mesa: change ctx->Color.ColorMask into a 32-bit bitmask
[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.
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12 * permit persons to whom the Software is furnished to do so, subject to
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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.
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24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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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/framebuffer.h"
40 #include "main/macros.h"
41 #include "main/glformats.h"
42 #include "program/prog_instruction.h"
43 #include "st_context.h"
44 #include "st_atom.h"
45 #include "st_cb_bitmap.h"
46 #include "st_cb_clear.h"
47 #include "st_cb_fbo.h"
48 #include "st_draw.h"
49 #include "st_format.h"
50 #include "st_program.h"
51
52 #include "pipe/p_context.h"
53 #include "pipe/p_shader_tokens.h"
54 #include "pipe/p_state.h"
55 #include "pipe/p_defines.h"
56 #include "util/u_format.h"
57 #include "util/u_inlines.h"
58 #include "util/u_simple_shaders.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 * Do glClear by drawing a quadrilateral.
172 * The vertices of the quad will be computed from the
173 * ctx->DrawBuffer->_X/Ymin/max fields.
174 */
175 static void
176 clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
177 {
178 struct st_context *st = st_context(ctx);
179 struct cso_context *cso = st->cso_context;
180 const struct gl_framebuffer *fb = ctx->DrawBuffer;
181 const GLfloat fb_width = (GLfloat) fb->Width;
182 const GLfloat fb_height = (GLfloat) fb->Height;
183
184 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
185
186 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
187 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
188 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
189 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
190 unsigned num_layers = st->state.fb_num_layers;
191
192 /*
193 printf("%s %s%s%s %f,%f %f,%f\n", __func__,
194 color ? "color, " : "",
195 depth ? "depth, " : "",
196 stencil ? "stencil" : "",
197 x0, y0,
198 x1, y1);
199 */
200
201 cso_save_state(cso, (CSO_BIT_BLEND |
202 CSO_BIT_STENCIL_REF |
203 CSO_BIT_DEPTH_STENCIL_ALPHA |
204 CSO_BIT_RASTERIZER |
205 CSO_BIT_SAMPLE_MASK |
206 CSO_BIT_MIN_SAMPLES |
207 CSO_BIT_VIEWPORT |
208 CSO_BIT_STREAM_OUTPUTS |
209 CSO_BIT_VERTEX_ELEMENTS |
210 CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
211 CSO_BIT_PAUSE_QUERIES |
212 CSO_BITS_ALL_SHADERS));
213
214 /* blend state: RGBA masking */
215 {
216 struct pipe_blend_state blend;
217 memset(&blend, 0, sizeof(blend));
218 if (clear_buffers & PIPE_CLEAR_COLOR) {
219 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
220 ctx->DrawBuffer->_NumColorDrawBuffers : 1;
221 int i;
222
223 blend.independent_blend_enable = num_buffers > 1;
224
225 for (i = 0; i < num_buffers; i++) {
226 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
227 continue;
228
229 blend.rt[i].colormask = GET_COLORMASK(ctx->Color.ColorMask, i);
230 }
231
232 if (ctx->Color.DitherFlag)
233 blend.dither = 1;
234 }
235 cso_set_blend(cso, &blend);
236 }
237
238 /* depth_stencil state: always pass/set to ref value */
239 {
240 struct pipe_depth_stencil_alpha_state depth_stencil;
241 memset(&depth_stencil, 0, sizeof(depth_stencil));
242 if (clear_buffers & PIPE_CLEAR_DEPTH) {
243 depth_stencil.depth.enabled = 1;
244 depth_stencil.depth.writemask = 1;
245 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
246 }
247
248 if (clear_buffers & PIPE_CLEAR_STENCIL) {
249 struct pipe_stencil_ref stencil_ref;
250 memset(&stencil_ref, 0, sizeof(stencil_ref));
251 depth_stencil.stencil[0].enabled = 1;
252 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
253 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
254 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
255 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
256 depth_stencil.stencil[0].valuemask = 0xff;
257 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
258 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
259 cso_set_stencil_ref(cso, &stencil_ref);
260 }
261
262 cso_set_depth_stencil_alpha(cso, &depth_stencil);
263 }
264
265 cso_set_vertex_elements(cso, 2, st->util_velems);
266 cso_set_stream_outputs(cso, 0, NULL, NULL);
267 cso_set_sample_mask(cso, ~0);
268 cso_set_min_samples(cso, 1);
269 cso_set_rasterizer(cso, &st->clear.raster);
270
271 /* viewport state: viewport matching window dims */
272 cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
273 st_fb_orientation(fb) == Y_0_TOP);
274
275 set_fragment_shader(st);
276 cso_set_tessctrl_shader_handle(cso, NULL);
277 cso_set_tesseval_shader_handle(cso, NULL);
278
279 if (num_layers > 1)
280 set_vertex_shader_layered(st);
281 else
282 set_vertex_shader(st);
283
284 /* draw quad matching scissor rect.
285 *
286 * Note: if we're only clearing depth/stencil we still setup vertices
287 * with color, but they'll be ignored.
288 *
289 * We can't translate the clear color to the colorbuffer format,
290 * because different colorbuffers may have different formats.
291 */
292 if (!st_draw_quad(st, x0, y0, x1, y1,
293 ctx->Depth.Clear * 2.0f - 1.0f,
294 0.0f, 0.0f, 0.0f, 0.0f,
295 (const float *) &ctx->Color.ClearColor.f,
296 num_layers)) {
297 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
298 }
299
300 /* Restore pipe state */
301 cso_restore_state(cso);
302 }
303
304
305 /**
306 * Return if the scissor must be enabled during the clear.
307 */
308 static inline GLboolean
309 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
310 {
311 const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
312
313 return (ctx->Scissor.EnableFlags & 1) &&
314 (scissor->X > 0 ||
315 scissor->Y > 0 ||
316 scissor->X + scissor->Width < (int)rb->Width ||
317 scissor->Y + scissor->Height < (int)rb->Height);
318 }
319
320 /**
321 * Return if window rectangles must be enabled during the clear.
322 */
323 static inline bool
324 is_window_rectangle_enabled(struct gl_context *ctx)
325 {
326 if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
327 return false;
328 return ctx->Scissor.NumWindowRects > 0 ||
329 ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
330 }
331
332
333 /**
334 * Return if all of the stencil bits are masked.
335 */
336 static inline GLboolean
337 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
338 {
339 const GLuint stencilMax = 0xff;
340
341 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
342 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
343 }
344
345
346 /**
347 * Return if any of the stencil bits are masked.
348 */
349 static inline GLboolean
350 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
351 {
352 const GLuint stencilMax = 0xff;
353
354 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
355 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
356 }
357
358
359 /**
360 * Called via ctx->Driver.Clear()
361 */
362 static void
363 st_Clear(struct gl_context *ctx, GLbitfield mask)
364 {
365 struct st_context *st = st_context(ctx);
366 struct gl_renderbuffer *depthRb
367 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
368 struct gl_renderbuffer *stencilRb
369 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
370 GLbitfield quad_buffers = 0x0;
371 GLbitfield clear_buffers = 0x0;
372 GLuint i;
373
374 st_flush_bitmap_cache(st);
375 st_invalidate_readpix_cache(st);
376
377 /* This makes sure the pipe has the latest scissor, etc values */
378 st_validate_state(st, ST_PIPELINE_CLEAR);
379
380 if (mask & BUFFER_BITS_COLOR) {
381 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
382 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
383
384 if (b != BUFFER_NONE && mask & (1 << b)) {
385 struct gl_renderbuffer *rb
386 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
387 struct st_renderbuffer *strb = st_renderbuffer(rb);
388 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
389
390 if (!strb || !strb->surface)
391 continue;
392
393 if (!GET_COLORMASK(ctx->Color.ColorMask, colormask_index))
394 continue;
395
396 if (is_scissor_enabled(ctx, rb) ||
397 is_window_rectangle_enabled(ctx) ||
398 GET_COLORMASK(ctx->Color.ColorMask, colormask_index) != 0xf)
399 quad_buffers |= PIPE_CLEAR_COLOR0 << i;
400 else
401 clear_buffers |= PIPE_CLEAR_COLOR0 << i;
402 }
403 }
404 }
405
406 if (mask & BUFFER_BIT_DEPTH) {
407 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
408
409 if (strb->surface && ctx->Depth.Mask) {
410 if (is_scissor_enabled(ctx, depthRb) ||
411 is_window_rectangle_enabled(ctx))
412 quad_buffers |= PIPE_CLEAR_DEPTH;
413 else
414 clear_buffers |= PIPE_CLEAR_DEPTH;
415 }
416 }
417 if (mask & BUFFER_BIT_STENCIL) {
418 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
419
420 if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
421 if (is_scissor_enabled(ctx, stencilRb) ||
422 is_window_rectangle_enabled(ctx) ||
423 is_stencil_masked(ctx, stencilRb))
424 quad_buffers |= PIPE_CLEAR_STENCIL;
425 else
426 clear_buffers |= PIPE_CLEAR_STENCIL;
427 }
428 }
429
430 /* Always clear depth and stencil together.
431 * This can only happen when the stencil writemask is not a full mask.
432 */
433 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
434 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
435 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
436 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
437 }
438
439 /* Only use quad-based clearing for the renderbuffers which cannot
440 * use pipe->clear. We want to always use pipe->clear for the other
441 * renderbuffers, because it's likely to be faster.
442 */
443 if (quad_buffers) {
444 clear_with_quad(ctx, quad_buffers);
445 }
446 if (clear_buffers) {
447 /* We can't translate the clear color to the colorbuffer format,
448 * because different colorbuffers may have different formats.
449 */
450 st->pipe->clear(st->pipe, clear_buffers,
451 (union pipe_color_union*)&ctx->Color.ClearColor,
452 ctx->Depth.Clear, ctx->Stencil.Clear);
453 }
454 if (mask & BUFFER_BIT_ACCUM)
455 _mesa_clear_accum_buffer(ctx);
456 }
457
458
459 void
460 st_init_clear_functions(struct dd_function_table *functions)
461 {
462 functions->Clear = st_Clear;
463 }