Merge remote-tracking branch 'mesa-public/master' 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 if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]),
188 &vb.buffer_offset, &vb.buffer,
189 (void **) &vertices) != PIPE_OK) {
190 return;
191 }
192
193 /* Convert Z from [0,1] to [-1,1] range */
194 z = z * 2.0f - 1.0f;
195
196 /* positions */
197 vertices[0][0][0] = x0;
198 vertices[0][0][1] = y0;
199
200 vertices[1][0][0] = x1;
201 vertices[1][0][1] = y0;
202
203 vertices[2][0][0] = x1;
204 vertices[2][0][1] = y1;
205
206 vertices[3][0][0] = x0;
207 vertices[3][0][1] = y1;
208
209 /* same for all verts: */
210 for (i = 0; i < 4; i++) {
211 vertices[i][0][2] = z;
212 vertices[i][0][3] = 1.0;
213 vertices[i][1][0] = color->f[0];
214 vertices[i][1][1] = color->f[1];
215 vertices[i][1][2] = color->f[2];
216 vertices[i][1][3] = color->f[3];
217 }
218
219 u_upload_unmap(st->uploader);
220
221 /* draw */
222 cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb);
223 cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
224 0, num_instances);
225 pipe_resource_reference(&vb.buffer, NULL);
226 }
227
228
229
230 /**
231 * Do glClear by drawing a quadrilateral.
232 * The vertices of the quad will be computed from the
233 * ctx->DrawBuffer->_X/Ymin/max fields.
234 */
235 static void
236 clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
237 {
238 struct st_context *st = st_context(ctx);
239 const struct gl_framebuffer *fb = ctx->DrawBuffer;
240 const GLfloat fb_width = (GLfloat) fb->Width;
241 const GLfloat fb_height = (GLfloat) fb->Height;
242 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
243 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
244 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
245 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
246 unsigned num_layers =
247 util_framebuffer_get_num_layers(&st->state.framebuffer);
248
249 /*
250 printf("%s %s%s%s %f,%f %f,%f\n", __func__,
251 color ? "color, " : "",
252 depth ? "depth, " : "",
253 stencil ? "stencil" : "",
254 x0, y0,
255 x1, y1);
256 */
257
258 cso_save_blend(st->cso_context);
259 cso_save_stencil_ref(st->cso_context);
260 cso_save_depth_stencil_alpha(st->cso_context);
261 cso_save_rasterizer(st->cso_context);
262 cso_save_sample_mask(st->cso_context);
263 cso_save_min_samples(st->cso_context);
264 cso_save_viewport(st->cso_context);
265 cso_save_fragment_shader(st->cso_context);
266 cso_save_stream_outputs(st->cso_context);
267 cso_save_vertex_shader(st->cso_context);
268 cso_save_tessctrl_shader(st->cso_context);
269 cso_save_tesseval_shader(st->cso_context);
270 cso_save_geometry_shader(st->cso_context);
271 cso_save_vertex_elements(st->cso_context);
272 cso_save_aux_vertex_buffer_slot(st->cso_context);
273
274 /* blend state: RGBA masking */
275 {
276 struct pipe_blend_state blend;
277 memset(&blend, 0, sizeof(blend));
278 if (clear_buffers & PIPE_CLEAR_COLOR) {
279 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
280 ctx->DrawBuffer->_NumColorDrawBuffers : 1;
281 int i;
282
283 blend.independent_blend_enable = num_buffers > 1;
284
285 for (i = 0; i < num_buffers; i++) {
286 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
287 continue;
288
289 if (ctx->Color.ColorMask[i][0])
290 blend.rt[i].colormask |= PIPE_MASK_R;
291 if (ctx->Color.ColorMask[i][1])
292 blend.rt[i].colormask |= PIPE_MASK_G;
293 if (ctx->Color.ColorMask[i][2])
294 blend.rt[i].colormask |= PIPE_MASK_B;
295 if (ctx->Color.ColorMask[i][3])
296 blend.rt[i].colormask |= PIPE_MASK_A;
297 }
298
299 if (st->ctx->Color.DitherFlag)
300 blend.dither = 1;
301 }
302 cso_set_blend(st->cso_context, &blend);
303 }
304
305 /* depth_stencil state: always pass/set to ref value */
306 {
307 struct pipe_depth_stencil_alpha_state depth_stencil;
308 memset(&depth_stencil, 0, sizeof(depth_stencil));
309 if (clear_buffers & PIPE_CLEAR_DEPTH) {
310 depth_stencil.depth.enabled = 1;
311 depth_stencil.depth.writemask = 1;
312 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
313 }
314
315 if (clear_buffers & PIPE_CLEAR_STENCIL) {
316 struct pipe_stencil_ref stencil_ref;
317 memset(&stencil_ref, 0, sizeof(stencil_ref));
318 depth_stencil.stencil[0].enabled = 1;
319 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
320 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
321 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
322 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
323 depth_stencil.stencil[0].valuemask = 0xff;
324 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
325 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
326 cso_set_stencil_ref(st->cso_context, &stencil_ref);
327 }
328
329 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
330 }
331
332 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
333 cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
334 cso_set_sample_mask(st->cso_context, ~0);
335 cso_set_min_samples(st->cso_context, 1);
336 cso_set_rasterizer(st->cso_context, &st->clear.raster);
337
338 /* viewport state: viewport matching window dims */
339 {
340 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
341 struct pipe_viewport_state vp;
342 vp.scale[0] = 0.5f * fb_width;
343 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
344 vp.scale[2] = 0.5f;
345 vp.translate[0] = 0.5f * fb_width;
346 vp.translate[1] = 0.5f * fb_height;
347 vp.translate[2] = 0.5f;
348 cso_set_viewport(st->cso_context, &vp);
349 }
350
351 set_fragment_shader(st);
352 cso_set_tessctrl_shader_handle(st->cso_context, NULL);
353 cso_set_tesseval_shader_handle(st->cso_context, NULL);
354
355 if (num_layers > 1)
356 set_vertex_shader_layered(st);
357 else
358 set_vertex_shader(st);
359
360 /* We can't translate the clear color to the colorbuffer format,
361 * because different colorbuffers may have different formats.
362 */
363
364 /* draw quad matching scissor rect */
365 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
366 (union pipe_color_union*)&ctx->Color.ClearColor);
367
368 /* Restore pipe state */
369 cso_restore_blend(st->cso_context);
370 cso_restore_stencil_ref(st->cso_context);
371 cso_restore_depth_stencil_alpha(st->cso_context);
372 cso_restore_rasterizer(st->cso_context);
373 cso_restore_sample_mask(st->cso_context);
374 cso_restore_min_samples(st->cso_context);
375 cso_restore_viewport(st->cso_context);
376 cso_restore_fragment_shader(st->cso_context);
377 cso_restore_vertex_shader(st->cso_context);
378 cso_restore_tessctrl_shader(st->cso_context);
379 cso_restore_tesseval_shader(st->cso_context);
380 cso_restore_geometry_shader(st->cso_context);
381 cso_restore_vertex_elements(st->cso_context);
382 cso_restore_aux_vertex_buffer_slot(st->cso_context);
383 cso_restore_stream_outputs(st->cso_context);
384 }
385
386
387 /**
388 * Return if the scissor must be enabled during the clear.
389 */
390 static inline GLboolean
391 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
392 {
393 return (ctx->Scissor.EnableFlags & 1) &&
394 (ctx->Scissor.ScissorArray[0].X > 0 ||
395 ctx->Scissor.ScissorArray[0].Y > 0 ||
396 (unsigned) ctx->Scissor.ScissorArray[0].Width < rb->Width ||
397 (unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height);
398 }
399
400
401 /**
402 * Return if all of the color channels are masked.
403 */
404 static inline GLboolean
405 is_color_disabled(struct gl_context *ctx, int i)
406 {
407 return !ctx->Color.ColorMask[i][0] &&
408 !ctx->Color.ColorMask[i][1] &&
409 !ctx->Color.ColorMask[i][2] &&
410 !ctx->Color.ColorMask[i][3];
411 }
412
413
414 /**
415 * Return if any of the color channels are masked.
416 */
417 static inline GLboolean
418 is_color_masked(struct gl_context *ctx, int i)
419 {
420 return !ctx->Color.ColorMask[i][0] ||
421 !ctx->Color.ColorMask[i][1] ||
422 !ctx->Color.ColorMask[i][2] ||
423 !ctx->Color.ColorMask[i][3];
424 }
425
426
427 /**
428 * Return if all of the stencil bits are masked.
429 */
430 static inline GLboolean
431 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
432 {
433 const GLuint stencilMax = 0xff;
434
435 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
436 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
437 }
438
439
440 /**
441 * Return if any of the stencil bits are masked.
442 */
443 static inline GLboolean
444 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
445 {
446 const GLuint stencilMax = 0xff;
447
448 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
449 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
450 }
451
452
453 /**
454 * Called via ctx->Driver.Clear()
455 */
456 static void
457 st_Clear(struct gl_context *ctx, GLbitfield mask)
458 {
459 struct st_context *st = st_context(ctx);
460 struct gl_renderbuffer *depthRb
461 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
462 struct gl_renderbuffer *stencilRb
463 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
464 GLbitfield quad_buffers = 0x0;
465 GLbitfield clear_buffers = 0x0;
466 GLuint i;
467
468 /* This makes sure the pipe has the latest scissor, etc values */
469 st_validate_state( st );
470
471 if (mask & BUFFER_BITS_COLOR) {
472 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
473 GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
474
475 if (b >= 0 && mask & (1 << b)) {
476 struct gl_renderbuffer *rb
477 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
478 struct st_renderbuffer *strb = st_renderbuffer(rb);
479 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
480
481 if (!strb || !strb->surface)
482 continue;
483
484 if (is_color_disabled(ctx, colormask_index))
485 continue;
486
487 if (is_scissor_enabled(ctx, rb) ||
488 is_color_masked(ctx, colormask_index))
489 quad_buffers |= PIPE_CLEAR_COLOR0 << i;
490 else
491 clear_buffers |= PIPE_CLEAR_COLOR0 << i;
492 }
493 }
494 }
495
496 if (mask & BUFFER_BIT_DEPTH) {
497 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
498
499 if (strb->surface && ctx->Depth.Mask) {
500 if (is_scissor_enabled(ctx, depthRb))
501 quad_buffers |= PIPE_CLEAR_DEPTH;
502 else
503 clear_buffers |= PIPE_CLEAR_DEPTH;
504 }
505 }
506 if (mask & BUFFER_BIT_STENCIL) {
507 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
508
509 if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
510 if (is_scissor_enabled(ctx, stencilRb) ||
511 is_stencil_masked(ctx, stencilRb))
512 quad_buffers |= PIPE_CLEAR_STENCIL;
513 else
514 clear_buffers |= PIPE_CLEAR_STENCIL;
515 }
516 }
517
518 /* Always clear depth and stencil together.
519 * This can only happen when the stencil writemask is not a full mask.
520 */
521 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
522 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
523 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
524 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
525 }
526
527 /* Only use quad-based clearing for the renderbuffers which cannot
528 * use pipe->clear. We want to always use pipe->clear for the other
529 * renderbuffers, because it's likely to be faster.
530 */
531 if (quad_buffers) {
532 clear_with_quad(ctx, quad_buffers);
533 }
534 if (clear_buffers) {
535 /* We can't translate the clear color to the colorbuffer format,
536 * because different colorbuffers may have different formats.
537 */
538 st->pipe->clear(st->pipe, clear_buffers,
539 (union pipe_color_union*)&ctx->Color.ClearColor,
540 ctx->Depth.Clear, ctx->Stencil.Clear);
541 }
542 if (mask & BUFFER_BIT_ACCUM)
543 _mesa_clear_accum_buffer(ctx);
544 }
545
546
547 void
548 st_init_clear_functions(struct dd_function_table *functions)
549 {
550 functions->Clear = st_Clear;
551 }