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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/accum.h"
#include "main/formats.h"
#include "main/macros.h"
#include "main/glformats.h"
#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
#include "st_format.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 "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
/**
* Do per-context initialization for glClear.
*/
void
st_init_clear(struct st_context *st)
{
memset(&st->clear, 0, sizeof(st->clear));
st->clear.raster.gl_rasterization_rules = 1;
st->clear.raster.depth_clip = 1;
}
/**
* 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;
}
}
/**
* Helper function to set the fragment shaders.
*/
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);
cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
}
/**
* Helper function to set the vertex shader.
*/
static INLINE void
set_vertex_shader(struct st_context *st)
{
/* 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);
}
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
}
/**
* 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 union pipe_color_union *color)
{
struct pipe_context *pipe = st->pipe;
struct pipe_resource *vbuf = NULL;
GLuint i, offset;
float (*vertices)[2][4]; /**< vertex pos + color */
u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), &offset, &vbuf,
(void**)&vertices);
if (!vbuf) {
return;
}
/* positions */
vertices[0][0][0] = x0;
vertices[0][0][1] = y0;
vertices[1][0][0] = x1;
vertices[1][0][1] = y0;
vertices[2][0][0] = x1;
vertices[2][0][1] = y1;
vertices[3][0][0] = x0;
vertices[3][0][1] = y1;
/* same for all verts: */
for (i = 0; i < 4; i++) {
vertices[i][0][2] = z;
vertices[i][0][3] = 1.0;
vertices[i][1][0] = color->f[0];
vertices[i][1][1] = color->f[1];
vertices[i][1][2] = color->f[2];
vertices[i][1][3] = color->f[3];
}
u_upload_unmap(st->uploader);
/* draw */
util_draw_vertex_buffer(pipe,
st->cso_context,
vbuf,
cso_get_aux_vertex_buffer_slot(st->cso_context),
offset,
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
pipe_resource_reference(&vbuf, NULL);
}
/**
* 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;
union pipe_color_union clearColor;
/*
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_sample_mask(st->cso_context);
cso_save_viewport(st->cso_context);
cso_save_fragment_shader(st->cso_context);
cso_save_stream_outputs(st->cso_context);
cso_save_vertex_shader(st->cso_context);
cso_save_geometry_shader(st->cso_context);
cso_save_vertex_elements(st->cso_context);
cso_save_aux_vertex_buffer_slot(st->cso_context);
/* blend state: RGBA masking */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
if (color) {
int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
ctx->DrawBuffer->_NumColorDrawBuffers : 1;
int i;
blend.independent_blend_enable = num_buffers > 1;
for (i = 0; i < num_buffers; i++) {
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;
}
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_stream_outputs(st->cso_context, 0, NULL, 0);
cso_set_sample_mask(st->cso_context, ~0);
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);
}
set_fragment_shader(st);
set_vertex_shader(st);
cso_set_geometry_shader_handle(st->cso_context, NULL);
if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat);
st_translate_color(&ctx->Color.ClearColor,
&clearColor,
ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
is_integer);
}
/* draw quad matching scissor rect */
draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &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_sample_mask(st->cso_context);
cso_restore_viewport(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
cso_restore_geometry_shader(st->cso_context);
cso_restore_vertex_elements(st->cso_context);
cso_restore_aux_vertex_buffer_slot(st->cso_context);
cso_restore_stream_outputs(st->cso_context);
}
/**
* Return if the scissor must be enabled during the clear.
*/
static INLINE GLboolean
is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
return ctx->Scissor.Enabled &&
(ctx->Scissor.X > 0 ||
ctx->Scissor.Y > 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height);
}
/**
* 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 any of the stencil bits are masked.
*/
static INLINE GLboolean
is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
}
/**
* Called via ctx->Driver.Clear()
*/
static void
st_Clear(struct gl_context *ctx, GLbitfield mask)
{
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);
int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
if (!strb || !strb->surface)
continue;
if (is_scissor_enabled(ctx, rb) ||
is_color_masked(ctx, colormask_index))
quad_buffers |= PIPE_CLEAR_COLOR;
else
clear_buffers |= PIPE_CLEAR_COLOR;
}
}
}
if (mask & BUFFER_BIT_DEPTH) {
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
if (is_scissor_enabled(ctx, depthRb))
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 (is_scissor_enabled(ctx, stencilRb) ||
is_stencil_masked(ctx, stencilRb))
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) {
union pipe_color_union clearColor;
if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat);
st_translate_color(&ctx->Color.ClearColor,
&clearColor,
ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
is_integer);
}
st->pipe->clear(st->pipe, clear_buffers, &clearColor,
ctx->Depth.Clear, ctx->Stencil.Clear);
}
if (mask & BUFFER_BIT_ACCUM)
_mesa_clear_accum_buffer(ctx);
}
void
st_init_clear_functions(struct dd_function_table *functions)
{
functions->Clear = st_Clear;
}
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