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_program.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_shader_tokens.h"
49 #include "pipe/p_state.h"
50 #include "pipe/p_defines.h"
51 #include "util/u_format.h"
52 #include "util/u_inlines.h"
53 #include "util/u_simple_shaders.h"
54 #include "util/u_draw_quad.h"
56 #include "cso_cache/cso_context.h"
60 * Do per-context initialization for glClear.
63 st_init_clear(struct st_context
*st
)
65 struct pipe_context
*pipe
= st
->pipe
;
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
);
73 /* fragment shader state: color pass-through program */
74 st
->clear
.fs
= util_make_fragment_passthrough_shader(pipe
);
76 /* vertex shader state: color/position pass-through */
78 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
79 TGSI_SEMANTIC_COLOR
};
80 const uint semantic_indexes
[] = { 0, 0 };
81 st
->clear
.vs
= util_make_vertex_passthrough_shader(pipe
, 2,
89 * Free per-context state for glClear.
92 st_destroy_clear(struct st_context
*st
)
95 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
99 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
102 if (st
->clear
.vbuf
) {
103 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
104 st
->clear
.vbuf
= NULL
;
110 * Draw a screen-aligned quadrilateral.
111 * Coords are clip coords with y=0=bottom.
114 draw_quad(struct st_context
*st
,
115 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
116 const GLfloat color
[4])
118 struct pipe_context
*pipe
= st
->pipe
;
120 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
121 * no_flush) updates to buffers where we know there is no conflict
122 * with previous data. Currently using max_slots > 1 will cause
123 * synchronous rendering if the driver flushes its command buffers
124 * between one bitmap and the next. Our flush hook below isn't
125 * sufficient to catch this as the driver doesn't tell us when it
126 * flushes its own command buffers. Until this gets fixed, pay the
127 * price of allocating a new buffer for each bitmap cache-flush to
128 * avoid synchronous rendering.
130 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
133 if (st
->clear
.vbuf_slot
>= max_slots
) {
134 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
135 st
->clear
.vbuf_slot
= 0;
138 if (!st
->clear
.vbuf
) {
139 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
,
140 PIPE_BIND_VERTEX_BUFFER
,
141 max_slots
* sizeof(st
->clear
.vertices
));
145 st
->clear
.vertices
[0][0][0] = x0
;
146 st
->clear
.vertices
[0][0][1] = y0
;
148 st
->clear
.vertices
[1][0][0] = x1
;
149 st
->clear
.vertices
[1][0][1] = y0
;
151 st
->clear
.vertices
[2][0][0] = x1
;
152 st
->clear
.vertices
[2][0][1] = y1
;
154 st
->clear
.vertices
[3][0][0] = x0
;
155 st
->clear
.vertices
[3][0][1] = y1
;
157 /* same for all verts: */
158 for (i
= 0; i
< 4; i
++) {
159 st
->clear
.vertices
[i
][0][2] = z
;
160 st
->clear
.vertices
[i
][0][3] = 1.0;
161 st
->clear
.vertices
[i
][1][0] = color
[0];
162 st
->clear
.vertices
[i
][1][1] = color
[1];
163 st
->clear
.vertices
[i
][1][2] = color
[2];
164 st
->clear
.vertices
[i
][1][3] = color
[3];
167 /* put vertex data into vbuf */
168 pipe_buffer_write_nooverlap(st
->pipe
, st
->clear
.vbuf
,
170 * sizeof(st
->clear
.vertices
),
171 sizeof(st
->clear
.vertices
),
175 util_draw_vertex_buffer(pipe
,
177 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
178 PIPE_PRIM_TRIANGLE_FAN
,
180 2); /* attribs/vert */
183 st
->clear
.vbuf_slot
++;
189 * Do glClear by drawing a quadrilateral.
190 * The vertices of the quad will be computed from the
191 * ctx->DrawBuffer->_X/Ymin/max fields.
194 clear_with_quad(struct gl_context
*ctx
,
195 GLboolean color
, GLboolean depth
, GLboolean stencil
)
197 struct st_context
*st
= st_context(ctx
);
198 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
199 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
200 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
201 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
202 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
203 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
204 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
207 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
208 color ? "color, " : "",
209 depth ? "depth, " : "",
210 stencil ? "stencil" : "",
215 cso_save_blend(st
->cso_context
);
216 cso_save_stencil_ref(st
->cso_context
);
217 cso_save_depth_stencil_alpha(st
->cso_context
);
218 cso_save_rasterizer(st
->cso_context
);
219 cso_save_viewport(st
->cso_context
);
220 cso_save_clip(st
->cso_context
);
221 cso_save_fragment_shader(st
->cso_context
);
222 cso_save_vertex_shader(st
->cso_context
);
223 cso_save_vertex_elements(st
->cso_context
);
225 /* blend state: RGBA masking */
227 struct pipe_blend_state blend
;
228 memset(&blend
, 0, sizeof(blend
));
229 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
230 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
231 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
232 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
234 if (ctx
->Color
.ColorMask
[0][0])
235 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
236 if (ctx
->Color
.ColorMask
[0][1])
237 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
238 if (ctx
->Color
.ColorMask
[0][2])
239 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
240 if (ctx
->Color
.ColorMask
[0][3])
241 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
242 if (st
->ctx
->Color
.DitherFlag
)
245 cso_set_blend(st
->cso_context
, &blend
);
248 /* depth_stencil state: always pass/set to ref value */
250 struct pipe_depth_stencil_alpha_state depth_stencil
;
251 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
253 depth_stencil
.depth
.enabled
= 1;
254 depth_stencil
.depth
.writemask
= 1;
255 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
259 struct pipe_stencil_ref stencil_ref
;
260 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
261 depth_stencil
.stencil
[0].enabled
= 1;
262 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
263 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
264 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
265 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
266 depth_stencil
.stencil
[0].valuemask
= 0xff;
267 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
268 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
269 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
272 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
275 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
277 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
279 /* viewport state: viewport matching window dims */
281 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
282 struct pipe_viewport_state vp
;
283 vp
.scale
[0] = 0.5f
* fb_width
;
284 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
287 vp
.translate
[0] = 0.5f
* fb_width
;
288 vp
.translate
[1] = 0.5f
* fb_height
;
289 vp
.translate
[2] = 0.0f
;
290 vp
.translate
[3] = 0.0f
;
291 cso_set_viewport(st
->cso_context
, &vp
);
294 cso_set_clip(st
->cso_context
, &st
->clear
.clip
);
295 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
296 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
298 /* draw quad matching scissor rect (XXX verify coord round-off) */
299 draw_quad(st
, x0
, y0
, x1
, y1
,
300 (GLfloat
) ctx
->Depth
.Clear
, ctx
->Color
.ClearColor
);
302 /* Restore pipe state */
303 cso_restore_blend(st
->cso_context
);
304 cso_restore_stencil_ref(st
->cso_context
);
305 cso_restore_depth_stencil_alpha(st
->cso_context
);
306 cso_restore_rasterizer(st
->cso_context
);
307 cso_restore_viewport(st
->cso_context
);
308 cso_restore_clip(st
->cso_context
);
309 cso_restore_fragment_shader(st
->cso_context
);
310 cso_restore_vertex_shader(st
->cso_context
);
311 cso_restore_vertex_elements(st
->cso_context
);
316 * Determine if we need to clear the depth buffer by drawing a quad.
318 static INLINE GLboolean
319 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
321 if (ctx
->Scissor
.Enabled
&&
322 (ctx
->Scissor
.X
!= 0 ||
323 ctx
->Scissor
.Y
!= 0 ||
324 ctx
->Scissor
.Width
< rb
->Width
||
325 ctx
->Scissor
.Height
< rb
->Height
))
328 if (!ctx
->Color
.ColorMask
[0][0] ||
329 !ctx
->Color
.ColorMask
[0][1] ||
330 !ctx
->Color
.ColorMask
[0][2] ||
331 !ctx
->Color
.ColorMask
[0][3])
339 * Determine if we need to clear the combiend depth/stencil buffer by
342 static INLINE GLboolean
343 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
345 const GLuint stencilMax
= 0xff;
346 GLboolean maskStencil
347 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
349 assert(rb
->Format
== MESA_FORMAT_S8
||
350 rb
->Format
== MESA_FORMAT_Z24_S8
||
351 rb
->Format
== MESA_FORMAT_S8_Z24
);
353 if (ctx
->Scissor
.Enabled
&&
354 (ctx
->Scissor
.X
!= 0 ||
355 ctx
->Scissor
.Y
!= 0 ||
356 ctx
->Scissor
.Width
< rb
->Width
||
357 ctx
->Scissor
.Height
< rb
->Height
))
368 * Determine if we need to clear the depth buffer by drawing a quad.
370 static INLINE GLboolean
371 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
374 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
375 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
377 if (ctx
->Scissor
.Enabled
&&
378 (ctx
->Scissor
.X
!= 0 ||
379 ctx
->Scissor
.Y
!= 0 ||
380 ctx
->Scissor
.Width
< rb
->Width
||
381 ctx
->Scissor
.Height
< rb
->Height
))
384 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
392 * Determine if we need to clear the stencil buffer by drawing a quad.
394 static INLINE GLboolean
395 check_clear_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
398 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
399 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
400 const GLuint stencilMax
= 0xff;
401 const GLboolean maskStencil
402 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
404 assert(rb
->Format
== MESA_FORMAT_S8
||
405 rb
->Format
== MESA_FORMAT_Z24_S8
||
406 rb
->Format
== MESA_FORMAT_S8_Z24
);
411 if (ctx
->Scissor
.Enabled
&&
412 (ctx
->Scissor
.X
!= 0 ||
413 ctx
->Scissor
.Y
!= 0 ||
414 ctx
->Scissor
.Width
< rb
->Width
||
415 ctx
->Scissor
.Height
< rb
->Height
))
418 /* This is correct, but it is necessary to look at the depth clear
419 * value held in the surface when it comes time to issue the clear,
420 * rather than taking depth and stencil clear values from the
423 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
432 * Called when we need to flush.
435 st_flush_clear(struct st_context
*st
)
437 /* Release vertex buffer to avoid synchronous rendering if we were
438 * to map it in the next frame.
440 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
441 st
->clear
.vbuf_slot
= 0;
447 * Called via ctx->Driver.Clear()
450 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
452 static const GLbitfield BUFFER_BITS_DS
453 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
454 struct st_context
*st
= st_context(ctx
);
455 struct gl_renderbuffer
*depthRb
456 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
457 struct gl_renderbuffer
*stencilRb
458 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
459 GLbitfield quad_buffers
= 0x0;
460 GLbitfield clear_buffers
= 0x0;
463 /* This makes sure the pipe has the latest scissor, etc values */
464 st_validate_state( st
);
466 if (mask
& BUFFER_BITS_COLOR
) {
467 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
468 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
470 if (mask
& (1 << b
)) {
471 struct gl_renderbuffer
*rb
472 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
473 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
475 if (!strb
|| !strb
->surface
)
478 if (check_clear_color_with_quad( ctx
, rb
))
479 quad_buffers
|= PIPE_CLEAR_COLOR
;
481 clear_buffers
|= PIPE_CLEAR_COLOR
;
486 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
487 /* clearing combined depth + stencil */
488 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
491 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
492 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
494 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
498 /* separate depth/stencil clears */
499 /* I don't think truly separate buffers are actually possible in gallium or hw? */
500 if (mask
& BUFFER_BIT_DEPTH
) {
501 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
504 if (check_clear_depth_with_quad(ctx
, depthRb
,
505 st
->clear
.enable_ds_separate
))
506 quad_buffers
|= PIPE_CLEAR_DEPTH
;
508 clear_buffers
|= PIPE_CLEAR_DEPTH
;
511 if (mask
& BUFFER_BIT_STENCIL
) {
512 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
515 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
516 st
->clear
.enable_ds_separate
))
517 quad_buffers
|= PIPE_CLEAR_STENCIL
;
519 clear_buffers
|= PIPE_CLEAR_STENCIL
;
525 * If we're going to use clear_with_quad() for any reason, use it for
526 * everything possible.
529 quad_buffers
|= clear_buffers
;
531 quad_buffers
& PIPE_CLEAR_COLOR
,
532 quad_buffers
& PIPE_CLEAR_DEPTH
,
533 quad_buffers
& PIPE_CLEAR_STENCIL
);
534 } else if (clear_buffers
) {
535 /* driver cannot know it can clear everything if the buffer
536 * is a combined depth/stencil buffer but this wasn't actually
537 * required from the visual. Hence fix this up to avoid potential
538 * read-modify-write in the driver.
540 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
541 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
542 (depthRb
== stencilRb
) &&
543 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
544 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
545 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
546 st
->pipe
->clear(st
->pipe
, clear_buffers
, ctx
->Color
.ClearColor
,
547 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
549 if (mask
& BUFFER_BIT_ACCUM
)
550 st_clear_accum_buffer(ctx
,
551 ctx
->DrawBuffer
->Attachment
[BUFFER_ACCUM
].Renderbuffer
);
556 st_init_clear_functions(struct dd_function_table
*functions
)
558 functions
->Clear
= st_Clear
;