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/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"
44 #include "st_cb_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
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_inlines.h"
55 #include "util/u_simple_shaders.h"
56 #include "util/u_draw_quad.h"
57 #include "util/u_upload_mgr.h"
59 #include "cso_cache/cso_context.h"
63 * Do per-context initialization for glClear.
66 st_init_clear(struct st_context
*st
)
68 memset(&st
->clear
, 0, sizeof(st
->clear
));
70 st
->clear
.raster
.gl_rasterization_rules
= 1;
71 st
->clear
.raster
.depth_clip
= 1;
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
);
93 * Helper function to set the fragment shaders.
96 set_fragment_shader(struct st_context
*st
)
99 st
->clear
.fs
= util_make_fragment_passthrough_shader(st
->pipe
);
101 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
106 * Helper function to set the vertex shader.
109 set_vertex_shader(struct st_context
*st
)
111 /* vertex shader - still required to provide the linkage between
112 * fragment shader input semantics and vertex_element/buffers.
116 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
117 TGSI_SEMANTIC_COLOR
};
118 const uint semantic_indexes
[] = { 0, 0 };
119 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
124 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
129 * Draw a screen-aligned quadrilateral.
130 * Coords are clip coords with y=0=bottom.
133 draw_quad(struct st_context
*st
,
134 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
135 const union pipe_color_union
*color
)
137 struct pipe_context
*pipe
= st
->pipe
;
138 struct pipe_resource
*vbuf
= NULL
;
140 float (*vertices
)[2][4]; /**< vertex pos + color */
142 u_upload_alloc(st
->uploader
, 0, 4 * sizeof(vertices
[0]), &offset
, &vbuf
,
149 vertices
[0][0][0] = x0
;
150 vertices
[0][0][1] = y0
;
152 vertices
[1][0][0] = x1
;
153 vertices
[1][0][1] = y0
;
155 vertices
[2][0][0] = x1
;
156 vertices
[2][0][1] = y1
;
158 vertices
[3][0][0] = x0
;
159 vertices
[3][0][1] = y1
;
161 /* same for all verts: */
162 for (i
= 0; i
< 4; i
++) {
163 vertices
[i
][0][2] = z
;
164 vertices
[i
][0][3] = 1.0;
165 vertices
[i
][1][0] = color
->f
[0];
166 vertices
[i
][1][1] = color
->f
[1];
167 vertices
[i
][1][2] = color
->f
[2];
168 vertices
[i
][1][3] = color
->f
[3];
171 u_upload_unmap(st
->uploader
);
174 util_draw_vertex_buffer(pipe
,
177 cso_get_aux_vertex_buffer_slot(st
->cso_context
),
179 PIPE_PRIM_TRIANGLE_FAN
,
181 2); /* attribs/vert */
183 pipe_resource_reference(&vbuf
, NULL
);
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
;
205 union pipe_color_union clearColor
;
208 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
209 color ? "color, " : "",
210 depth ? "depth, " : "",
211 stencil ? "stencil" : "",
216 cso_save_blend(st
->cso_context
);
217 cso_save_stencil_ref(st
->cso_context
);
218 cso_save_depth_stencil_alpha(st
->cso_context
);
219 cso_save_rasterizer(st
->cso_context
);
220 cso_save_sample_mask(st
->cso_context
);
221 cso_save_viewport(st
->cso_context
);
222 cso_save_fragment_shader(st
->cso_context
);
223 cso_save_stream_outputs(st
->cso_context
);
224 cso_save_vertex_shader(st
->cso_context
);
225 cso_save_geometry_shader(st
->cso_context
);
226 cso_save_vertex_elements(st
->cso_context
);
227 cso_save_aux_vertex_buffer_slot(st
->cso_context
);
229 /* blend state: RGBA masking */
231 struct pipe_blend_state blend
;
232 memset(&blend
, 0, sizeof(blend
));
233 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
234 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
235 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
236 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
238 if (ctx
->Color
.ColorMask
[0][0])
239 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
240 if (ctx
->Color
.ColorMask
[0][1])
241 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
242 if (ctx
->Color
.ColorMask
[0][2])
243 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
244 if (ctx
->Color
.ColorMask
[0][3])
245 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
246 if (st
->ctx
->Color
.DitherFlag
)
249 cso_set_blend(st
->cso_context
, &blend
);
252 /* depth_stencil state: always pass/set to ref value */
254 struct pipe_depth_stencil_alpha_state depth_stencil
;
255 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
257 depth_stencil
.depth
.enabled
= 1;
258 depth_stencil
.depth
.writemask
= 1;
259 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
263 struct pipe_stencil_ref stencil_ref
;
264 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
265 depth_stencil
.stencil
[0].enabled
= 1;
266 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
267 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
268 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
269 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
270 depth_stencil
.stencil
[0].valuemask
= 0xff;
271 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
272 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
273 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
276 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
279 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
280 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, 0);
281 cso_set_sample_mask(st
->cso_context
, ~0);
282 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
284 /* viewport state: viewport matching window dims */
286 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
287 struct pipe_viewport_state vp
;
288 vp
.scale
[0] = 0.5f
* fb_width
;
289 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
292 vp
.translate
[0] = 0.5f
* fb_width
;
293 vp
.translate
[1] = 0.5f
* fb_height
;
294 vp
.translate
[2] = 0.0f
;
295 vp
.translate
[3] = 0.0f
;
296 cso_set_viewport(st
->cso_context
, &vp
);
299 set_fragment_shader(st
);
300 set_vertex_shader(st
);
301 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
303 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
304 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
305 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
307 st_translate_color(&ctx
->Color
.ClearColor
,
309 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
313 /* draw quad matching scissor rect */
314 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
316 /* Restore pipe state */
317 cso_restore_blend(st
->cso_context
);
318 cso_restore_stencil_ref(st
->cso_context
);
319 cso_restore_depth_stencil_alpha(st
->cso_context
);
320 cso_restore_rasterizer(st
->cso_context
);
321 cso_restore_sample_mask(st
->cso_context
);
322 cso_restore_viewport(st
->cso_context
);
323 cso_restore_fragment_shader(st
->cso_context
);
324 cso_restore_vertex_shader(st
->cso_context
);
325 cso_restore_geometry_shader(st
->cso_context
);
326 cso_restore_vertex_elements(st
->cso_context
);
327 cso_restore_aux_vertex_buffer_slot(st
->cso_context
);
328 cso_restore_stream_outputs(st
->cso_context
);
333 * Return if the scissor must be enabled during the clear.
335 static INLINE GLboolean
336 is_scissor_enabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
338 return ctx
->Scissor
.Enabled
&&
339 (ctx
->Scissor
.X
> 0 ||
340 ctx
->Scissor
.Y
> 0 ||
341 ctx
->Scissor
.Width
< rb
->Width
||
342 ctx
->Scissor
.Height
< rb
->Height
);
347 * Return if any of the color channels are masked.
349 static INLINE GLboolean
350 is_color_masked(struct gl_context
*ctx
)
352 return !ctx
->Color
.ColorMask
[0][0] ||
353 !ctx
->Color
.ColorMask
[0][1] ||
354 !ctx
->Color
.ColorMask
[0][2] ||
355 !ctx
->Color
.ColorMask
[0][3];
360 * Return if any of the stencil bits are masked.
362 static INLINE GLboolean
363 is_stencil_masked(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
365 const GLuint stencilMax
= 0xff;
367 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
368 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
373 * Called via ctx->Driver.Clear()
376 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
378 static const GLbitfield BUFFER_BITS_DS
379 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
380 struct st_context
*st
= st_context(ctx
);
381 struct gl_renderbuffer
*depthRb
382 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
383 struct gl_renderbuffer
*stencilRb
384 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
385 GLbitfield quad_buffers
= 0x0;
386 GLbitfield clear_buffers
= 0x0;
389 /* This makes sure the pipe has the latest scissor, etc values */
390 st_validate_state( st
);
392 if (mask
& BUFFER_BITS_COLOR
) {
393 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
394 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
396 if (mask
& (1 << b
)) {
397 struct gl_renderbuffer
*rb
398 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
399 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
401 if (!strb
|| !strb
->surface
)
404 if (is_scissor_enabled(ctx
, rb
) || is_color_masked(ctx
))
405 quad_buffers
|= PIPE_CLEAR_COLOR
;
407 clear_buffers
|= PIPE_CLEAR_COLOR
;
412 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
413 /* clearing combined depth + stencil */
414 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
417 if (is_scissor_enabled(ctx
, depthRb
) ||
418 is_stencil_masked(ctx
, depthRb
))
419 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
421 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
425 /* separate depth/stencil clears */
426 /* I don't think truly separate buffers are actually possible in gallium or hw? */
427 if (mask
& BUFFER_BIT_DEPTH
) {
428 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
431 if (is_scissor_enabled(ctx
, depthRb
))
432 quad_buffers
|= PIPE_CLEAR_DEPTH
;
434 clear_buffers
|= PIPE_CLEAR_DEPTH
;
437 if (mask
& BUFFER_BIT_STENCIL
) {
438 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
441 if (is_scissor_enabled(ctx
, stencilRb
) ||
442 is_stencil_masked(ctx
, stencilRb
))
443 quad_buffers
|= PIPE_CLEAR_STENCIL
;
445 clear_buffers
|= PIPE_CLEAR_STENCIL
;
451 * If we're going to use clear_with_quad() for any reason, use it for
452 * everything possible.
455 quad_buffers
|= clear_buffers
;
457 quad_buffers
& PIPE_CLEAR_COLOR
,
458 quad_buffers
& PIPE_CLEAR_DEPTH
,
459 quad_buffers
& PIPE_CLEAR_STENCIL
);
460 } else if (clear_buffers
) {
461 /* driver cannot know it can clear everything if the buffer
462 * is a combined depth/stencil buffer but this wasn't actually
463 * required from the visual. Hence fix this up to avoid potential
464 * read-modify-write in the driver.
466 union pipe_color_union clearColor
;
468 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
469 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
470 (depthRb
== stencilRb
) &&
471 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
472 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
473 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
475 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
476 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
477 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
479 st_translate_color(&ctx
->Color
.ClearColor
,
481 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
485 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
486 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
488 if (mask
& BUFFER_BIT_ACCUM
)
489 _mesa_clear_accum_buffer(ctx
);
494 st_init_clear_functions(struct dd_function_table
*functions
)
496 functions
->Clear
= st_Clear
;