Added few more stubs so that control reaches to DestroyDevice().
[mesa.git] / src / gallium / drivers / svga / svga_pipe_clear.c
1 /**********************************************************
2 * Copyright 2008-2009 VMware, Inc. All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26 #include "svga_cmd.h"
27 #include "svga_debug.h"
28
29 #include "pipe/p_defines.h"
30 #include "util/u_pack_color.h"
31 #include "util/u_surface.h"
32
33 #include "svga_context.h"
34 #include "svga_state.h"
35 #include "svga_surface.h"
36
37
38 /**
39 * Saving blitter states before doing any blitter operation
40 */
41 static void
42 begin_blit(struct svga_context *svga)
43 {
44 util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
45 util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
46 util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
47 util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
48 util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
49 util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
50 util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
51 (struct pipe_stream_output_target**)svga->so_targets);
52 util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
53 util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
54 util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
55 util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
56 util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
57 util_blitter_save_depth_stencil_alpha(svga->blitter,
58 (void*)svga->curr.depth);
59 util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
60 util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
61 }
62
63
64 /**
65 * Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use
66 * this when clearing integer render targets. We'll also clear the
67 * depth and/or stencil buffers if the clear_buffers mask specifies them.
68 */
69 static void
70 clear_buffers_with_quad(struct svga_context *svga,
71 unsigned clear_buffers,
72 const union pipe_color_union *color,
73 double depth, unsigned stencil)
74 {
75 const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
76
77 begin_blit(svga);
78 util_blitter_clear(svga->blitter,
79 fb->width, fb->height,
80 1, /* num_layers */
81 clear_buffers, color,
82 depth, stencil,
83 util_framebuffer_get_num_samples(fb) > 1);
84 }
85
86
87 /**
88 * Check if any of the color buffers are integer buffers.
89 */
90 static boolean
91 is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
92 {
93 unsigned i;
94
95 for (i = 0; i < fb->nr_cbufs; i++) {
96 if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
97 fb->cbufs[i] &&
98 util_format_is_pure_integer(fb->cbufs[i]->format)) {
99 return TRUE;
100 }
101 }
102 return FALSE;
103 }
104
105
106 /**
107 * Check if the integer values in the clear color can be represented
108 * by floats. If so, we can use the VGPU10 ClearRenderTargetView command.
109 * Otherwise, we need to clear with a quad.
110 */
111 static boolean
112 ints_fit_in_floats(const union pipe_color_union *color)
113 {
114 const int max = 1 << 24;
115 return (color->i[0] <= max &&
116 color->i[1] <= max &&
117 color->i[2] <= max &&
118 color->i[3] <= max);
119 }
120
121
122 static enum pipe_error
123 try_clear(struct svga_context *svga,
124 unsigned buffers,
125 const union pipe_color_union *color,
126 double depth,
127 unsigned stencil)
128 {
129 enum pipe_error ret = PIPE_OK;
130 SVGA3dRect rect = { 0, 0, 0, 0 };
131 boolean restore_viewport = FALSE;
132 SVGA3dClearFlag flags = 0;
133 struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
134 union util_color uc = {0};
135
136 ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
137 if (ret != PIPE_OK)
138 return ret;
139
140 if (svga->rebind.flags.rendertargets) {
141 ret = svga_reemit_framebuffer_bindings(svga);
142 if (ret != PIPE_OK) {
143 return ret;
144 }
145 }
146
147 if (buffers & PIPE_CLEAR_COLOR) {
148 flags |= SVGA3D_CLEAR_COLOR;
149 util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
150
151 rect.w = fb->width;
152 rect.h = fb->height;
153 }
154
155 if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
156 if (buffers & PIPE_CLEAR_DEPTH)
157 flags |= SVGA3D_CLEAR_DEPTH;
158
159 if (buffers & PIPE_CLEAR_STENCIL)
160 flags |= SVGA3D_CLEAR_STENCIL;
161
162 rect.w = MAX2(rect.w, fb->zsbuf->width);
163 rect.h = MAX2(rect.h, fb->zsbuf->height);
164 }
165
166 if (!svga_have_vgpu10(svga) &&
167 !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
168 restore_viewport = TRUE;
169 ret = SVGA3D_SetViewport(svga->swc, &rect);
170 if (ret != PIPE_OK)
171 return ret;
172 }
173
174 if (svga_have_vgpu10(svga)) {
175 if (flags & SVGA3D_CLEAR_COLOR) {
176 unsigned i;
177
178 if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) {
179 clear_buffers_with_quad(svga, buffers, color, depth, stencil);
180 /* We also cleared depth/stencil, so that's done */
181 flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
182 }
183 else {
184 struct pipe_surface *rtv;
185
186 /* Issue VGPU10 Clear commands */
187 for (i = 0; i < fb->nr_cbufs; i++) {
188 if ((fb->cbufs[i] == NULL) ||
189 !(buffers & (PIPE_CLEAR_COLOR0 << i)))
190 continue;
191
192 rtv = svga_validate_surface_view(svga,
193 svga_surface(fb->cbufs[i]));
194 if (!rtv)
195 return PIPE_ERROR_OUT_OF_MEMORY;
196
197 ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc,
198 rtv, color->f);
199 if (ret != PIPE_OK)
200 return ret;
201 }
202 }
203 }
204 if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
205 struct pipe_surface *dsv =
206 svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
207 if (!dsv)
208 return PIPE_ERROR_OUT_OF_MEMORY;
209
210 ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
211 stencil, (float) depth);
212 if (ret != PIPE_OK)
213 return ret;
214 }
215 }
216 else {
217 ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
218 rect.x, rect.y, rect.w, rect.h);
219 if (ret != PIPE_OK)
220 return ret;
221 }
222
223 if (restore_viewport) {
224 ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
225 }
226
227 return ret;
228 }
229
230 /**
231 * Clear the given surface to the specified value.
232 * No masking, no scissor (clear entire buffer).
233 */
234 static void
235 svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
236 const union pipe_color_union *color,
237 double depth, unsigned stencil)
238 {
239 struct svga_context *svga = svga_context( pipe );
240 enum pipe_error ret;
241
242 if (buffers & PIPE_CLEAR_COLOR) {
243 struct svga_winsys_surface *h = NULL;
244 if (svga->curr.framebuffer.cbufs[0]) {
245 h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
246 }
247 SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
248 }
249
250 /* flush any queued prims (don't want them to appear after the clear!) */
251 svga_hwtnl_flush_retry(svga);
252
253 SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
254
255 /*
256 * Mark target surfaces as dirty
257 * TODO Mark only cleared surfaces.
258 */
259 svga_mark_surfaces_dirty(svga);
260
261 assert (ret == PIPE_OK);
262 }
263
264
265 static void
266 svga_clear_texture(struct pipe_context *pipe,
267 struct pipe_resource *res,
268 unsigned level,
269 const struct pipe_box *box,
270 const void *data)
271 {
272 struct svga_context *svga = svga_context(pipe);
273 struct svga_surface *svga_surface_dst;
274 struct pipe_surface tmpl;
275 struct pipe_surface *surface;
276
277 memset(&tmpl, 0, sizeof(tmpl));
278 tmpl.format = res->format;
279 tmpl.u.tex.first_layer = box->z;
280 tmpl.u.tex.last_layer = box->z + box->depth - 1;
281 tmpl.u.tex.level = level;
282
283 surface = pipe->create_surface(pipe, res, &tmpl);
284 if (surface == NULL) {
285 debug_printf("failed to create surface\n");
286 return;
287 }
288 svga_surface_dst = svga_surface(surface);
289
290 union pipe_color_union color;
291 const struct util_format_description *desc =
292 util_format_description(surface->format);
293
294 if (util_format_is_depth_or_stencil(surface->format)) {
295 float depth;
296 uint8_t stencil;
297 unsigned clear_flags = 0;
298
299 /* If data is NULL, then set depthValue and stencilValue to zeros */
300 if (data == NULL) {
301 depth = 0.0;
302 stencil = 0;
303 }
304 else {
305 util_format_unpack_z_float(surface->format, &depth, data, 1);
306 util_format_unpack_s_8uint(surface->format, &stencil, data, 1);
307 }
308
309 if (util_format_has_depth(desc)) {
310 clear_flags |= PIPE_CLEAR_DEPTH;
311 }
312 if (util_format_has_stencil(desc)) {
313 clear_flags |= PIPE_CLEAR_STENCIL;
314 }
315
316 /* Setup depth stencil view */
317 struct pipe_surface *dsv =
318 svga_validate_surface_view(svga, svga_surface_dst);
319
320 if (!dsv) {
321 pipe_surface_reference(&surface, NULL);
322 return;
323 }
324
325 if (box->x == 0 && box->y == 0 && box->width == surface->width &&
326 box->height == surface->height) {
327 /* clearing whole surface, use direct VGPU10 command */
328
329
330 SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
331 clear_flags,
332 stencil, depth));
333 }
334 else {
335 /* To clear subtexture use software fallback */
336
337 util_blitter_save_framebuffer(svga->blitter,
338 &svga->curr.framebuffer);
339 begin_blit(svga);
340 util_blitter_clear_depth_stencil(svga->blitter,
341 dsv, clear_flags,
342 depth,stencil,
343 box->x, box->y,
344 box->width, box->height);
345 }
346 }
347 else {
348 /* non depth-stencil formats */
349
350 if (data == NULL) {
351 /* If data is NULL, the texture image is filled with zeros */
352 color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
353 }
354 else {
355 util_format_unpack_rgba(surface->format, &color, data, 1);
356 }
357
358 /* Setup render target view */
359 struct pipe_surface *rtv =
360 svga_validate_surface_view(svga, svga_surface_dst);
361
362 if (!rtv) {
363 pipe_surface_reference(&surface, NULL);
364 return;
365 }
366
367 if (box->x == 0 && box->y == 0 && box->width == surface->width &&
368 box->height == surface->height) {
369 struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
370
371 if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
372 !ints_fit_in_floats(&color)) {
373 /* To clear full texture with integer format */
374 clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
375 }
376 else {
377 /* clearing whole surface using VGPU10 command */
378 SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
379 color.f));
380 }
381 }
382 else {
383 /* To clear subtexture use software fallback */
384
385 /**
386 * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
387 * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
388 * util_clear_render_target() for PIPE_TEXTURE_3D.
389 */
390 if (rtv->texture->target != PIPE_TEXTURE_3D &&
391 pipe->screen->is_format_supported(pipe->screen, rtv->format,
392 rtv->texture->target,
393 rtv->texture->nr_samples,
394 rtv->texture->nr_storage_samples,
395 PIPE_BIND_RENDER_TARGET)) {
396 /* clear with quad drawing */
397 util_blitter_save_framebuffer(svga->blitter,
398 &svga->curr.framebuffer);
399 begin_blit(svga);
400 util_blitter_clear_render_target(svga->blitter,
401 rtv,
402 &color,
403 box->x, box->y,
404 box->width, box->height);
405 }
406 else {
407 /* clear with map/write/unmap */
408
409 /* store layer values */
410 unsigned first_layer = rtv->u.tex.first_layer;
411 unsigned last_layer = rtv->u.tex.last_layer;
412 unsigned box_depth = last_layer - first_layer + 1;
413
414 for (unsigned i = 0; i < box_depth; i++) {
415 rtv->u.tex.first_layer = rtv->u.tex.last_layer =
416 first_layer + i;
417 util_clear_render_target(pipe, rtv, &color, box->x, box->y,
418 box->width, box->height);
419 }
420 /* restore layer values */
421 rtv->u.tex.first_layer = first_layer;
422 rtv->u.tex.last_layer = last_layer;
423 }
424 }
425 }
426 pipe_surface_reference(&surface, NULL);
427 }
428
429 /**
430 * \brief Clear the whole render target using vgpu10 functionality
431 *
432 * \param svga[in] The svga context
433 * \param dst[in] The surface to clear
434 * \param color[in] Clear color
435 * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
436 * command submission resources.
437 */
438 static enum pipe_error
439 svga_try_clear_render_target(struct svga_context *svga,
440 struct pipe_surface *dst,
441 const union pipe_color_union *color)
442 {
443 struct pipe_surface *rtv =
444 svga_validate_surface_view(svga, svga_surface(dst));
445
446 if (!rtv)
447 return PIPE_ERROR_OUT_OF_MEMORY;
448
449 return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
450 }
451
452 /**
453 * \brief Clear part of render target using gallium blitter utilities
454 *
455 * \param svga[in] The svga context
456 * \param dst[in] The surface to clear
457 * \param color[in] Clear color
458 * \param dstx[in] Clear region left
459 * \param dsty[in] Clear region top
460 * \param width[in] Clear region width
461 * \param height[in] Clear region height
462 */
463 static void
464 svga_blitter_clear_render_target(struct svga_context *svga,
465 struct pipe_surface *dst,
466 const union pipe_color_union *color,
467 unsigned dstx, unsigned dsty,
468 unsigned width, unsigned height)
469 {
470 begin_blit(svga);
471 util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
472
473 util_blitter_clear_render_target(svga->blitter, dst, color,
474 dstx, dsty, width, height);
475 }
476
477
478 /**
479 * \brief Clear render target pipe callback
480 *
481 * \param pipe[in] The pipe context
482 * \param dst[in] The surface to clear
483 * \param color[in] Clear color
484 * \param dstx[in] Clear region left
485 * \param dsty[in] Clear region top
486 * \param width[in] Clear region width
487 * \param height[in] Clear region height
488 * \param render_condition_enabled[in] Whether to use conditional rendering
489 * to clear (if elsewhere enabled).
490 */
491 static void
492 svga_clear_render_target(struct pipe_context *pipe,
493 struct pipe_surface *dst,
494 const union pipe_color_union *color,
495 unsigned dstx, unsigned dsty,
496 unsigned width, unsigned height,
497 bool render_condition_enabled)
498 {
499 struct svga_context *svga = svga_context( pipe );
500
501 svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
502 if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
503 width != dst->width || height != dst->height) {
504 svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
505 height);
506 } else {
507 enum pipe_error ret;
508
509 SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
510 color));
511 assert (ret == PIPE_OK);
512 }
513 svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
514 }
515
516 void svga_init_clear_functions(struct svga_context *svga)
517 {
518 svga->pipe.clear_render_target = svga_clear_render_target;
519 svga->pipe.clear_texture = svga_clear_texture;
520 svga->pipe.clear = svga_clear;
521 }