X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fstate_tracker%2Fst_cb_clear.c;h=8a8c99f7e171e5ee1368e8c6991a26aa964949ca;hb=521dea21d46b4012653a4998d92ac0f6c0d1a8d4;hp=47ad3c2bc1264d5e56b8c42197ee6521e4e29371;hpb=9e7c0724bbc62c86dc302a9fe76b3e4288fc4461;p=mesa.git diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index 47ad3c2bc12..8a8c99f7e17 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -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 * 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->screen, 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->screen, 32, PIPE_BUFFER_USAGE_VERTEX, - sizeof(st->clear.vertices)); + 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->screen, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE); - memcpy(buf, st->clear.vertices, sizeof(st->clear.vertices)); - pipe_buffer_unmap(pipe->screen, 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++; } @@ -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); @@ -272,15 +250,14 @@ 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); @@ -292,7 +269,6 @@ clear_with_quad(GLcontext *ctx, 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; @@ -403,98 +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; - /* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM - * at this time! - */ - 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; } - + /** @@ -511,51 +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); }