Merge branch 'master' of ../mesa into vulkan
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
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 VMWARE 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 <keithw@vmware.com>
32 * Brian Paul
33 * Michel Dänzer
34 */
35
36 #include "main/glheader.h"
37 #include "main/accum.h"
38 #include "main/formats.h"
39 #include "main/macros.h"
40 #include "main/glformats.h"
41 #include "program/prog_instruction.h"
42 #include "st_context.h"
43 #include "st_atom.h"
44 #include "st_cb_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
48
49 #include "pipe/p_context.h"
50 #include "pipe/p_shader_tokens.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_framebuffer.h"
55 #include "util/u_inlines.h"
56 #include "util/u_simple_shaders.h"
57 #include "util/u_draw_quad.h"
58 #include "util/u_upload_mgr.h"
59
60 #include "cso_cache/cso_context.h"
61
62
63 /**
64 * Do per-context initialization for glClear.
65 */
66 void
67 st_init_clear(struct st_context *st)
68 {
69 memset(&st->clear, 0, sizeof(st->clear));
70
71 st->clear.raster.half_pixel_center = 1;
72 st->clear.raster.bottom_edge_rule = 1;
73 st->clear.raster.depth_clip = 1;
74 }
75
76
77 /**
78 * Free per-context state for glClear.
79 */
80 void
81 st_destroy_clear(struct st_context *st)
82 {
83 if (st->clear.fs) {
84 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
85 st->clear.fs = NULL;
86 }
87 if (st->clear.vs) {
88 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
89 st->clear.vs = NULL;
90 }
91 if (st->clear.vs_layered) {
92 cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered);
93 st->clear.vs_layered = NULL;
94 }
95 if (st->clear.gs_layered) {
96 cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered);
97 st->clear.gs_layered = NULL;
98 }
99 }
100
101
102 /**
103 * Helper function to set the fragment shaders.
104 */
105 static inline void
106 set_fragment_shader(struct st_context *st)
107 {
108 if (!st->clear.fs)
109 st->clear.fs =
110 util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
111 TGSI_INTERPOLATE_CONSTANT,
112 TRUE);
113
114 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
115 }
116
117
118 /**
119 * Helper function to set the vertex shader.
120 */
121 static inline void
122 set_vertex_shader(struct st_context *st)
123 {
124 /* vertex shader - still required to provide the linkage between
125 * fragment shader input semantics and vertex_element/buffers.
126 */
127 if (!st->clear.vs)
128 {
129 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
130 TGSI_SEMANTIC_GENERIC };
131 const uint semantic_indexes[] = { 0, 0 };
132 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
133 semantic_names,
134 semantic_indexes,
135 FALSE);
136 }
137
138 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
139 cso_set_geometry_shader_handle(st->cso_context, NULL);
140 }
141
142
143 static void
144 set_vertex_shader_layered(struct st_context *st)
145 {
146 struct pipe_context *pipe = st->pipe;
147
148 if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
149 assert(!"Got layered clear, but VS instancing is unsupported");
150 set_vertex_shader(st);
151 return;
152 }
153
154 if (!st->clear.vs_layered) {
155 bool vs_layer =
156 pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
157 if (vs_layer) {
158 st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
159 } else {
160 st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
161 st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
162 }
163 }
164
165 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
166 cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered);
167 }
168
169
170 /**
171 * Draw a screen-aligned quadrilateral.
172 * Coords are clip coords with y=0=bottom.
173 */
174 static void
175 draw_quad(struct st_context *st,
176 float x0, float y0, float x1, float y1, GLfloat z,
177 unsigned num_instances,
178 const union pipe_color_union *color)
179 {
180 struct cso_context *cso = st->cso_context;
181 struct pipe_vertex_buffer vb = {0};
182 GLuint i;
183 float (*vertices)[2][4]; /**< vertex pos + color */
184
185 vb.stride = 8 * sizeof(float);
186
187 u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]),
188 &vb.buffer_offset, &vb.buffer,
189 (void **) &vertices);
190 if (!vb.buffer) {
191 return;
192 }
193
194 /* Convert Z from [0,1] to [-1,1] range */
195 z = z * 2.0f - 1.0f;
196
197 /* positions */
198 vertices[0][0][0] = x0;
199 vertices[0][0][1] = y0;
200
201 vertices[1][0][0] = x1;
202 vertices[1][0][1] = y0;
203
204 vertices[2][0][0] = x1;
205 vertices[2][0][1] = y1;
206
207 vertices[3][0][0] = x0;
208 vertices[3][0][1] = y1;
209
210 /* same for all verts: */
211 for (i = 0; i < 4; i++) {
212 vertices[i][0][2] = z;
213 vertices[i][0][3] = 1.0;
214 vertices[i][1][0] = color->f[0];
215 vertices[i][1][1] = color->f[1];
216 vertices[i][1][2] = color->f[2];
217 vertices[i][1][3] = color->f[3];
218 }
219
220 u_upload_unmap(st->uploader);
221
222 /* draw */
223 cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb);
224 cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
225 0, num_instances);
226 pipe_resource_reference(&vb.buffer, NULL);
227 }
228
229
230
231 /**
232 * Do glClear by drawing a quadrilateral.
233 * The vertices of the quad will be computed from the
234 * ctx->DrawBuffer->_X/Ymin/max fields.
235 */
236 static void
237 clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
238 {
239 struct st_context *st = st_context(ctx);
240 const struct gl_framebuffer *fb = ctx->DrawBuffer;
241 const GLfloat fb_width = (GLfloat) fb->Width;
242 const GLfloat fb_height = (GLfloat) fb->Height;
243 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
244 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
245 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
246 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
247 unsigned num_layers =
248 util_framebuffer_get_num_layers(&st->state.framebuffer);
249
250 /*
251 printf("%s %s%s%s %f,%f %f,%f\n", __func__,
252 color ? "color, " : "",
253 depth ? "depth, " : "",
254 stencil ? "stencil" : "",
255 x0, y0,
256 x1, y1);
257 */
258
259 cso_save_blend(st->cso_context);
260 cso_save_stencil_ref(st->cso_context);
261 cso_save_depth_stencil_alpha(st->cso_context);
262 cso_save_rasterizer(st->cso_context);
263 cso_save_sample_mask(st->cso_context);
264 cso_save_min_samples(st->cso_context);
265 cso_save_viewport(st->cso_context);
266 cso_save_fragment_shader(st->cso_context);
267 cso_save_stream_outputs(st->cso_context);
268 cso_save_vertex_shader(st->cso_context);
269 cso_save_tessctrl_shader(st->cso_context);
270 cso_save_tesseval_shader(st->cso_context);
271 cso_save_geometry_shader(st->cso_context);
272 cso_save_vertex_elements(st->cso_context);
273 cso_save_aux_vertex_buffer_slot(st->cso_context);
274
275 /* blend state: RGBA masking */
276 {
277 struct pipe_blend_state blend;
278 memset(&blend, 0, sizeof(blend));
279 if (clear_buffers & PIPE_CLEAR_COLOR) {
280 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
281 ctx->DrawBuffer->_NumColorDrawBuffers : 1;
282 int i;
283
284 blend.independent_blend_enable = num_buffers > 1;
285
286 for (i = 0; i < num_buffers; i++) {
287 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
288 continue;
289
290 if (ctx->Color.ColorMask[i][0])
291 blend.rt[i].colormask |= PIPE_MASK_R;
292 if (ctx->Color.ColorMask[i][1])
293 blend.rt[i].colormask |= PIPE_MASK_G;
294 if (ctx->Color.ColorMask[i][2])
295 blend.rt[i].colormask |= PIPE_MASK_B;
296 if (ctx->Color.ColorMask[i][3])
297 blend.rt[i].colormask |= PIPE_MASK_A;
298 }
299
300 if (st->ctx->Color.DitherFlag)
301 blend.dither = 1;
302 }
303 cso_set_blend(st->cso_context, &blend);
304 }
305
306 /* depth_stencil state: always pass/set to ref value */
307 {
308 struct pipe_depth_stencil_alpha_state depth_stencil;
309 memset(&depth_stencil, 0, sizeof(depth_stencil));
310 if (clear_buffers & PIPE_CLEAR_DEPTH) {
311 depth_stencil.depth.enabled = 1;
312 depth_stencil.depth.writemask = 1;
313 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
314 }
315
316 if (clear_buffers & PIPE_CLEAR_STENCIL) {
317 struct pipe_stencil_ref stencil_ref;
318 memset(&stencil_ref, 0, sizeof(stencil_ref));
319 depth_stencil.stencil[0].enabled = 1;
320 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
321 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
322 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
323 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
324 depth_stencil.stencil[0].valuemask = 0xff;
325 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
326 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
327 cso_set_stencil_ref(st->cso_context, &stencil_ref);
328 }
329
330 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
331 }
332
333 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
334 cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
335 cso_set_sample_mask(st->cso_context, ~0);
336 cso_set_min_samples(st->cso_context, 1);
337 cso_set_rasterizer(st->cso_context, &st->clear.raster);
338
339 /* viewport state: viewport matching window dims */
340 {
341 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
342 struct pipe_viewport_state vp;
343 vp.scale[0] = 0.5f * fb_width;
344 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
345 vp.scale[2] = 0.5f;
346 vp.translate[0] = 0.5f * fb_width;
347 vp.translate[1] = 0.5f * fb_height;
348 vp.translate[2] = 0.5f;
349 cso_set_viewport(st->cso_context, &vp);
350 }
351
352 set_fragment_shader(st);
353 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
354 cso_set_tesseval_shader_handle(st->cso_context, NULL);
355
356 if (num_layers > 1)
357 set_vertex_shader_layered(st);
358 else
359 set_vertex_shader(st);
360
361 /* We can't translate the clear color to the colorbuffer format,
362 * because different colorbuffers may have different formats.
363 */
364
365 /* draw quad matching scissor rect */
366 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
367 (union pipe_color_union*)&ctx->Color.ClearColor);
368
369 /* Restore pipe state */
370 cso_restore_blend(st->cso_context);
371 cso_restore_stencil_ref(st->cso_context);
372 cso_restore_depth_stencil_alpha(st->cso_context);
373 cso_restore_rasterizer(st->cso_context);
374 cso_restore_sample_mask(st->cso_context);
375 cso_restore_min_samples(st->cso_context);
376 cso_restore_viewport(st->cso_context);
377 cso_restore_fragment_shader(st->cso_context);
378 cso_restore_vertex_shader(st->cso_context);
379 cso_restore_tessctrl_shader(st->cso_context);
380 cso_restore_tesseval_shader(st->cso_context);
381 cso_restore_geometry_shader(st->cso_context);
382 cso_restore_vertex_elements(st->cso_context);
383 cso_restore_aux_vertex_buffer_slot(st->cso_context);
384 cso_restore_stream_outputs(st->cso_context);
385 }
386
387
388 /**
389 * Return if the scissor must be enabled during the clear.
390 */
391 static inline GLboolean
392 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
393 {
394 return (ctx->Scissor.EnableFlags & 1) &&
395 (ctx->Scissor.ScissorArray[0].X > 0 ||
396 ctx->Scissor.ScissorArray[0].Y > 0 ||
397 (unsigned) ctx->Scissor.ScissorArray[0].Width < rb->Width ||
398 (unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height);
399 }
400
401
402 /**
403 * Return if all of the color channels are masked.
404 */
405 static inline GLboolean
406 is_color_disabled(struct gl_context *ctx, int i)
407 {
408 return !ctx->Color.ColorMask[i][0] &&
409 !ctx->Color.ColorMask[i][1] &&
410 !ctx->Color.ColorMask[i][2] &&
411 !ctx->Color.ColorMask[i][3];
412 }
413
414
415 /**
416 * Return if any of the color channels are masked.
417 */
418 static inline GLboolean
419 is_color_masked(struct gl_context *ctx, int i)
420 {
421 return !ctx->Color.ColorMask[i][0] ||
422 !ctx->Color.ColorMask[i][1] ||
423 !ctx->Color.ColorMask[i][2] ||
424 !ctx->Color.ColorMask[i][3];
425 }
426
427
428 /**
429 * Return if all of the stencil bits are masked.
430 */
431 static inline GLboolean
432 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
433 {
434 const GLuint stencilMax = 0xff;
435
436 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
437 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
438 }
439
440
441 /**
442 * Return if any of the stencil bits are masked.
443 */
444 static inline GLboolean
445 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
446 {
447 const GLuint stencilMax = 0xff;
448
449 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
450 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
451 }
452
453
454 /**
455 * Called via ctx->Driver.Clear()
456 */
457 static void
458 st_Clear(struct gl_context *ctx, GLbitfield mask)
459 {
460 struct st_context *st = st_context(ctx);
461 struct gl_renderbuffer *depthRb
462 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
463 struct gl_renderbuffer *stencilRb
464 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
465 GLbitfield quad_buffers = 0x0;
466 GLbitfield clear_buffers = 0x0;
467 GLuint i;
468
469 /* This makes sure the pipe has the latest scissor, etc values */
470 st_validate_state( st );
471
472 if (mask & BUFFER_BITS_COLOR) {
473 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
474 GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
475
476 if (b >= 0 && mask & (1 << b)) {
477 struct gl_renderbuffer *rb
478 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
479 struct st_renderbuffer *strb = st_renderbuffer(rb);
480 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
481
482 if (!strb || !strb->surface)
483 continue;
484
485 if (is_color_disabled(ctx, colormask_index))
486 continue;
487
488 if (is_scissor_enabled(ctx, rb) ||
489 is_color_masked(ctx, colormask_index))
490 quad_buffers |= PIPE_CLEAR_COLOR0 << i;
491 else
492 clear_buffers |= PIPE_CLEAR_COLOR0 << i;
493 }
494 }
495 }
496
497 if (mask & BUFFER_BIT_DEPTH) {
498 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
499
500 if (strb->surface && ctx->Depth.Mask) {
501 if (is_scissor_enabled(ctx, depthRb))
502 quad_buffers |= PIPE_CLEAR_DEPTH;
503 else
504 clear_buffers |= PIPE_CLEAR_DEPTH;
505 }
506 }
507 if (mask & BUFFER_BIT_STENCIL) {
508 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
509
510 if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
511 if (is_scissor_enabled(ctx, stencilRb) ||
512 is_stencil_masked(ctx, stencilRb))
513 quad_buffers |= PIPE_CLEAR_STENCIL;
514 else
515 clear_buffers |= PIPE_CLEAR_STENCIL;
516 }
517 }
518
519 /* Always clear depth and stencil together.
520 * This can only happen when the stencil writemask is not a full mask.
521 */
522 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
523 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
524 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
525 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
526 }
527
528 /* Only use quad-based clearing for the renderbuffers which cannot
529 * use pipe->clear. We want to always use pipe->clear for the other
530 * renderbuffers, because it's likely to be faster.
531 */
532 if (quad_buffers) {
533 clear_with_quad(ctx, quad_buffers);
534 }
535 if (clear_buffers) {
536 /* We can't translate the clear color to the colorbuffer format,
537 * because different colorbuffers may have different formats.
538 */
539 st->pipe->clear(st->pipe, clear_buffers,
540 (union pipe_color_union*)&ctx->Color.ClearColor,
541 ctx->Depth.Clear, ctx->Stencil.Clear);
542 }
543 if (mask & BUFFER_BIT_ACCUM)
544 _mesa_clear_accum_buffer(ctx);
545 }
546
547
548 void
549 st_init_clear_functions(struct dd_function_table *functions)
550 {
551 functions->Clear = st_Clear;
552 }