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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
* Michel Dänzer
*/
#include "main/glheader.h"
#include "main/formats.h"
#include "main/macros.h"
#include "shader/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_accum.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
#include "st_draw.h"
#include "st_program.h"
#include "st_public.h"
#include "st_mesa_to_tgsi.h"
#include "st_inlines.h"
#include "pipe/p_context.h"
#include "pipe/p_inlines.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
#include "util/u_pack_color.h"
#include "util/u_simple_shaders.h"
#include "util/u_draw_quad.h"
#include "cso_cache/cso_context.h"
void
st_init_clear(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
memset(&st->clear.raster, 0, sizeof(st->clear.raster));
st->clear.raster.gl_rasterization_rules = 1;
/* rasterizer state: bypass vertex shader, clipping and viewport */
st->clear.raster.bypass_vs_clip_and_viewport = 1;
/* fragment shader state: color pass-through program */
st->clear.fs =
util_make_fragment_passthrough_shader(pipe);
/* vertex shader state: color/position pass-through */
{
const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
TGSI_SEMANTIC_COLOR };
const uint semantic_indexes[] = { 0, 0 };
st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
semantic_names,
semantic_indexes);
}
}
void
st_destroy_clear(struct st_context *st)
{
if (st->clear.fs) {
cso_delete_fragment_shader(st->cso_context, st->clear.fs);
st->clear.fs = NULL;
}
if (st->clear.vs) {
cso_delete_vertex_shader(st->cso_context, st->clear.vs);
st->clear.vs = NULL;
}
if (st->clear.vbuf) {
pipe_buffer_reference(&st->clear.vbuf, NULL);
st->clear.vbuf = NULL;
}
}
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords with y=0=bottom. These will be passed
* through unmodified to the rasterizer as we have set
* rasterizer->bypass_vs_clip_and_viewport.
*/
static void
draw_quad(GLcontext *ctx,
float x0, float y0, float x1, float y1, GLfloat z,
const GLfloat color[4])
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
* no_flush) updates to buffers where we know there is no conflict
* with previous data. Currently using max_slots > 1 will cause
* synchronous rendering if the driver flushes its command buffers
* between one bitmap and the next. Our flush hook below isn't
* sufficient to catch this as the driver doesn't tell us when it
* flushes its own command buffers. Until this gets fixed, pay the
* price of allocating a new buffer for each bitmap cache-flush to
* avoid synchronous rendering.
*/
const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
GLuint i;
if (st->clear.vbuf_slot >= max_slots) {
pipe_buffer_reference(&st->clear.vbuf, NULL);
st->clear.vbuf_slot = 0;
}
if (!st->clear.vbuf) {
st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
max_slots * sizeof(st->clear.vertices));
}
/* positions */
st->clear.vertices[0][0][0] = x0;
st->clear.vertices[0][0][1] = y0;
st->clear.vertices[1][0][0] = x1;
st->clear.vertices[1][0][1] = y0;
st->clear.vertices[2][0][0] = x1;
st->clear.vertices[2][0][1] = y1;
st->clear.vertices[3][0][0] = x0;
st->clear.vertices[3][0][1] = y1;
/* same for all verts: */
for (i = 0; i < 4; i++) {
st->clear.vertices[i][0][2] = z;
st->clear.vertices[i][0][3] = 1.0;
st->clear.vertices[i][1][0] = color[0];
st->clear.vertices[i][1][1] = color[1];
st->clear.vertices[i][1][2] = color[2];
st->clear.vertices[i][1][3] = color[3];
}
/* put vertex data into vbuf */
st_no_flush_pipe_buffer_write(st, st->clear.vbuf,
st->clear.vbuf_slot * sizeof(st->clear.vertices),
sizeof(st->clear.vertices),
st->clear.vertices);
/* draw */
util_draw_vertex_buffer(pipe,
st->clear.vbuf,
st->clear.vbuf_slot * sizeof(st->clear.vertices),
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
/* Increment slot */
st->clear.vbuf_slot++;
}
/**
* Do glClear by drawing a quadrilateral.
* The vertices of the quad will be computed from the
* ctx->DrawBuffer->_X/Ymin/max fields.
*/
static void
clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
GLfloat y0, y1;
if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
}
else {
y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
}
/*
printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
color ? "color, " : "",
depth ? "depth, " : "",
stencil ? "stencil" : "",
x0, y0,
x1, y1);
*/
cso_save_blend(st->cso_context);
cso_save_depth_stencil_alpha(st->cso_context);
cso_save_rasterizer(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_vertex_shader(st->cso_context);
/* blend state: RGBA masking */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
if (color) {
if (ctx->Color.ColorMask[0][0])
blend.colormask |= PIPE_MASK_R;
if (ctx->Color.ColorMask[0][1])
blend.colormask |= PIPE_MASK_G;
if (ctx->Color.ColorMask[0][2])
blend.colormask |= PIPE_MASK_B;
if (ctx->Color.ColorMask[0][3])
blend.colormask |= PIPE_MASK_A;
if (st->ctx->Color.DitherFlag)
blend.dither = 1;
}
cso_set_blend(st->cso_context, &blend);
}
/* depth_stencil state: always pass/set to ref value */
{
struct pipe_depth_stencil_alpha_state depth_stencil;
memset(&depth_stencil, 0, sizeof(depth_stencil));
if (depth) {
depth_stencil.depth.enabled = 1;
depth_stencil.depth.writemask = 1;
depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
}
if (stencil) {
depth_stencil.stencil[0].enabled = 1;
depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
depth_stencil.stencil[0].valuemask = 0xff;
depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
}
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
cso_set_rasterizer(st->cso_context, &st->clear.raster);
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
/* Restore pipe state */
cso_restore_blend(st->cso_context);
cso_restore_depth_stencil_alpha(st->cso_context);
cso_restore_rasterizer(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
}
/**
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return TRUE;
if (!ctx->Color.ColorMask[0][0] ||
!ctx->Color.ColorMask[0][1] ||
!ctx->Color.ColorMask[0][2] ||
!ctx->Color.ColorMask[0][3])
return TRUE;
return FALSE;
}
static INLINE GLboolean
check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
GLboolean maskStencil
= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
assert(rb->Format == MESA_FORMAT_S8 ||
rb->Format == MESA_FORMAT_Z24_S8 ||
rb->Format == MESA_FORMAT_S8_Z24);
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return TRUE;
if (maskStencil)
return TRUE;
return FALSE;
}
/**
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return TRUE;
if (isDS &&
ctx->DrawBuffer->Visual.stencilBits > 0)
return TRUE;
return FALSE;
}
/**
* Determine if we need to clear the stencil buffer by drawing a quad.
*/
static INLINE GLboolean
check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
const GLuint stencilMax = 0xff;
const GLboolean maskStencil
= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
assert(rb->Format == MESA_FORMAT_S8 ||
rb->Format == MESA_FORMAT_Z24_S8 ||
rb->Format == MESA_FORMAT_S8_Z24);
if (maskStencil)
return TRUE;
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return TRUE;
/* This is correct, but it is necessary to look at the depth clear
* value held in the surface when it comes time to issue the clear,
* rather than taking depth and stencil clear values from the
* current state.
*/
if (isDS &&
ctx->DrawBuffer->Visual.depthBits > 0)
return TRUE;
return FALSE;
}
void st_flush_clear( struct st_context *st )
{
/* Release vertex buffer to avoid synchronous rendering if we were
* to map it in the next frame.
*/
pipe_buffer_reference(&st->clear.vbuf, NULL);
st->clear.vbuf_slot = 0;
}
/**
* Called via ctx->Driver.Clear()
* XXX: doesn't pick up the differences between front/back/left/right
* clears. Need to sort that out...
*/
static void st_clear(GLcontext *ctx, GLbitfield mask)
{
static const GLbitfield BUFFER_BITS_DS
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
struct st_context *st = ctx->st;
struct gl_renderbuffer *depthRb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
GLbitfield quad_buffers = 0;
GLbitfield clear_buffers = 0;
GLuint i;
/* This makes sure the pipe has the latest scissor, etc values */
st_validate_state( st );
if (mask & BUFFER_BITS_COLOR) {
for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
if (mask & (1 << b)) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
struct st_renderbuffer *strb;
assert(rb);
strb = st_renderbuffer(rb);
if (!strb->surface)
continue;
if (check_clear_color_with_quad( ctx, rb ))
quad_buffers |= PIPE_CLEAR_COLOR;
else
clear_buffers |= PIPE_CLEAR_COLOR;
}
}
}
if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
/* clearing combined depth + stencil */
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
if (check_clear_depth_stencil_with_quad(ctx, depthRb))
quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
else
clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
}
}
else {
/* separate depth/stencil clears */
if (mask & BUFFER_BIT_DEPTH) {
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
if (check_clear_depth_with_quad(ctx, depthRb))
quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
else
clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
}
}
if (mask & BUFFER_BIT_STENCIL) {
struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
if (strb->surface) {
if (check_clear_stencil_with_quad(ctx, stencilRb))
quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
else
clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
}
}
}
/*
* If we're going to use clear_with_quad() for any reason, use it for
* everything possible.
*/
if (quad_buffers) {
quad_buffers |= clear_buffers;
clear_with_quad(ctx,
quad_buffers & PIPE_CLEAR_COLOR,
mask & BUFFER_BIT_DEPTH,
mask & BUFFER_BIT_STENCIL);
} else if (clear_buffers)
ctx->st->pipe->clear(ctx->st->pipe, clear_buffers, ctx->Color.ClearColor,
ctx->Depth.Clear, ctx->Stencil.Clear);
if (mask & BUFFER_BIT_ACCUM)
st_clear_accum_buffer(ctx,
ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
}
void st_init_clear_functions(struct dd_function_table *functions)
{
functions->Clear = st_clear;
}