| /************************************************************************** |
| * |
| * 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; |
| } |