Merge branch '7.8'
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
1 /**************************************************************************
2 *
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 *
27 **************************************************************************/
28
29 /*
30 * Authors:
31 * Keith Whitwell <keith@tungstengraphics.com>
32 * Brian Paul
33 * Michel Dänzer
34 */
35
36 #include "main/glheader.h"
37 #include "main/formats.h"
38 #include "main/macros.h"
39 #include "shader/prog_instruction.h"
40 #include "st_context.h"
41 #include "st_atom.h"
42 #include "st_cb_accum.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_program.h"
46 #include "st_public.h"
47 #include "st_inlines.h"
48
49 #include "pipe/p_context.h"
50 #include "util/u_inlines.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
56
57 #include "cso_cache/cso_context.h"
58
59
60 void
61 st_init_clear(struct st_context *st)
62 {
63 struct pipe_context *pipe = st->pipe;
64
65 memset(&st->clear, 0, sizeof(st->clear));
66
67 st->clear.raster.gl_rasterization_rules = 1;
68
69 /* fragment shader state: color pass-through program */
70 st->clear.fs =
71 util_make_fragment_passthrough_shader(pipe);
72
73 /* vertex shader state: color/position pass-through */
74 {
75 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
76 TGSI_SEMANTIC_COLOR };
77 const uint semantic_indexes[] = { 0, 0 };
78 st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
79 semantic_names,
80 semantic_indexes);
81 }
82 }
83
84
85 void
86 st_destroy_clear(struct st_context *st)
87 {
88 if (st->clear.fs) {
89 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
90 st->clear.fs = NULL;
91 }
92 if (st->clear.vs) {
93 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
94 st->clear.vs = NULL;
95 }
96 if (st->clear.vbuf) {
97 pipe_buffer_reference(&st->clear.vbuf, NULL);
98 st->clear.vbuf = NULL;
99 }
100 }
101
102
103 /**
104 * Draw a screen-aligned quadrilateral.
105 * Coords are clip coords with y=0=bottom.
106 */
107 static void
108 draw_quad(GLcontext *ctx,
109 float x0, float y0, float x1, float y1, GLfloat z,
110 const GLfloat color[4])
111 {
112 struct st_context *st = ctx->st;
113 struct pipe_context *pipe = st->pipe;
114
115 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
116 * no_flush) updates to buffers where we know there is no conflict
117 * with previous data. Currently using max_slots > 1 will cause
118 * synchronous rendering if the driver flushes its command buffers
119 * between one bitmap and the next. Our flush hook below isn't
120 * sufficient to catch this as the driver doesn't tell us when it
121 * flushes its own command buffers. Until this gets fixed, pay the
122 * price of allocating a new buffer for each bitmap cache-flush to
123 * avoid synchronous rendering.
124 */
125 const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
126 GLuint i;
127
128 if (st->clear.vbuf_slot >= max_slots) {
129 pipe_buffer_reference(&st->clear.vbuf, NULL);
130 st->clear.vbuf_slot = 0;
131 }
132
133 if (!st->clear.vbuf) {
134 st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
135 max_slots * sizeof(st->clear.vertices));
136 }
137
138 /* positions */
139 st->clear.vertices[0][0][0] = x0;
140 st->clear.vertices[0][0][1] = y0;
141
142 st->clear.vertices[1][0][0] = x1;
143 st->clear.vertices[1][0][1] = y0;
144
145 st->clear.vertices[2][0][0] = x1;
146 st->clear.vertices[2][0][1] = y1;
147
148 st->clear.vertices[3][0][0] = x0;
149 st->clear.vertices[3][0][1] = y1;
150
151 /* same for all verts: */
152 for (i = 0; i < 4; i++) {
153 st->clear.vertices[i][0][2] = z;
154 st->clear.vertices[i][0][3] = 1.0;
155 st->clear.vertices[i][1][0] = color[0];
156 st->clear.vertices[i][1][1] = color[1];
157 st->clear.vertices[i][1][2] = color[2];
158 st->clear.vertices[i][1][3] = color[3];
159 }
160
161 /* put vertex data into vbuf */
162 st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
163 st->clear.vbuf_slot * sizeof(st->clear.vertices),
164 sizeof(st->clear.vertices),
165 st->clear.vertices);
166
167 /* draw */
168 util_draw_vertex_buffer(pipe,
169 st->clear.vbuf,
170 st->clear.vbuf_slot * sizeof(st->clear.vertices),
171 PIPE_PRIM_TRIANGLE_FAN,
172 4, /* verts */
173 2); /* attribs/vert */
174
175 /* Increment slot */
176 st->clear.vbuf_slot++;
177 }
178
179
180
181 /**
182 * Do glClear by drawing a quadrilateral.
183 * The vertices of the quad will be computed from the
184 * ctx->DrawBuffer->_X/Ymin/max fields.
185 */
186 static void
187 clear_with_quad(GLcontext *ctx,
188 GLboolean color, GLboolean depth, GLboolean stencil)
189 {
190 struct st_context *st = ctx->st;
191 const struct gl_framebuffer *fb = ctx->DrawBuffer;
192 const GLfloat fb_width = (GLfloat) fb->Width;
193 const GLfloat fb_height = (GLfloat) fb->Height;
194 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
195 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
196 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
197 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
198
199 /*
200 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
201 color ? "color, " : "",
202 depth ? "depth, " : "",
203 stencil ? "stencil" : "",
204 x0, y0,
205 x1, y1);
206 */
207
208 cso_save_blend(st->cso_context);
209 cso_save_stencil_ref(st->cso_context);
210 cso_save_depth_stencil_alpha(st->cso_context);
211 cso_save_rasterizer(st->cso_context);
212 cso_save_viewport(st->cso_context);
213 cso_save_clip(st->cso_context);
214 cso_save_fragment_shader(st->cso_context);
215 cso_save_vertex_shader(st->cso_context);
216 cso_save_vertex_elements(st->cso_context);
217
218 /* blend state: RGBA masking */
219 {
220 struct pipe_blend_state blend;
221 memset(&blend, 0, sizeof(blend));
222 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
223 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
224 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
225 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
226 if (color) {
227 if (ctx->Color.ColorMask[0][0])
228 blend.rt[0].colormask |= PIPE_MASK_R;
229 if (ctx->Color.ColorMask[0][1])
230 blend.rt[0].colormask |= PIPE_MASK_G;
231 if (ctx->Color.ColorMask[0][2])
232 blend.rt[0].colormask |= PIPE_MASK_B;
233 if (ctx->Color.ColorMask[0][3])
234 blend.rt[0].colormask |= PIPE_MASK_A;
235 if (st->ctx->Color.DitherFlag)
236 blend.dither = 1;
237 }
238 cso_set_blend(st->cso_context, &blend);
239 }
240
241 /* depth_stencil state: always pass/set to ref value */
242 {
243 struct pipe_depth_stencil_alpha_state depth_stencil;
244 memset(&depth_stencil, 0, sizeof(depth_stencil));
245 if (depth) {
246 depth_stencil.depth.enabled = 1;
247 depth_stencil.depth.writemask = 1;
248 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
249 }
250
251 if (stencil) {
252 struct pipe_stencil_ref stencil_ref;
253 memset(&stencil_ref, 0, sizeof(stencil_ref));
254 depth_stencil.stencil[0].enabled = 1;
255 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
256 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
257 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
258 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
259 depth_stencil.stencil[0].valuemask = 0xff;
260 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
261 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
262 cso_set_stencil_ref(st->cso_context, &stencil_ref);
263 }
264
265 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
266 }
267
268 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
269
270 cso_set_rasterizer(st->cso_context, &st->clear.raster);
271
272 /* viewport state: viewport matching window dims */
273 {
274 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
275 struct pipe_viewport_state vp;
276 vp.scale[0] = 0.5f * fb_width;
277 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
278 vp.scale[2] = 1.0f;
279 vp.scale[3] = 1.0f;
280 vp.translate[0] = 0.5f * fb_width;
281 vp.translate[1] = 0.5f * fb_height;
282 vp.translate[2] = 0.0f;
283 vp.translate[3] = 0.0f;
284 cso_set_viewport(st->cso_context, &vp);
285 }
286
287 cso_set_clip(st->cso_context, &st->clear.clip);
288 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
289 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
290
291 /* draw quad matching scissor rect (XXX verify coord round-off) */
292 draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
293
294 /* Restore pipe state */
295 cso_restore_blend(st->cso_context);
296 cso_restore_stencil_ref(st->cso_context);
297 cso_restore_depth_stencil_alpha(st->cso_context);
298 cso_restore_rasterizer(st->cso_context);
299 cso_restore_viewport(st->cso_context);
300 cso_restore_clip(st->cso_context);
301 cso_restore_fragment_shader(st->cso_context);
302 cso_restore_vertex_shader(st->cso_context);
303 cso_restore_vertex_elements(st->cso_context);
304
305 }
306
307
308 /**
309 * Determine if we need to clear the depth buffer by drawing a quad.
310 */
311 static INLINE GLboolean
312 check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
313 {
314 if (ctx->Scissor.Enabled &&
315 (ctx->Scissor.X != 0 ||
316 ctx->Scissor.Y != 0 ||
317 ctx->Scissor.Width < rb->Width ||
318 ctx->Scissor.Height < rb->Height))
319 return TRUE;
320
321 if (!ctx->Color.ColorMask[0][0] ||
322 !ctx->Color.ColorMask[0][1] ||
323 !ctx->Color.ColorMask[0][2] ||
324 !ctx->Color.ColorMask[0][3])
325 return TRUE;
326
327 return FALSE;
328 }
329
330
331 static INLINE GLboolean
332 check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
333 {
334 const GLuint stencilMax = 0xff;
335 GLboolean maskStencil
336 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
337
338 assert(rb->Format == MESA_FORMAT_S8 ||
339 rb->Format == MESA_FORMAT_Z24_S8 ||
340 rb->Format == MESA_FORMAT_S8_Z24);
341
342 if (ctx->Scissor.Enabled &&
343 (ctx->Scissor.X != 0 ||
344 ctx->Scissor.Y != 0 ||
345 ctx->Scissor.Width < rb->Width ||
346 ctx->Scissor.Height < rb->Height))
347 return TRUE;
348
349 if (maskStencil)
350 return TRUE;
351
352 return FALSE;
353 }
354
355
356 /**
357 * Determine if we need to clear the depth buffer by drawing a quad.
358 */
359 static INLINE GLboolean
360 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
361 {
362 const struct st_renderbuffer *strb = st_renderbuffer(rb);
363 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
364
365 if (ctx->Scissor.Enabled &&
366 (ctx->Scissor.X != 0 ||
367 ctx->Scissor.Y != 0 ||
368 ctx->Scissor.Width < rb->Width ||
369 ctx->Scissor.Height < rb->Height))
370 return TRUE;
371
372 if (isDS &&
373 ctx->DrawBuffer->Visual.stencilBits > 0)
374 return TRUE;
375
376 return FALSE;
377 }
378
379
380 /**
381 * Determine if we need to clear the stencil buffer by drawing a quad.
382 */
383 static INLINE GLboolean
384 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
385 {
386 const struct st_renderbuffer *strb = st_renderbuffer(rb);
387 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
388 const GLuint stencilMax = 0xff;
389 const GLboolean maskStencil
390 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
391
392 assert(rb->Format == MESA_FORMAT_S8 ||
393 rb->Format == MESA_FORMAT_Z24_S8 ||
394 rb->Format == MESA_FORMAT_S8_Z24);
395
396 if (maskStencil)
397 return TRUE;
398
399 if (ctx->Scissor.Enabled &&
400 (ctx->Scissor.X != 0 ||
401 ctx->Scissor.Y != 0 ||
402 ctx->Scissor.Width < rb->Width ||
403 ctx->Scissor.Height < rb->Height))
404 return TRUE;
405
406 /* This is correct, but it is necessary to look at the depth clear
407 * value held in the surface when it comes time to issue the clear,
408 * rather than taking depth and stencil clear values from the
409 * current state.
410 */
411 if (isDS &&
412 ctx->DrawBuffer->Visual.depthBits > 0)
413 return TRUE;
414
415 return FALSE;
416 }
417
418
419
420 void st_flush_clear( struct st_context *st )
421 {
422 /* Release vertex buffer to avoid synchronous rendering if we were
423 * to map it in the next frame.
424 */
425 pipe_buffer_reference(&st->clear.vbuf, NULL);
426 st->clear.vbuf_slot = 0;
427 }
428
429
430
431 /**
432 * Called via ctx->Driver.Clear()
433 * XXX: doesn't pick up the differences between front/back/left/right
434 * clears. Need to sort that out...
435 */
436 static void st_clear(GLcontext *ctx, GLbitfield mask)
437 {
438 static const GLbitfield BUFFER_BITS_DS
439 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
440 struct st_context *st = ctx->st;
441 struct gl_renderbuffer *depthRb
442 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
443 struct gl_renderbuffer *stencilRb
444 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
445 GLbitfield quad_buffers = 0;
446 GLbitfield clear_buffers = 0;
447 GLuint i;
448
449 /* This makes sure the pipe has the latest scissor, etc values */
450 st_validate_state( st );
451
452 if (mask & BUFFER_BITS_COLOR) {
453 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
454 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
455
456 if (mask & (1 << b)) {
457 struct gl_renderbuffer *rb
458 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
459 struct st_renderbuffer *strb;
460
461 assert(rb);
462
463 strb = st_renderbuffer(rb);
464
465 if (!strb->surface)
466 continue;
467
468 if (check_clear_color_with_quad( ctx, rb ))
469 quad_buffers |= PIPE_CLEAR_COLOR;
470 else
471 clear_buffers |= PIPE_CLEAR_COLOR;
472 }
473 }
474 }
475
476 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
477 /* clearing combined depth + stencil */
478 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
479
480 if (strb->surface) {
481 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
482 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
483 else
484 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
485 }
486 }
487 else {
488 /* separate depth/stencil clears */
489 if (mask & BUFFER_BIT_DEPTH) {
490 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
491
492 if (strb->surface) {
493 if (check_clear_depth_with_quad(ctx, depthRb))
494 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
495 else
496 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
497 }
498 }
499 if (mask & BUFFER_BIT_STENCIL) {
500 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
501
502 if (strb->surface) {
503 if (check_clear_stencil_with_quad(ctx, stencilRb))
504 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
505 else
506 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
507 }
508 }
509 }
510
511 /*
512 * If we're going to use clear_with_quad() for any reason, use it for
513 * everything possible.
514 */
515 if (quad_buffers) {
516 quad_buffers |= clear_buffers;
517 clear_with_quad(ctx,
518 quad_buffers & PIPE_CLEAR_COLOR,
519 mask & BUFFER_BIT_DEPTH,
520 mask & BUFFER_BIT_STENCIL);
521 } else if (clear_buffers)
522 ctx->st->pipe->clear(ctx->st->pipe, clear_buffers, ctx->Color.ClearColor,
523 ctx->Depth.Clear, ctx->Stencil.Clear);
524
525 if (mask & BUFFER_BIT_ACCUM)
526 st_clear_accum_buffer(ctx,
527 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
528 }
529
530
531 void st_init_clear_functions(struct dd_function_table *functions)
532 {
533 functions->Clear = st_clear;
534 }