diff options
Diffstat (limited to 'mesalib/src/mesa/state_tracker/st_cb_clear.c')
-rw-r--r-- | mesalib/src/mesa/state_tracker/st_cb_clear.c | 1122 |
1 files changed, 563 insertions, 559 deletions
diff --git a/mesalib/src/mesa/state_tracker/st_cb_clear.c b/mesalib/src/mesa/state_tracker/st_cb_clear.c index 3e27be271..d2e0cd73c 100644 --- a/mesalib/src/mesa/state_tracker/st_cb_clear.c +++ b/mesalib/src/mesa/state_tracker/st_cb_clear.c @@ -1,559 +1,563 @@ -/**************************************************************************
- *
- * 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 "program/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_program.h"
-
-#include "pipe/p_context.h"
-#include "pipe/p_shader_tokens.h"
-#include "pipe/p_state.h"
-#include "pipe/p_defines.h"
-#include "util/u_format.h"
-#include "util/u_inlines.h"
-#include "util/u_simple_shaders.h"
-#include "util/u_draw_quad.h"
-
-#include "cso_cache/cso_context.h"
-
-
-/**
- * Do per-context initialization for glClear.
- */
-void
-st_init_clear(struct st_context *st)
-{
- struct pipe_context *pipe = st->pipe;
- struct pipe_screen *pscreen = st->pipe->screen;
-
- memset(&st->clear, 0, sizeof(st->clear));
-
- st->clear.raster.gl_rasterization_rules = 1;
- st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
-
- /* 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);
- }
-}
-
-
-/**
- * Free per-context state for glClear.
- */
-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_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf = NULL;
- }
-}
-
-
-/**
- * Draw a screen-aligned quadrilateral.
- * Coords are clip coords with y=0=bottom.
- */
-static void
-draw_quad(struct st_context *st,
- float x0, float y0, float x1, float y1, GLfloat z,
- const GLfloat color[4])
-{
- 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_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf_slot = 0;
- }
-
- if (!st->clear.vbuf) {
- st->clear.vbuf = pipe_buffer_create(pipe->screen,
- PIPE_BIND_VERTEX_BUFFER,
- 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 */
- pipe_buffer_write_nooverlap(st->pipe, 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(struct gl_context *ctx,
- GLboolean color, GLboolean depth, GLboolean stencil)
-{
- struct st_context *st = st_context(ctx);
- const struct gl_framebuffer *fb = ctx->DrawBuffer;
- const GLfloat fb_width = (GLfloat) fb->Width;
- const GLfloat fb_height = (GLfloat) fb->Height;
- const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
- const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
- const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
- const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
-
- /*
- 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_stencil_ref(st->cso_context);
- cso_save_depth_stencil_alpha(st->cso_context);
- cso_save_rasterizer(st->cso_context);
- cso_save_viewport(st->cso_context);
- cso_save_clip(st->cso_context);
- cso_save_fragment_shader(st->cso_context);
- cso_save_vertex_shader(st->cso_context);
- cso_save_vertex_elements(st->cso_context);
-
- /* blend state: RGBA masking */
- {
- struct pipe_blend_state blend;
- memset(&blend, 0, sizeof(blend));
- blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
- blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
- blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
- if (color) {
- if (ctx->Color.ColorMask[0][0])
- blend.rt[0].colormask |= PIPE_MASK_R;
- if (ctx->Color.ColorMask[0][1])
- blend.rt[0].colormask |= PIPE_MASK_G;
- if (ctx->Color.ColorMask[0][2])
- blend.rt[0].colormask |= PIPE_MASK_B;
- if (ctx->Color.ColorMask[0][3])
- blend.rt[0].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) {
- struct pipe_stencil_ref stencil_ref;
- memset(&stencil_ref, 0, sizeof(stencil_ref));
- 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].valuemask = 0xff;
- depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
- stencil_ref.ref_value[0] = ctx->Stencil.Clear;
- cso_set_stencil_ref(st->cso_context, &stencil_ref);
- }
-
- cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
- }
-
- cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
-
- cso_set_rasterizer(st->cso_context, &st->clear.raster);
-
- /* viewport state: viewport matching window dims */
- {
- const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
- struct pipe_viewport_state vp;
- vp.scale[0] = 0.5f * fb_width;
- vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
- vp.scale[2] = 1.0f;
- vp.scale[3] = 1.0f;
- vp.translate[0] = 0.5f * fb_width;
- vp.translate[1] = 0.5f * fb_height;
- vp.translate[2] = 0.0f;
- vp.translate[3] = 0.0f;
- cso_set_viewport(st->cso_context, &vp);
- }
-
- cso_set_clip(st->cso_context, &st->clear.clip);
- 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(st, x0, y0, x1, y1,
- (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
-
- /* Restore pipe state */
- cso_restore_blend(st->cso_context);
- cso_restore_stencil_ref(st->cso_context);
- cso_restore_depth_stencil_alpha(st->cso_context);
- cso_restore_rasterizer(st->cso_context);
- cso_restore_viewport(st->cso_context);
- cso_restore_clip(st->cso_context);
- cso_restore_fragment_shader(st->cso_context);
- cso_restore_vertex_shader(st->cso_context);
- cso_restore_vertex_elements(st->cso_context);
-}
-
-
-/**
- * Determine if we need to clear the depth buffer by drawing a quad.
- */
-static INLINE GLboolean
-check_clear_color_with_quad(struct gl_context *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 GL_TRUE;
-
- if (!ctx->Color.ColorMask[0][0] ||
- !ctx->Color.ColorMask[0][1] ||
- !ctx->Color.ColorMask[0][2] ||
- !ctx->Color.ColorMask[0][3])
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-/**
- * Determine if we need to clear the combiend depth/stencil buffer by
- * drawing a quad.
- */
-static INLINE GLboolean
-check_clear_depth_stencil_with_quad(struct gl_context *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 GL_TRUE;
-
- if (maskStencil)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-/**
- * Determine if we need to clear the depth buffer by drawing a quad.
- */
-static INLINE GLboolean
-check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
- boolean ds_separate)
-{
- 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 GL_TRUE;
-
- if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-/**
- * Determine if we need to clear the stencil buffer by drawing a quad.
- */
-static INLINE GLboolean
-check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
- boolean ds_separate)
-{
- 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 GL_TRUE;
-
- if (ctx->Scissor.Enabled &&
- (ctx->Scissor.X != 0 ||
- ctx->Scissor.Y != 0 ||
- ctx->Scissor.Width < rb->Width ||
- ctx->Scissor.Height < rb->Height))
- return GL_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 (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-
-/**
- * Called when we need to flush.
- */
-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_resource_reference(&st->clear.vbuf, NULL);
- st->clear.vbuf_slot = 0;
-}
-
-
-
-/**
- * Called via ctx->Driver.Clear()
- */
-static void
-st_Clear(struct gl_context *ctx, GLbitfield mask)
-{
- static const GLbitfield BUFFER_BITS_DS
- = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
- struct st_context *st = st_context(ctx);
- struct gl_renderbuffer *depthRb
- = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
- struct gl_renderbuffer *stencilRb
- = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
- GLbitfield quad_buffers = 0x0;
- GLbitfield clear_buffers = 0x0;
- 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 = st_renderbuffer(rb);
-
- if (!strb || !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 */
- /* I don't think truly separate buffers are actually possible in gallium or hw? */
- if (mask & BUFFER_BIT_DEPTH) {
- struct st_renderbuffer *strb = st_renderbuffer(depthRb);
-
- if (strb->surface) {
- if (check_clear_depth_with_quad(ctx, depthRb,
- st->clear.enable_ds_separate))
- quad_buffers |= PIPE_CLEAR_DEPTH;
- else
- clear_buffers |= PIPE_CLEAR_DEPTH;
- }
- }
- if (mask & BUFFER_BIT_STENCIL) {
- struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
-
- if (strb->surface) {
- if (check_clear_stencil_with_quad(ctx, stencilRb,
- st->clear.enable_ds_separate))
- quad_buffers |= PIPE_CLEAR_STENCIL;
- else
- clear_buffers |= PIPE_CLEAR_STENCIL;
- }
- }
- }
-
- /*
- * 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,
- quad_buffers & PIPE_CLEAR_DEPTH,
- quad_buffers & PIPE_CLEAR_STENCIL);
- } else if (clear_buffers) {
- /* driver cannot know it can clear everything if the buffer
- * is a combined depth/stencil buffer but this wasn't actually
- * required from the visual. Hence fix this up to avoid potential
- * read-modify-write in the driver.
- */
- if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
- ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
- (depthRb == stencilRb) &&
- (ctx->DrawBuffer->Visual.depthBits == 0 ||
- ctx->DrawBuffer->Visual.stencilBits == 0))
- clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
- st->pipe->clear(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;
-}
+/************************************************************************** + * + * 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 "program/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_program.h" + +#include "pipe/p_context.h" +#include "pipe/p_shader_tokens.h" +#include "pipe/p_state.h" +#include "pipe/p_defines.h" +#include "util/u_format.h" +#include "util/u_inlines.h" +#include "util/u_simple_shaders.h" +#include "util/u_draw_quad.h" + +#include "cso_cache/cso_context.h" + + +/** + * Do per-context initialization for glClear. + */ +void +st_init_clear(struct st_context *st) +{ + struct pipe_context *pipe = st->pipe; + struct pipe_screen *pscreen = st->pipe->screen; + + memset(&st->clear, 0, sizeof(st->clear)); + + st->clear.raster.gl_rasterization_rules = 1; + st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE); + + /* 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); + } +} + + +/** + * Free per-context state for glClear. + */ +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_resource_reference(&st->clear.vbuf, NULL); + st->clear.vbuf = NULL; + } +} + + +/** + * Draw a screen-aligned quadrilateral. + * Coords are clip coords with y=0=bottom. + */ +static void +draw_quad(struct st_context *st, + float x0, float y0, float x1, float y1, GLfloat z, + const GLfloat color[4]) +{ + 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_resource_reference(&st->clear.vbuf, NULL); + st->clear.vbuf_slot = 0; + } + + if (!st->clear.vbuf) { + st->clear.vbuf = pipe_buffer_create(pipe->screen, + PIPE_BIND_VERTEX_BUFFER, + PIPE_USAGE_STREAM, + 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 */ + pipe_buffer_write_nooverlap(st->pipe, 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->cso_context, + 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(struct gl_context *ctx, + GLboolean color, GLboolean depth, GLboolean stencil) +{ + struct st_context *st = st_context(ctx); + const struct gl_framebuffer *fb = ctx->DrawBuffer; + const GLfloat fb_width = (GLfloat) fb->Width; + const GLfloat fb_height = (GLfloat) fb->Height; + const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; + const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; + const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; + const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; + + /* + 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_stencil_ref(st->cso_context); + cso_save_depth_stencil_alpha(st->cso_context); + cso_save_rasterizer(st->cso_context); + cso_save_viewport(st->cso_context); + cso_save_clip(st->cso_context); + cso_save_fragment_shader(st->cso_context); + cso_save_vertex_shader(st->cso_context); + cso_save_vertex_elements(st->cso_context); + cso_save_vertex_buffers(st->cso_context); + + /* blend state: RGBA masking */ + { + struct pipe_blend_state blend; + memset(&blend, 0, sizeof(blend)); + blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; + blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; + blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; + if (color) { + if (ctx->Color.ColorMask[0][0]) + blend.rt[0].colormask |= PIPE_MASK_R; + if (ctx->Color.ColorMask[0][1]) + blend.rt[0].colormask |= PIPE_MASK_G; + if (ctx->Color.ColorMask[0][2]) + blend.rt[0].colormask |= PIPE_MASK_B; + if (ctx->Color.ColorMask[0][3]) + blend.rt[0].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) { + struct pipe_stencil_ref stencil_ref; + memset(&stencil_ref, 0, sizeof(stencil_ref)); + 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].valuemask = 0xff; + depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; + stencil_ref.ref_value[0] = ctx->Stencil.Clear; + cso_set_stencil_ref(st->cso_context, &stencil_ref); + } + + cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); + } + + cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw); + + cso_set_rasterizer(st->cso_context, &st->clear.raster); + + /* viewport state: viewport matching window dims */ + { + const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); + struct pipe_viewport_state vp; + vp.scale[0] = 0.5f * fb_width; + vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f); + vp.scale[2] = 1.0f; + vp.scale[3] = 1.0f; + vp.translate[0] = 0.5f * fb_width; + vp.translate[1] = 0.5f * fb_height; + vp.translate[2] = 0.0f; + vp.translate[3] = 0.0f; + cso_set_viewport(st->cso_context, &vp); + } + + cso_set_clip(st->cso_context, &st->clear.clip); + 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(st, x0, y0, x1, y1, + (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor); + + /* Restore pipe state */ + cso_restore_blend(st->cso_context); + cso_restore_stencil_ref(st->cso_context); + cso_restore_depth_stencil_alpha(st->cso_context); + cso_restore_rasterizer(st->cso_context); + cso_restore_viewport(st->cso_context); + cso_restore_clip(st->cso_context); + cso_restore_fragment_shader(st->cso_context); + cso_restore_vertex_shader(st->cso_context); + cso_restore_vertex_elements(st->cso_context); + cso_restore_vertex_buffers(st->cso_context); +} + + +/** + * Determine if we need to clear the depth buffer by drawing a quad. + */ +static INLINE GLboolean +check_clear_color_with_quad(struct gl_context *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 GL_TRUE; + + if (!ctx->Color.ColorMask[0][0] || + !ctx->Color.ColorMask[0][1] || + !ctx->Color.ColorMask[0][2] || + !ctx->Color.ColorMask[0][3]) + return GL_TRUE; + + return GL_FALSE; +} + + +/** + * Determine if we need to clear the combiend depth/stencil buffer by + * drawing a quad. + */ +static INLINE GLboolean +check_clear_depth_stencil_with_quad(struct gl_context *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 GL_TRUE; + + if (maskStencil) + return GL_TRUE; + + return GL_FALSE; +} + + +/** + * Determine if we need to clear the depth buffer by drawing a quad. + */ +static INLINE GLboolean +check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, + boolean ds_separate) +{ + 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 GL_TRUE; + + if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0) + return GL_TRUE; + + return GL_FALSE; +} + + +/** + * Determine if we need to clear the stencil buffer by drawing a quad. + */ +static INLINE GLboolean +check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb, + boolean ds_separate) +{ + 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 GL_TRUE; + + if (ctx->Scissor.Enabled && + (ctx->Scissor.X != 0 || + ctx->Scissor.Y != 0 || + ctx->Scissor.Width < rb->Width || + ctx->Scissor.Height < rb->Height)) + return GL_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 (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0) + return GL_TRUE; + + return GL_FALSE; +} + + + +/** + * Called when we need to flush. + */ +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_resource_reference(&st->clear.vbuf, NULL); + st->clear.vbuf_slot = 0; +} + + + +/** + * Called via ctx->Driver.Clear() + */ +static void +st_Clear(struct gl_context *ctx, GLbitfield mask) +{ + static const GLbitfield BUFFER_BITS_DS + = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); + struct st_context *st = st_context(ctx); + struct gl_renderbuffer *depthRb + = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; + struct gl_renderbuffer *stencilRb + = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; + GLbitfield quad_buffers = 0x0; + GLbitfield clear_buffers = 0x0; + 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 = st_renderbuffer(rb); + + if (!strb || !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 */ + /* I don't think truly separate buffers are actually possible in gallium or hw? */ + if (mask & BUFFER_BIT_DEPTH) { + struct st_renderbuffer *strb = st_renderbuffer(depthRb); + + if (strb->surface) { + if (check_clear_depth_with_quad(ctx, depthRb, + st->clear.enable_ds_separate)) + quad_buffers |= PIPE_CLEAR_DEPTH; + else + clear_buffers |= PIPE_CLEAR_DEPTH; + } + } + if (mask & BUFFER_BIT_STENCIL) { + struct st_renderbuffer *strb = st_renderbuffer(stencilRb); + + if (strb->surface) { + if (check_clear_stencil_with_quad(ctx, stencilRb, + st->clear.enable_ds_separate)) + quad_buffers |= PIPE_CLEAR_STENCIL; + else + clear_buffers |= PIPE_CLEAR_STENCIL; + } + } + } + + /* + * 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, + quad_buffers & PIPE_CLEAR_DEPTH, + quad_buffers & PIPE_CLEAR_STENCIL); + } else if (clear_buffers) { + /* driver cannot know it can clear everything if the buffer + * is a combined depth/stencil buffer but this wasn't actually + * required from the visual. Hence fix this up to avoid potential + * read-modify-write in the driver. + */ + if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) && + ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) && + (depthRb == stencilRb) && + (ctx->DrawBuffer->Visual.depthBits == 0 || + ctx->DrawBuffer->Visual.stencilBits == 0)) + clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; + st->pipe->clear(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; +} |