1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
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:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
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.
27 **************************************************************************/
31 * Keith Whitwell <keith@tungstengraphics.com>
36 #include "main/glheader.h"
37 #include "main/formats.h"
38 #include "main/macros.h"
39 #include "program/prog_instruction.h"
40 #include "st_context.h"
42 #include "st_cb_accum.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_format.h"
46 #include "st_program.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_shader_tokens.h"
50 #include "pipe/p_state.h"
51 #include "pipe/p_defines.h"
52 #include "util/u_format.h"
53 #include "util/u_inlines.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
57 #include "cso_cache/cso_context.h"
61 * Do per-context initialization for glClear.
64 st_init_clear(struct st_context
*st
)
66 struct pipe_screen
*pscreen
= st
->pipe
->screen
;
68 memset(&st
->clear
, 0, sizeof(st
->clear
));
70 st
->clear
.raster
.gl_rasterization_rules
= 1;
71 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
76 * Free per-context state for glClear.
79 st_destroy_clear(struct st_context
*st
)
82 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
86 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
90 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
91 st
->clear
.vbuf
= NULL
;
97 * Helper function to set the fragment shaders.
100 set_fragment_shader(struct st_context
*st
)
103 st
->clear
.fs
= util_make_fragment_passthrough_shader(st
->pipe
);
105 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
110 * Helper function to set the vertex shader.
113 set_vertex_shader(struct st_context
*st
)
115 /* vertex shader - still required to provide the linkage between
116 * fragment shader input semantics and vertex_element/buffers.
120 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
121 TGSI_SEMANTIC_COLOR
};
122 const uint semantic_indexes
[] = { 0, 0 };
123 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
128 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
133 * Draw a screen-aligned quadrilateral.
134 * Coords are clip coords with y=0=bottom.
137 draw_quad(struct st_context
*st
,
138 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
139 const union pipe_color_union
*color
)
141 struct pipe_context
*pipe
= st
->pipe
;
143 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
144 * no_flush) updates to buffers where we know there is no conflict
145 * with previous data. Currently using max_slots > 1 will cause
146 * synchronous rendering if the driver flushes its command buffers
147 * between one bitmap and the next. Our flush hook below isn't
148 * sufficient to catch this as the driver doesn't tell us when it
149 * flushes its own command buffers. Until this gets fixed, pay the
150 * price of allocating a new buffer for each bitmap cache-flush to
151 * avoid synchronous rendering.
153 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
156 if (st
->clear
.vbuf_slot
>= max_slots
) {
157 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
158 st
->clear
.vbuf_slot
= 0;
161 if (!st
->clear
.vbuf
) {
162 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
,
163 PIPE_BIND_VERTEX_BUFFER
,
165 max_slots
* sizeof(st
->clear
.vertices
));
168 if (!st
->clear
.vbuf
) {
169 /* ran out of memory */
174 st
->clear
.vertices
[0][0][0] = x0
;
175 st
->clear
.vertices
[0][0][1] = y0
;
177 st
->clear
.vertices
[1][0][0] = x1
;
178 st
->clear
.vertices
[1][0][1] = y0
;
180 st
->clear
.vertices
[2][0][0] = x1
;
181 st
->clear
.vertices
[2][0][1] = y1
;
183 st
->clear
.vertices
[3][0][0] = x0
;
184 st
->clear
.vertices
[3][0][1] = y1
;
186 /* same for all verts: */
187 for (i
= 0; i
< 4; i
++) {
188 st
->clear
.vertices
[i
][0][2] = z
;
189 st
->clear
.vertices
[i
][0][3] = 1.0;
190 st
->clear
.vertices
[i
][1][0] = color
->f
[0];
191 st
->clear
.vertices
[i
][1][1] = color
->f
[1];
192 st
->clear
.vertices
[i
][1][2] = color
->f
[2];
193 st
->clear
.vertices
[i
][1][3] = color
->f
[3];
196 /* put vertex data into vbuf */
197 pipe_buffer_write_nooverlap(st
->pipe
, st
->clear
.vbuf
,
199 * sizeof(st
->clear
.vertices
),
200 sizeof(st
->clear
.vertices
),
204 util_draw_vertex_buffer(pipe
,
207 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
208 PIPE_PRIM_TRIANGLE_FAN
,
210 2); /* attribs/vert */
213 st
->clear
.vbuf_slot
++;
219 * Do glClear by drawing a quadrilateral.
220 * The vertices of the quad will be computed from the
221 * ctx->DrawBuffer->_X/Ymin/max fields.
224 clear_with_quad(struct gl_context
*ctx
,
225 GLboolean color
, GLboolean depth
, GLboolean stencil
)
227 struct st_context
*st
= st_context(ctx
);
228 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
229 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
230 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
231 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
232 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
233 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
234 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
235 union pipe_color_union clearColor
;
238 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
239 color ? "color, " : "",
240 depth ? "depth, " : "",
241 stencil ? "stencil" : "",
246 cso_save_blend(st
->cso_context
);
247 cso_save_stencil_ref(st
->cso_context
);
248 cso_save_depth_stencil_alpha(st
->cso_context
);
249 cso_save_rasterizer(st
->cso_context
);
250 cso_save_viewport(st
->cso_context
);
251 cso_save_clip(st
->cso_context
);
252 cso_save_fragment_shader(st
->cso_context
);
253 cso_save_vertex_shader(st
->cso_context
);
254 cso_save_geometry_shader(st
->cso_context
);
255 cso_save_vertex_elements(st
->cso_context
);
256 cso_save_vertex_buffers(st
->cso_context
);
258 /* blend state: RGBA masking */
260 struct pipe_blend_state blend
;
261 memset(&blend
, 0, sizeof(blend
));
262 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
263 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
264 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
265 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
267 if (ctx
->Color
.ColorMask
[0][0])
268 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
269 if (ctx
->Color
.ColorMask
[0][1])
270 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
271 if (ctx
->Color
.ColorMask
[0][2])
272 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
273 if (ctx
->Color
.ColorMask
[0][3])
274 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
275 if (st
->ctx
->Color
.DitherFlag
)
278 cso_set_blend(st
->cso_context
, &blend
);
281 /* depth_stencil state: always pass/set to ref value */
283 struct pipe_depth_stencil_alpha_state depth_stencil
;
284 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
286 depth_stencil
.depth
.enabled
= 1;
287 depth_stencil
.depth
.writemask
= 1;
288 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
292 struct pipe_stencil_ref stencil_ref
;
293 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
294 depth_stencil
.stencil
[0].enabled
= 1;
295 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
296 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
297 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
298 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
299 depth_stencil
.stencil
[0].valuemask
= 0xff;
300 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
301 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
302 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
305 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
308 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
310 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
312 /* viewport state: viewport matching window dims */
314 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
315 struct pipe_viewport_state vp
;
316 vp
.scale
[0] = 0.5f
* fb_width
;
317 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
320 vp
.translate
[0] = 0.5f
* fb_width
;
321 vp
.translate
[1] = 0.5f
* fb_height
;
322 vp
.translate
[2] = 0.0f
;
323 vp
.translate
[3] = 0.0f
;
324 cso_set_viewport(st
->cso_context
, &vp
);
327 cso_set_clip(st
->cso_context
, &st
->clear
.clip
);
328 set_fragment_shader(st
);
329 set_vertex_shader(st
);
330 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
332 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
333 st_translate_color(ctx
->Color
.ClearColor
.f
,
334 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
338 /* draw quad matching scissor rect */
339 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
341 /* Restore pipe state */
342 cso_restore_blend(st
->cso_context
);
343 cso_restore_stencil_ref(st
->cso_context
);
344 cso_restore_depth_stencil_alpha(st
->cso_context
);
345 cso_restore_rasterizer(st
->cso_context
);
346 cso_restore_viewport(st
->cso_context
);
347 cso_restore_clip(st
->cso_context
);
348 cso_restore_fragment_shader(st
->cso_context
);
349 cso_restore_vertex_shader(st
->cso_context
);
350 cso_restore_geometry_shader(st
->cso_context
);
351 cso_restore_vertex_elements(st
->cso_context
);
352 cso_restore_vertex_buffers(st
->cso_context
);
357 * Determine if we need to clear the depth buffer by drawing a quad.
359 static INLINE GLboolean
360 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
362 if (ctx
->Scissor
.Enabled
&&
363 (ctx
->Scissor
.X
!= 0 ||
364 ctx
->Scissor
.Y
!= 0 ||
365 ctx
->Scissor
.Width
< rb
->Width
||
366 ctx
->Scissor
.Height
< rb
->Height
))
369 if (!ctx
->Color
.ColorMask
[0][0] ||
370 !ctx
->Color
.ColorMask
[0][1] ||
371 !ctx
->Color
.ColorMask
[0][2] ||
372 !ctx
->Color
.ColorMask
[0][3])
380 * Determine if we need to clear the combiend depth/stencil buffer by
383 static INLINE GLboolean
384 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
386 const GLuint stencilMax
= 0xff;
387 GLboolean maskStencil
388 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
390 assert(rb
->Format
== MESA_FORMAT_S8
||
391 rb
->Format
== MESA_FORMAT_Z24_S8
||
392 rb
->Format
== MESA_FORMAT_S8_Z24
||
393 rb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
);
395 if (ctx
->Scissor
.Enabled
&&
396 (ctx
->Scissor
.X
!= 0 ||
397 ctx
->Scissor
.Y
!= 0 ||
398 ctx
->Scissor
.Width
< rb
->Width
||
399 ctx
->Scissor
.Height
< rb
->Height
))
410 * Determine if we need to clear the depth buffer by drawing a quad.
412 static INLINE GLboolean
413 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
416 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
417 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
419 if (ctx
->Scissor
.Enabled
&&
420 (ctx
->Scissor
.X
!= 0 ||
421 ctx
->Scissor
.Y
!= 0 ||
422 ctx
->Scissor
.Width
< rb
->Width
||
423 ctx
->Scissor
.Height
< rb
->Height
))
426 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
434 * Determine if we need to clear the stencil buffer by drawing a quad.
436 static INLINE GLboolean
437 check_clear_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
440 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
441 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
442 const GLuint stencilMax
= 0xff;
443 const GLboolean maskStencil
444 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
446 assert(rb
->Format
== MESA_FORMAT_S8
||
447 rb
->Format
== MESA_FORMAT_Z24_S8
||
448 rb
->Format
== MESA_FORMAT_S8_Z24
||
449 rb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
);
454 if (ctx
->Scissor
.Enabled
&&
455 (ctx
->Scissor
.X
!= 0 ||
456 ctx
->Scissor
.Y
!= 0 ||
457 ctx
->Scissor
.Width
< rb
->Width
||
458 ctx
->Scissor
.Height
< rb
->Height
))
461 /* This is correct, but it is necessary to look at the depth clear
462 * value held in the surface when it comes time to issue the clear,
463 * rather than taking depth and stencil clear values from the
466 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
475 * Called when we need to flush.
478 st_flush_clear(struct st_context
*st
)
480 /* Release vertex buffer to avoid synchronous rendering if we were
481 * to map it in the next frame.
483 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
484 st
->clear
.vbuf_slot
= 0;
490 * Called via ctx->Driver.Clear()
493 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
495 static const GLbitfield BUFFER_BITS_DS
496 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
497 struct st_context
*st
= st_context(ctx
);
498 struct gl_renderbuffer
*depthRb
499 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
500 struct gl_renderbuffer
*stencilRb
501 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
502 GLbitfield quad_buffers
= 0x0;
503 GLbitfield clear_buffers
= 0x0;
506 /* This makes sure the pipe has the latest scissor, etc values */
507 st_validate_state( st
);
509 if (mask
& BUFFER_BITS_COLOR
) {
510 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
511 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
513 if (mask
& (1 << b
)) {
514 struct gl_renderbuffer
*rb
515 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
516 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
518 if (!strb
|| !strb
->surface
)
521 if (check_clear_color_with_quad( ctx
, rb
))
522 quad_buffers
|= PIPE_CLEAR_COLOR
;
524 clear_buffers
|= PIPE_CLEAR_COLOR
;
529 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
530 /* clearing combined depth + stencil */
531 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
534 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
535 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
537 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
541 /* separate depth/stencil clears */
542 /* I don't think truly separate buffers are actually possible in gallium or hw? */
543 if (mask
& BUFFER_BIT_DEPTH
) {
544 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
547 if (check_clear_depth_with_quad(ctx
, depthRb
,
548 st
->clear
.enable_ds_separate
))
549 quad_buffers
|= PIPE_CLEAR_DEPTH
;
551 clear_buffers
|= PIPE_CLEAR_DEPTH
;
554 if (mask
& BUFFER_BIT_STENCIL
) {
555 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
558 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
559 st
->clear
.enable_ds_separate
))
560 quad_buffers
|= PIPE_CLEAR_STENCIL
;
562 clear_buffers
|= PIPE_CLEAR_STENCIL
;
568 * If we're going to use clear_with_quad() for any reason, use it for
569 * everything possible.
572 quad_buffers
|= clear_buffers
;
574 quad_buffers
& PIPE_CLEAR_COLOR
,
575 quad_buffers
& PIPE_CLEAR_DEPTH
,
576 quad_buffers
& PIPE_CLEAR_STENCIL
);
577 } else if (clear_buffers
) {
578 /* driver cannot know it can clear everything if the buffer
579 * is a combined depth/stencil buffer but this wasn't actually
580 * required from the visual. Hence fix this up to avoid potential
581 * read-modify-write in the driver.
583 union pipe_color_union clearColor
;
585 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
586 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
587 (depthRb
== stencilRb
) &&
588 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
589 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
590 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
592 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
593 st_translate_color(ctx
->Color
.ClearColor
.f
,
594 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
598 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
599 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
601 if (mask
& BUFFER_BIT_ACCUM
)
602 st_clear_accum_buffer(ctx
,
603 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
608 st_init_clear_functions(struct dd_function_table
*functions
)
610 functions
->Clear
= st_Clear
;