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
+#include "st_draw.h"
#include "st_format.h"
#include "st_program.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"
cso_delete_vertex_shader(st->cso_context, st->clear.vs);
st->clear.vs = NULL;
}
+ if (st->clear.vs_layered) {
+ cso_delete_vertex_shader(st->cso_context, 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->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)
/**
* Helper function to set the vertex shader.
*/
-static INLINE void
+static inline void
set_vertex_shader(struct st_context *st)
{
/* vertex shader - still required to provide the linkage between
}
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+ cso_set_geometry_shader_handle(st->cso_context, NULL);
}
{
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_VIEWPORT)) {
- assert(!"Got layered clear, but the VS layer output is unsupported");
+ 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;
}
if (!st->clear.vs_layered) {
- st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
+ 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);
+ } else {
+ st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
+ st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
+ }
}
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
+ cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_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 cso_context *cso = st->cso_context;
- struct pipe_vertex_buffer vb = {0};
- GLuint i;
- float (*vertices)[2][4]; /**< vertex pos + color */
-
- vb.stride = 8 * sizeof(float);
-
- if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]),
- &vb.buffer_offset, &vb.buffer,
- (void **) &vertices) != PIPE_OK) {
- return;
- }
-
- /* Convert Z from [0,1] to [-1,1] range */
- z = z * 2.0f - 1.0f;
-
- /* positions */
- vertices[0][0][0] = x0;
- vertices[0][0][1] = y0;
-
- vertices[1][0][0] = x1;
- vertices[1][0][1] = y0;
-
- vertices[2][0][0] = x1;
- vertices[2][0][1] = y1;
-
- vertices[3][0][0] = x0;
- vertices[3][0][1] = y1;
-
- /* same for all verts: */
- for (i = 0; i < 4; i++) {
- 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];
- }
-
- u_upload_unmap(st->uploader);
-
- /* draw */
- 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);
-}
-
-
-
/**
* Do glClear by drawing a quadrilateral.
* The vertices of the quad will be computed from the
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;
- unsigned num_layers =
- util_framebuffer_get_num_layers(&st->state.framebuffer);
+ 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_sample_mask(st->cso_context);
- cso_save_min_samples(st->cso_context);
- cso_save_viewport(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_aux_vertex_buffer_slot(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 |
+ CSO_BIT_PAUSE_QUERIES |
+ CSO_BITS_ALL_SHADERS));
/* blend state: RGBA masking */
{
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;
+ blend.rt[i].colormask = GET_COLORMASK(ctx->Color.ColorMask, i);
}
- if (st->ctx->Color.DitherFlag)
+ 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 */
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);
- cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
- cso_set_sample_mask(st->cso_context, ~0);
- cso_set_min_samples(st->cso_context, 1);
- cso_set_rasterizer(st->cso_context, &st->clear.raster);
+ cso_set_vertex_elements(cso, 2, st->util_velems);
+ cso_set_stream_outputs(cso, 0, NULL, NULL);
+ cso_set_sample_mask(cso, ~0);
+ cso_set_min_samples(cso, 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] = 0.5f;
- vp.translate[0] = 0.5f * fb_width;
- vp.translate[1] = 0.5f * fb_height;
- vp.translate[2] = 0.5f;
- 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);
set_fragment_shader(st);
- cso_set_geometry_shader_handle(st->cso_context, NULL);
+ 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);
- /* We can't translate the clear color to the colorbuffer format,
+ /* 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.
*/
-
- /* draw quad matching scissor rect */
- draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
- (union pipe_color_union*)&ctx->Color.ClearColor);
+ 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");
+ }
/* 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_min_samples(st->cso_context);
- cso_restore_viewport(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_aux_vertex_buffer_slot(st->cso_context);
- cso_restore_stream_outputs(st->cso_context);
+ cso_restore_state(cso);
}
/**
* Return if the scissor must be enabled during the clear.
*/
-static INLINE GLboolean
+static inline GLboolean
is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
- return (ctx->Scissor.EnableFlags & 1) &&
- (ctx->Scissor.ScissorArray[0].X > 0 ||
- ctx->Scissor.ScissorArray[0].Y > 0 ||
- (unsigned) ctx->Scissor.ScissorArray[0].Width < rb->Width ||
- (unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height);
-}
-
+ const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
-/**
- * Return if all of the color channels are masked.
- */
-static INLINE GLboolean
-is_color_disabled(struct gl_context *ctx, int i)
-{
- return !ctx->Color.ColorMask[i][0] &&
- !ctx->Color.ColorMask[i][1] &&
- !ctx->Color.ColorMask[i][2] &&
- !ctx->Color.ColorMask[i][3];
+ 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);
}
-
/**
- * Return if any of the color channels are masked.
+ * Return if window rectangles must be enabled during the clear.
*/
-static INLINE GLboolean
-is_color_masked(struct gl_context *ctx, int i)
+static inline bool
+is_window_rectangle_enabled(struct gl_context *ctx)
{
- return !ctx->Color.ColorMask[i][0] ||
- !ctx->Color.ColorMask[i][1] ||
- !ctx->Color.ColorMask[i][2] ||
- !ctx->Color.ColorMask[i][3];
+ if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
+ return false;
+ return ctx->Scissor.NumWindowRects > 0 ||
+ ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
}
/**
* Return if all of the stencil bits are masked.
*/
-static INLINE GLboolean
+static inline GLboolean
is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
/**
* Return if any of the stencil bits are masked.
*/
-static INLINE GLboolean
+static inline GLboolean
is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
GLbitfield clear_buffers = 0x0;
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++) {
- GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
+ gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
- if (b >= 0 && 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);
if (!strb || !strb->surface)
continue;
- if (is_color_disabled(ctx, colormask_index))
+ if (!GET_COLORMASK(ctx->Color.ColorMask, colormask_index))
continue;
if (is_scissor_enabled(ctx, rb) ||
- is_color_masked(ctx, colormask_index))
+ is_window_rectangle_enabled(ctx) ||
+ GET_COLORMASK(ctx->Color.ColorMask, colormask_index) != 0xf)
quad_buffers |= PIPE_CLEAR_COLOR0 << i;
else
clear_buffers |= PIPE_CLEAR_COLOR0 << i;
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface && ctx->Depth.Mask) {
- if (is_scissor_enabled(ctx, depthRb))
+ if (is_scissor_enabled(ctx, depthRb) ||
+ is_window_rectangle_enabled(ctx))
quad_buffers |= PIPE_CLEAR_DEPTH;
else
clear_buffers |= PIPE_CLEAR_DEPTH;
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