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 struct pipe_screen
*pscreen
= st
->pipe
->screen
;
70 memset(&st
->clear
, 0, sizeof(st
->clear
));
72 st
->clear
.raster
.gl_rasterization_rules
= 1;
73 st
->clear
.raster
.depth_clip
= 1;
74 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
79 * Free per-context state for glClear.
82 st_destroy_clear(struct st_context
*st
)
85 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
89 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
96 * Helper function to set the fragment shaders.
99 set_fragment_shader(struct st_context
*st
)
102 st
->clear
.fs
= util_make_fragment_passthrough_shader(st
->pipe
);
104 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
109 * Helper function to set the vertex shader.
112 set_vertex_shader(struct st_context
*st
)
114 /* vertex shader - still required to provide the linkage between
115 * fragment shader input semantics and vertex_element/buffers.
119 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
120 TGSI_SEMANTIC_COLOR
};
121 const uint semantic_indexes
[] = { 0, 0 };
122 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
127 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
132 * Draw a screen-aligned quadrilateral.
133 * Coords are clip coords with y=0=bottom.
136 draw_quad(struct st_context
*st
,
137 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
138 const union pipe_color_union
*color
)
140 struct pipe_context
*pipe
= st
->pipe
;
141 struct pipe_resource
*vbuf
= NULL
;
143 float (*vertices
)[2][4]; /**< vertex pos + color */
145 u_upload_alloc(st
->uploader
, 0, 4 * sizeof(vertices
[0]), &offset
, &vbuf
,
152 vertices
[0][0][0] = x0
;
153 vertices
[0][0][1] = y0
;
155 vertices
[1][0][0] = x1
;
156 vertices
[1][0][1] = y0
;
158 vertices
[2][0][0] = x1
;
159 vertices
[2][0][1] = y1
;
161 vertices
[3][0][0] = x0
;
162 vertices
[3][0][1] = y1
;
164 /* same for all verts: */
165 for (i
= 0; i
< 4; i
++) {
166 vertices
[i
][0][2] = z
;
167 vertices
[i
][0][3] = 1.0;
168 vertices
[i
][1][0] = color
->f
[0];
169 vertices
[i
][1][1] = color
->f
[1];
170 vertices
[i
][1][2] = color
->f
[2];
171 vertices
[i
][1][3] = color
->f
[3];
174 u_upload_unmap(st
->uploader
);
177 util_draw_vertex_buffer(pipe
,
180 cso_get_aux_vertex_buffer_slot(st
->cso_context
),
182 PIPE_PRIM_TRIANGLE_FAN
,
184 2); /* attribs/vert */
186 pipe_resource_reference(&vbuf
, NULL
);
192 * Do glClear by drawing a quadrilateral.
193 * The vertices of the quad will be computed from the
194 * ctx->DrawBuffer->_X/Ymin/max fields.
197 clear_with_quad(struct gl_context
*ctx
,
198 GLboolean color
, GLboolean depth
, GLboolean stencil
)
200 struct st_context
*st
= st_context(ctx
);
201 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
202 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
203 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
204 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
205 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
206 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
207 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
208 union pipe_color_union clearColor
;
211 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
212 color ? "color, " : "",
213 depth ? "depth, " : "",
214 stencil ? "stencil" : "",
219 cso_save_blend(st
->cso_context
);
220 cso_save_stencil_ref(st
->cso_context
);
221 cso_save_depth_stencil_alpha(st
->cso_context
);
222 cso_save_rasterizer(st
->cso_context
);
223 cso_save_sample_mask(st
->cso_context
);
224 cso_save_viewport(st
->cso_context
);
225 cso_save_fragment_shader(st
->cso_context
);
226 cso_save_stream_outputs(st
->cso_context
);
227 cso_save_vertex_shader(st
->cso_context
);
228 cso_save_geometry_shader(st
->cso_context
);
229 cso_save_vertex_elements(st
->cso_context
);
230 cso_save_aux_vertex_buffer_slot(st
->cso_context
);
232 /* blend state: RGBA masking */
234 struct pipe_blend_state blend
;
235 memset(&blend
, 0, sizeof(blend
));
236 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
237 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
238 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
239 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
241 if (ctx
->Color
.ColorMask
[0][0])
242 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
243 if (ctx
->Color
.ColorMask
[0][1])
244 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
245 if (ctx
->Color
.ColorMask
[0][2])
246 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
247 if (ctx
->Color
.ColorMask
[0][3])
248 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
249 if (st
->ctx
->Color
.DitherFlag
)
252 cso_set_blend(st
->cso_context
, &blend
);
255 /* depth_stencil state: always pass/set to ref value */
257 struct pipe_depth_stencil_alpha_state depth_stencil
;
258 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
260 depth_stencil
.depth
.enabled
= 1;
261 depth_stencil
.depth
.writemask
= 1;
262 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
266 struct pipe_stencil_ref stencil_ref
;
267 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
268 depth_stencil
.stencil
[0].enabled
= 1;
269 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
270 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
271 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
272 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
273 depth_stencil
.stencil
[0].valuemask
= 0xff;
274 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
275 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
276 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
279 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
282 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
283 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, 0);
284 cso_set_sample_mask(st
->cso_context
, ~0);
285 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
287 /* viewport state: viewport matching window dims */
289 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
290 struct pipe_viewport_state vp
;
291 vp
.scale
[0] = 0.5f
* fb_width
;
292 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
295 vp
.translate
[0] = 0.5f
* fb_width
;
296 vp
.translate
[1] = 0.5f
* fb_height
;
297 vp
.translate
[2] = 0.0f
;
298 vp
.translate
[3] = 0.0f
;
299 cso_set_viewport(st
->cso_context
, &vp
);
302 set_fragment_shader(st
);
303 set_vertex_shader(st
);
304 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
306 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
307 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
308 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
310 st_translate_color(&ctx
->Color
.ClearColor
,
312 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
316 /* draw quad matching scissor rect */
317 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
319 /* Restore pipe state */
320 cso_restore_blend(st
->cso_context
);
321 cso_restore_stencil_ref(st
->cso_context
);
322 cso_restore_depth_stencil_alpha(st
->cso_context
);
323 cso_restore_rasterizer(st
->cso_context
);
324 cso_restore_sample_mask(st
->cso_context
);
325 cso_restore_viewport(st
->cso_context
);
326 cso_restore_fragment_shader(st
->cso_context
);
327 cso_restore_vertex_shader(st
->cso_context
);
328 cso_restore_geometry_shader(st
->cso_context
);
329 cso_restore_vertex_elements(st
->cso_context
);
330 cso_restore_aux_vertex_buffer_slot(st
->cso_context
);
331 cso_restore_stream_outputs(st
->cso_context
);
336 * Determine if we need to clear the depth buffer by drawing a quad.
338 static INLINE GLboolean
339 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
341 if (ctx
->Scissor
.Enabled
&&
342 (ctx
->Scissor
.X
!= 0 ||
343 ctx
->Scissor
.Y
!= 0 ||
344 ctx
->Scissor
.Width
< rb
->Width
||
345 ctx
->Scissor
.Height
< rb
->Height
))
348 if (!ctx
->Color
.ColorMask
[0][0] ||
349 !ctx
->Color
.ColorMask
[0][1] ||
350 !ctx
->Color
.ColorMask
[0][2] ||
351 !ctx
->Color
.ColorMask
[0][3])
359 * Determine if we need to clear the combiend depth/stencil buffer by
362 static INLINE GLboolean
363 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
365 const GLuint stencilMax
= 0xff;
366 GLboolean maskStencil
367 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
369 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
371 if (ctx
->Scissor
.Enabled
&&
372 (ctx
->Scissor
.X
!= 0 ||
373 ctx
->Scissor
.Y
!= 0 ||
374 ctx
->Scissor
.Width
< rb
->Width
||
375 ctx
->Scissor
.Height
< rb
->Height
))
386 * Determine if we need to clear the depth buffer by drawing a quad.
388 static INLINE GLboolean
389 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
392 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
393 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
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
))
402 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
410 * Determine if we need to clear the stencil buffer by drawing a quad.
412 static INLINE GLboolean
413 check_clear_stencil_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
);
418 const GLuint stencilMax
= 0xff;
419 const GLboolean maskStencil
420 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
422 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
427 if (ctx
->Scissor
.Enabled
&&
428 (ctx
->Scissor
.X
!= 0 ||
429 ctx
->Scissor
.Y
!= 0 ||
430 ctx
->Scissor
.Width
< rb
->Width
||
431 ctx
->Scissor
.Height
< rb
->Height
))
434 /* This is correct, but it is necessary to look at the depth clear
435 * value held in the surface when it comes time to issue the clear,
436 * rather than taking depth and stencil clear values from the
439 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 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 union pipe_color_union clearColor
;
542 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
543 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
544 (depthRb
== stencilRb
) &&
545 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
546 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
547 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
549 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
550 struct gl_renderbuffer
*rb
= ctx
->DrawBuffer
->_ColorDrawBuffers
[0];
551 GLboolean is_integer
= _mesa_is_enum_format_integer(rb
->InternalFormat
);
553 st_translate_color(&ctx
->Color
.ClearColor
,
555 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
559 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
560 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
562 if (mask
& BUFFER_BIT_ACCUM
)
563 _mesa_clear_accum_buffer(ctx
);
568 st_init_clear_functions(struct dd_function_table
*functions
)
570 functions
->Clear
= st_Clear
;