1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
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 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.
27 **************************************************************************/
31 * Keith Whitwell <keithw@vmware.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_bitmap.h"
45 #include "st_cb_clear.h"
46 #include "st_cb_fbo.h"
47 #include "st_format.h"
48 #include "st_program.h"
50 #include "pipe/p_context.h"
51 #include "pipe/p_shader_tokens.h"
52 #include "pipe/p_state.h"
53 #include "pipe/p_defines.h"
54 #include "util/u_format.h"
55 #include "util/u_framebuffer.h"
56 #include "util/u_inlines.h"
57 #include "util/u_simple_shaders.h"
58 #include "util/u_draw_quad.h"
59 #include "util/u_upload_mgr.h"
61 #include "cso_cache/cso_context.h"
65 * Do per-context initialization for glClear.
68 st_init_clear(struct st_context
*st
)
70 memset(&st
->clear
, 0, sizeof(st
->clear
));
72 st
->clear
.raster
.half_pixel_center
= 1;
73 st
->clear
.raster
.bottom_edge_rule
= 1;
74 st
->clear
.raster
.depth_clip
= 1;
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
);
92 if (st
->clear
.vs_layered
) {
93 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs_layered
);
94 st
->clear
.vs_layered
= NULL
;
96 if (st
->clear
.gs_layered
) {
97 cso_delete_geometry_shader(st
->cso_context
, st
->clear
.gs_layered
);
98 st
->clear
.gs_layered
= NULL
;
104 * Helper function to set the fragment shaders.
107 set_fragment_shader(struct st_context
*st
)
111 util_make_fragment_passthrough_shader(st
->pipe
, TGSI_SEMANTIC_GENERIC
,
112 TGSI_INTERPOLATE_CONSTANT
,
115 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
120 * Helper function to set the vertex shader.
123 set_vertex_shader(struct st_context
*st
)
125 /* vertex shader - still required to provide the linkage between
126 * fragment shader input semantics and vertex_element/buffers.
130 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
131 TGSI_SEMANTIC_GENERIC
};
132 const uint semantic_indexes
[] = { 0, 0 };
133 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
139 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
140 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
145 set_vertex_shader_layered(struct st_context
*st
)
147 struct pipe_context
*pipe
= st
->pipe
;
149 if (!pipe
->screen
->get_param(pipe
->screen
, PIPE_CAP_TGSI_INSTANCEID
)) {
150 assert(!"Got layered clear, but VS instancing is unsupported");
151 set_vertex_shader(st
);
155 if (!st
->clear
.vs_layered
) {
157 pipe
->screen
->get_param(pipe
->screen
, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT
);
159 st
->clear
.vs_layered
= util_make_layered_clear_vertex_shader(pipe
);
161 st
->clear
.vs_layered
= util_make_layered_clear_helper_vertex_shader(pipe
);
162 st
->clear
.gs_layered
= util_make_layered_clear_geometry_shader(pipe
);
166 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs_layered
);
167 cso_set_geometry_shader_handle(st
->cso_context
, st
->clear
.gs_layered
);
172 * Draw a screen-aligned quadrilateral.
173 * Coords are clip coords with y=0=bottom.
176 draw_quad(struct st_context
*st
,
177 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
178 unsigned num_instances
,
179 const union pipe_color_union
*color
)
181 struct cso_context
*cso
= st
->cso_context
;
182 struct pipe_vertex_buffer vb
= {0};
184 float (*vertices
)[2][4]; /**< vertex pos + color */
186 vb
.stride
= 8 * sizeof(float);
188 u_upload_alloc(st
->uploader
, 0, 4 * sizeof(vertices
[0]), 4,
189 &vb
.buffer_offset
, &vb
.buffer
,
190 (void **) &vertices
);
195 /* Convert Z from [0,1] to [-1,1] range */
199 vertices
[0][0][0] = x0
;
200 vertices
[0][0][1] = y0
;
202 vertices
[1][0][0] = x1
;
203 vertices
[1][0][1] = y0
;
205 vertices
[2][0][0] = x1
;
206 vertices
[2][0][1] = y1
;
208 vertices
[3][0][0] = x0
;
209 vertices
[3][0][1] = y1
;
211 /* same for all verts: */
212 for (i
= 0; i
< 4; i
++) {
213 vertices
[i
][0][2] = z
;
214 vertices
[i
][0][3] = 1.0;
215 vertices
[i
][1][0] = color
->f
[0];
216 vertices
[i
][1][1] = color
->f
[1];
217 vertices
[i
][1][2] = color
->f
[2];
218 vertices
[i
][1][3] = color
->f
[3];
221 u_upload_unmap(st
->uploader
);
224 cso_set_vertex_buffers(cso
, cso_get_aux_vertex_buffer_slot(cso
), 1, &vb
);
225 cso_draw_arrays_instanced(cso
, PIPE_PRIM_TRIANGLE_FAN
, 0, 4,
227 pipe_resource_reference(&vb
.buffer
, NULL
);
233 * Do glClear by drawing a quadrilateral.
234 * The vertices of the quad will be computed from the
235 * ctx->DrawBuffer->_X/Ymin/max fields.
238 clear_with_quad(struct gl_context
*ctx
, unsigned clear_buffers
)
240 struct st_context
*st
= st_context(ctx
);
241 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
242 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
243 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
244 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
245 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
246 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
247 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
248 unsigned num_layers
=
249 util_framebuffer_get_num_layers(&st
->state
.framebuffer
);
252 printf("%s %s%s%s %f,%f %f,%f\n", __func__,
253 color ? "color, " : "",
254 depth ? "depth, " : "",
255 stencil ? "stencil" : "",
260 cso_save_blend(st
->cso_context
);
261 cso_save_stencil_ref(st
->cso_context
);
262 cso_save_depth_stencil_alpha(st
->cso_context
);
263 cso_save_rasterizer(st
->cso_context
);
264 cso_save_sample_mask(st
->cso_context
);
265 cso_save_min_samples(st
->cso_context
);
266 cso_save_viewport(st
->cso_context
);
267 cso_save_fragment_shader(st
->cso_context
);
268 cso_save_stream_outputs(st
->cso_context
);
269 cso_save_vertex_shader(st
->cso_context
);
270 cso_save_tessctrl_shader(st
->cso_context
);
271 cso_save_tesseval_shader(st
->cso_context
);
272 cso_save_geometry_shader(st
->cso_context
);
273 cso_save_vertex_elements(st
->cso_context
);
274 cso_save_aux_vertex_buffer_slot(st
->cso_context
);
276 /* blend state: RGBA masking */
278 struct pipe_blend_state blend
;
279 memset(&blend
, 0, sizeof(blend
));
280 if (clear_buffers
& PIPE_CLEAR_COLOR
) {
281 int num_buffers
= ctx
->Extensions
.EXT_draw_buffers2
?
282 ctx
->DrawBuffer
->_NumColorDrawBuffers
: 1;
285 blend
.independent_blend_enable
= num_buffers
> 1;
287 for (i
= 0; i
< num_buffers
; i
++) {
288 if (!(clear_buffers
& (PIPE_CLEAR_COLOR0
<< i
)))
291 if (ctx
->Color
.ColorMask
[i
][0])
292 blend
.rt
[i
].colormask
|= PIPE_MASK_R
;
293 if (ctx
->Color
.ColorMask
[i
][1])
294 blend
.rt
[i
].colormask
|= PIPE_MASK_G
;
295 if (ctx
->Color
.ColorMask
[i
][2])
296 blend
.rt
[i
].colormask
|= PIPE_MASK_B
;
297 if (ctx
->Color
.ColorMask
[i
][3])
298 blend
.rt
[i
].colormask
|= PIPE_MASK_A
;
301 if (st
->ctx
->Color
.DitherFlag
)
304 cso_set_blend(st
->cso_context
, &blend
);
307 /* depth_stencil state: always pass/set to ref value */
309 struct pipe_depth_stencil_alpha_state depth_stencil
;
310 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
311 if (clear_buffers
& PIPE_CLEAR_DEPTH
) {
312 depth_stencil
.depth
.enabled
= 1;
313 depth_stencil
.depth
.writemask
= 1;
314 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
317 if (clear_buffers
& PIPE_CLEAR_STENCIL
) {
318 struct pipe_stencil_ref stencil_ref
;
319 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
320 depth_stencil
.stencil
[0].enabled
= 1;
321 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
322 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
323 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
324 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
325 depth_stencil
.stencil
[0].valuemask
= 0xff;
326 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
327 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
328 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
331 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
334 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
335 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, NULL
);
336 cso_set_sample_mask(st
->cso_context
, ~0);
337 cso_set_min_samples(st
->cso_context
, 1);
338 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
340 /* viewport state: viewport matching window dims */
342 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
343 struct pipe_viewport_state vp
;
344 vp
.scale
[0] = 0.5f
* fb_width
;
345 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
347 vp
.translate
[0] = 0.5f
* fb_width
;
348 vp
.translate
[1] = 0.5f
* fb_height
;
349 vp
.translate
[2] = 0.5f
;
350 cso_set_viewport(st
->cso_context
, &vp
);
353 set_fragment_shader(st
);
354 cso_set_tessctrl_shader_handle(st
->cso_context
, NULL
);
355 cso_set_tesseval_shader_handle(st
->cso_context
, NULL
);
358 set_vertex_shader_layered(st
);
360 set_vertex_shader(st
);
362 /* We can't translate the clear color to the colorbuffer format,
363 * because different colorbuffers may have different formats.
366 /* draw quad matching scissor rect */
367 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, num_layers
,
368 (union pipe_color_union
*)&ctx
->Color
.ClearColor
);
370 /* Restore pipe state */
371 cso_restore_blend(st
->cso_context
);
372 cso_restore_stencil_ref(st
->cso_context
);
373 cso_restore_depth_stencil_alpha(st
->cso_context
);
374 cso_restore_rasterizer(st
->cso_context
);
375 cso_restore_sample_mask(st
->cso_context
);
376 cso_restore_min_samples(st
->cso_context
);
377 cso_restore_viewport(st
->cso_context
);
378 cso_restore_fragment_shader(st
->cso_context
);
379 cso_restore_vertex_shader(st
->cso_context
);
380 cso_restore_tessctrl_shader(st
->cso_context
);
381 cso_restore_tesseval_shader(st
->cso_context
);
382 cso_restore_geometry_shader(st
->cso_context
);
383 cso_restore_vertex_elements(st
->cso_context
);
384 cso_restore_aux_vertex_buffer_slot(st
->cso_context
);
385 cso_restore_stream_outputs(st
->cso_context
);
390 * Return if the scissor must be enabled during the clear.
392 static inline GLboolean
393 is_scissor_enabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
395 return (ctx
->Scissor
.EnableFlags
& 1) &&
396 (ctx
->Scissor
.ScissorArray
[0].X
> 0 ||
397 ctx
->Scissor
.ScissorArray
[0].Y
> 0 ||
398 (unsigned) ctx
->Scissor
.ScissorArray
[0].Width
< rb
->Width
||
399 (unsigned) ctx
->Scissor
.ScissorArray
[0].Height
< rb
->Height
);
404 * Return if all of the color channels are masked.
406 static inline GLboolean
407 is_color_disabled(struct gl_context
*ctx
, int i
)
409 return !ctx
->Color
.ColorMask
[i
][0] &&
410 !ctx
->Color
.ColorMask
[i
][1] &&
411 !ctx
->Color
.ColorMask
[i
][2] &&
412 !ctx
->Color
.ColorMask
[i
][3];
417 * Return if any of the color channels are masked.
419 static inline GLboolean
420 is_color_masked(struct gl_context
*ctx
, int i
)
422 return !ctx
->Color
.ColorMask
[i
][0] ||
423 !ctx
->Color
.ColorMask
[i
][1] ||
424 !ctx
->Color
.ColorMask
[i
][2] ||
425 !ctx
->Color
.ColorMask
[i
][3];
430 * Return if all of the stencil bits are masked.
432 static inline GLboolean
433 is_stencil_disabled(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
435 const GLuint stencilMax
= 0xff;
437 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
438 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) == 0;
443 * Return if any of the stencil bits are masked.
445 static inline GLboolean
446 is_stencil_masked(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
448 const GLuint stencilMax
= 0xff;
450 assert(_mesa_get_format_bits(rb
->Format
, GL_STENCIL_BITS
) > 0);
451 return (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
456 * Called via ctx->Driver.Clear()
459 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
461 struct st_context
*st
= st_context(ctx
);
462 struct gl_renderbuffer
*depthRb
463 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
464 struct gl_renderbuffer
*stencilRb
465 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
466 GLbitfield quad_buffers
= 0x0;
467 GLbitfield clear_buffers
= 0x0;
470 st_flush_bitmap_cache(st
);
472 /* This makes sure the pipe has the latest scissor, etc values */
473 st_validate_state( st
);
475 if (mask
& BUFFER_BITS_COLOR
) {
476 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
477 GLint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
479 if (b
>= 0 && mask
& (1 << b
)) {
480 struct gl_renderbuffer
*rb
481 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
482 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
483 int colormask_index
= ctx
->Extensions
.EXT_draw_buffers2
? i
: 0;
485 if (!strb
|| !strb
->surface
)
488 if (is_color_disabled(ctx
, colormask_index
))
491 if (is_scissor_enabled(ctx
, rb
) ||
492 is_color_masked(ctx
, colormask_index
))
493 quad_buffers
|= PIPE_CLEAR_COLOR0
<< i
;
495 clear_buffers
|= PIPE_CLEAR_COLOR0
<< i
;
500 if (mask
& BUFFER_BIT_DEPTH
) {
501 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
503 if (strb
->surface
&& ctx
->Depth
.Mask
) {
504 if (is_scissor_enabled(ctx
, depthRb
))
505 quad_buffers
|= PIPE_CLEAR_DEPTH
;
507 clear_buffers
|= PIPE_CLEAR_DEPTH
;
510 if (mask
& BUFFER_BIT_STENCIL
) {
511 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
513 if (strb
->surface
&& !is_stencil_disabled(ctx
, stencilRb
)) {
514 if (is_scissor_enabled(ctx
, stencilRb
) ||
515 is_stencil_masked(ctx
, stencilRb
))
516 quad_buffers
|= PIPE_CLEAR_STENCIL
;
518 clear_buffers
|= PIPE_CLEAR_STENCIL
;
522 /* Always clear depth and stencil together.
523 * This can only happen when the stencil writemask is not a full mask.
525 if (quad_buffers
& PIPE_CLEAR_DEPTHSTENCIL
&&
526 clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) {
527 quad_buffers
|= clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
;
528 clear_buffers
&= ~PIPE_CLEAR_DEPTHSTENCIL
;
531 /* Only use quad-based clearing for the renderbuffers which cannot
532 * use pipe->clear. We want to always use pipe->clear for the other
533 * renderbuffers, because it's likely to be faster.
536 clear_with_quad(ctx
, quad_buffers
);
539 /* We can't translate the clear color to the colorbuffer format,
540 * because different colorbuffers may have different formats.
542 st
->pipe
->clear(st
->pipe
, clear_buffers
,
543 (union pipe_color_union
*)&ctx
->Color
.ClearColor
,
544 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
546 if (mask
& BUFFER_BIT_ACCUM
)
547 _mesa_clear_accum_buffer(ctx
);
552 st_init_clear_functions(struct dd_function_table
*functions
)
554 functions
->Clear
= st_Clear
;