mesa: enable msaa in clear_with_quad if needed
[mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index f50f8442d55469c93ec0b402884bd9e0d1a2b656..1e28e27586a81932a305d4a5785639f51aa75393 100644 (file)
@@ -33,6 +33,7 @@
   *   Michel Dänzer
   */
 
+#include "main/errors.h"
 #include "main/glheader.h"
 #include "main/accum.h"
 #include "main/formats.h"
@@ -47,7 +48,9 @@
 #include "st_cb_fbo.h"
 #include "st_draw.h"
 #include "st_format.h"
+#include "st_nir.h"
 #include "st_program.h"
+#include "st_util.h"
 
 #include "pipe/p_context.h"
 #include "pipe/p_shader_tokens.h"
@@ -70,7 +73,8 @@ st_init_clear(struct st_context *st)
 
    st->clear.raster.half_pixel_center = 1;
    st->clear.raster.bottom_edge_rule = 1;
-   st->clear.raster.depth_clip = 1;
+   st->clear.raster.depth_clip_near = 1;
+   st->clear.raster.depth_clip_far = 1;
 }
 
 
@@ -105,34 +109,83 @@ st_destroy_clear(struct st_context *st)
 static inline void
 set_fragment_shader(struct st_context *st)
 {
-   if (!st->clear.fs)
-      st->clear.fs =
-         util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
-                                               TGSI_INTERPOLATE_CONSTANT,
-                                               TRUE);
+   struct pipe_screen *pscreen = st->pipe->screen;
+   bool use_nir = PIPE_SHADER_IR_NIR ==
+      pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
+                                PIPE_SHADER_CAP_PREFERRED_IR);
+
+   if (!st->clear.fs) {
+      if (use_nir) {
+         unsigned inputs[] = { VARYING_SLOT_VAR0 };
+         unsigned outputs[] = { FRAG_RESULT_COLOR };
+         unsigned interpolation[] = { INTERP_MODE_FLAT };
+         st->clear.fs = st_nir_make_passthrough_shader(st, "clear FS",
+                                                       MESA_SHADER_FRAGMENT,
+                                                       1, inputs, outputs,
+                                                       interpolation, 0);
+      } else {
+         st->clear.fs =
+            util_make_fragment_passthrough_shader(st->pipe,
+                                                  TGSI_SEMANTIC_GENERIC,
+                                                  TGSI_INTERPOLATE_CONSTANT,
+                                                  TRUE);
+      }
+   }
 
    cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
 }
 
 
+static void *
+make_nir_clear_vertex_shader(struct st_context *st, bool layered)
+{
+   const char *shader_name = layered ? "layered clear VS" : "clear VS";
+   unsigned inputs[] = {
+      VERT_ATTRIB_POS,
+      VERT_ATTRIB_GENERIC0,
+      SYSTEM_VALUE_INSTANCE_ID,
+   };
+   unsigned outputs[] = {
+      VARYING_SLOT_POS,
+      VARYING_SLOT_VAR0,
+      VARYING_SLOT_LAYER
+   };
+
+   return st_nir_make_passthrough_shader(st, shader_name, MESA_SHADER_VERTEX,
+                                         layered ? 3 : 2, inputs, outputs,
+                                         NULL, (1 << 2));
+}
+
+
 /**
  * Helper function to set the vertex shader.
  */
 static inline void
 set_vertex_shader(struct st_context *st)
 {
+   struct pipe_screen *pscreen = st->pipe->screen;
+   bool use_nir = PIPE_SHADER_IR_NIR ==
+      pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
+                                PIPE_SHADER_CAP_PREFERRED_IR);
+
    /* vertex shader - still required to provide the linkage between
     * fragment shader input semantics and vertex_element/buffers.
     */
    if (!st->clear.vs)
    {
-      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
-                                      TGSI_SEMANTIC_GENERIC };
-      const uint semantic_indexes[] = { 0, 0 };
-      st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
-                                                         semantic_names,
-                                                         semantic_indexes,
-                                                         FALSE);
+      if (use_nir) {
+         st->clear.vs = make_nir_clear_vertex_shader(st, false);
+      } else {
+         const enum tgsi_semantic semantic_names[] = {
+            TGSI_SEMANTIC_POSITION,
+            TGSI_SEMANTIC_GENERIC
+         };
+         const uint semantic_indexes[] = { 0, 0 };
+         st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
+                                                            semantic_names,
+                                                            semantic_indexes,
+                                                            FALSE);
+      }
    }
 
    cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
@@ -144,6 +197,10 @@ static void
 set_vertex_shader_layered(struct st_context *st)
 {
    struct pipe_context *pipe = st->pipe;
+   struct pipe_screen *pscreen = pipe->screen;
+   bool use_nir = PIPE_SHADER_IR_NIR ==
+      pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
+                                PIPE_SHADER_CAP_PREFERRED_IR);
 
    if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
       assert(!"Got layered clear, but VS instancing is unsupported");
@@ -155,7 +212,9 @@ set_vertex_shader_layered(struct st_context *st)
       bool vs_layer =
          pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
       if (vs_layer) {
-         st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
+         st->clear.vs_layered =
+            use_nir ? make_nir_clear_vertex_shader(st, true)
+                    : util_make_layered_clear_vertex_shader(pipe);
       } else {
          st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
          st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
@@ -208,7 +267,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
                         CSO_BIT_STREAM_OUTPUTS |
                         CSO_BIT_VERTEX_ELEMENTS |
                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
-                        CSO_BIT_PAUSE_QUERIES |
+                        (st->active_queries ? CSO_BIT_PAUSE_QUERIES : 0) |
                         CSO_BITS_ALL_SHADERS));
 
    /* blend state: RGBA masking */
@@ -226,14 +285,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
             if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
                continue;
 
-            if (ctx->Color.ColorMask[i][0])
-               blend.rt[i].colormask |= PIPE_MASK_R;
-            if (ctx->Color.ColorMask[i][1])
-               blend.rt[i].colormask |= PIPE_MASK_G;
-            if (ctx->Color.ColorMask[i][2])
-               blend.rt[i].colormask |= PIPE_MASK_B;
-            if (ctx->Color.ColorMask[i][3])
-               blend.rt[i].colormask |= PIPE_MASK_A;
+            blend.rt[i].colormask = GET_COLORMASK(ctx->Color.ColorMask, i);
          }
 
          if (ctx->Color.DitherFlag)
@@ -273,6 +325,7 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
    cso_set_stream_outputs(cso, 0, NULL, NULL);
    cso_set_sample_mask(cso, ~0);
    cso_set_min_samples(cso, 1);
+   st->clear.raster.multisample = st->state.fb_num_samples > 1;
    cso_set_rasterizer(cso, &st->clear.raster);
 
    /* viewport state: viewport matching window dims */
@@ -337,32 +390,6 @@ is_window_rectangle_enabled(struct gl_context *ctx)
 }
 
 
-/**
- * Return if all of the color channels are masked.
- */
-static inline GLboolean
-is_color_disabled(struct gl_context *ctx, int i)
-{
-   return !ctx->Color.ColorMask[i][0] &&
-          !ctx->Color.ColorMask[i][1] &&
-          !ctx->Color.ColorMask[i][2] &&
-          !ctx->Color.ColorMask[i][3];
-}
-
-
-/**
- * Return if any of the color channels are masked.
- */
-static inline GLboolean
-is_color_masked(struct gl_context *ctx, int i)
-{
-   return !ctx->Color.ColorMask[i][0] ||
-          !ctx->Color.ColorMask[i][1] ||
-          !ctx->Color.ColorMask[i][2] ||
-          !ctx->Color.ColorMask[i][3];
-}
-
-
 /**
  * Return if all of the stencil bits are masked.
  */
@@ -423,12 +450,18 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
             if (!strb || !strb->surface)
                continue;
 
-            if (is_color_disabled(ctx, colormask_index))
+            unsigned colormask =
+               GET_COLORMASK(ctx->Color.ColorMask, colormask_index);
+
+            if (!colormask)
                continue;
 
+            unsigned surf_colormask =
+               util_format_colormask(util_format_description(strb->surface->format));
+
             if (is_scissor_enabled(ctx, rb) ||
                 is_window_rectangle_enabled(ctx) ||
-                is_color_masked(ctx, colormask_index))
+                ((colormask & surf_colormask) != surf_colormask))
                quad_buffers |= PIPE_CLEAR_COLOR0 << i;
             else
                clear_buffers |= PIPE_CLEAR_COLOR0 << i;
@@ -473,9 +506,6 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
     * use pipe->clear. We want to always use pipe->clear for the other
     * renderbuffers, because it's likely to be faster.
     */
-   if (quad_buffers) {
-      clear_with_quad(ctx, quad_buffers);
-   }
    if (clear_buffers) {
       /* We can't translate the clear color to the colorbuffer format,
        * because different colorbuffers may have different formats.
@@ -484,6 +514,9 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
                       (union pipe_color_union*)&ctx->Color.ClearColor,
                       ctx->Depth.Clear, ctx->Stencil.Clear);
    }
+   if (quad_buffers) {
+      clear_with_quad(ctx, quad_buffers);
+   }
    if (mask & BUFFER_BIT_ACCUM)
       _mesa_clear_accum_buffer(ctx);
 }