From 807c6931fe683fd844ceec1b023232181e6aae03 Mon Sep 17 00:00:00 2001 From: marha Date: Tue, 28 Dec 2010 16:10:20 +0000 Subject: xserver and mesa git update 28-12-2010 --- mesalib/src/mesa/state_tracker/st_cb_clear.c | 563 +++++++++++++++++++++++++++ 1 file changed, 563 insertions(+) create mode 100644 mesalib/src/mesa/state_tracker/st_cb_clear.c (limited to 'mesalib/src/mesa/state_tracker/st_cb_clear.c') diff --git a/mesalib/src/mesa/state_tracker/st_cb_clear.c b/mesalib/src/mesa/state_tracker/st_cb_clear.c new file mode 100644 index 000000000..7dd63798d --- /dev/null +++ b/mesalib/src/mesa/state_tracker/st_cb_clear.c @@ -0,0 +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 + * 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; + + 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 */ + /* 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; +} -- cgit v1.2.3