1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 **************************************************************************/
31 * Keith Whitwell <keith@tungstengraphics.com>
36 #include "main/glheader.h"
37 #include "main/formats.h"
38 #include "main/macros.h"
39 #include "program/prog_instruction.h"
40 #include "st_context.h"
42 #include "st_cb_accum.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_program.h"
47 #include "pipe/p_context.h"
48 #include "pipe/p_shader_tokens.h"
49 #include "pipe/p_state.h"
50 #include "pipe/p_defines.h"
51 #include "util/u_format.h"
52 #include "util/u_inlines.h"
53 #include "util/u_simple_shaders.h"
54 #include "util/u_draw_quad.h"
56 #include "cso_cache/cso_context.h"
60 * Do per-context initialization for glClear.
63 st_init_clear(struct st_context *st)
65 struct pipe_context *pipe = st->pipe;
66 struct pipe_screen *pscreen = st->pipe->screen;
68 memset(&st->clear, 0, sizeof(st->clear));
70 st->clear.raster.gl_rasterization_rules = 1;
71 st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
73 /* fragment shader state: color pass-through program */
74 st->clear.fs = util_make_fragment_passthrough_shader(pipe);
76 /* vertex shader state: color/position pass-through */
78 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
79 TGSI_SEMANTIC_COLOR };
80 const uint semantic_indexes[] = { 0, 0 };
81 st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
89 * Free per-context state for glClear.
92 st_destroy_clear(struct st_context *st)
95 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
99 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
102 if (st->clear.vbuf) {
103 pipe_resource_reference(&st->clear.vbuf, NULL);
104 st->clear.vbuf = NULL;
110 * Draw a screen-aligned quadrilateral.
111 * Coords are clip coords with y=0=bottom.
114 draw_quad(struct st_context *st,
115 float x0, float y0, float x1, float y1, GLfloat z,
116 const GLfloat color[4])
118 struct pipe_context *pipe = st->pipe;
120 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
121 * no_flush) updates to buffers where we know there is no conflict
122 * with previous data. Currently using max_slots > 1 will cause
123 * synchronous rendering if the driver flushes its command buffers
124 * between one bitmap and the next. Our flush hook below isn't
125 * sufficient to catch this as the driver doesn't tell us when it
126 * flushes its own command buffers. Until this gets fixed, pay the
127 * price of allocating a new buffer for each bitmap cache-flush to
128 * avoid synchronous rendering.
130 const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
133 if (st->clear.vbuf_slot >= max_slots) {
134 pipe_resource_reference(&st->clear.vbuf, NULL);
135 st->clear.vbuf_slot = 0;
138 if (!st->clear.vbuf) {
139 st->clear.vbuf = pipe_buffer_create(pipe->screen,
140 PIPE_BIND_VERTEX_BUFFER,
141 max_slots * sizeof(st->clear.vertices));
145 st->clear.vertices[0][0][0] = x0;
146 st->clear.vertices[0][0][1] = y0;
148 st->clear.vertices[1][0][0] = x1;
149 st->clear.vertices[1][0][1] = y0;
151 st->clear.vertices[2][0][0] = x1;
152 st->clear.vertices[2][0][1] = y1;
154 st->clear.vertices[3][0][0] = x0;
155 st->clear.vertices[3][0][1] = y1;
157 /* same for all verts: */
158 for (i = 0; i < 4; i++) {
159 st->clear.vertices[i][0][2] = z;
160 st->clear.vertices[i][0][3] = 1.0;
161 st->clear.vertices[i][1][0] = color[0];
162 st->clear.vertices[i][1][1] = color[1];
163 st->clear.vertices[i][1][2] = color[2];
164 st->clear.vertices[i][1][3] = color[3];
167 /* put vertex data into vbuf */
168 pipe_buffer_write_nooverlap(st->pipe, st->clear.vbuf,
170 * sizeof(st->clear.vertices),
171 sizeof(st->clear.vertices),
175 util_draw_vertex_buffer(pipe,
177 st->clear.vbuf_slot * sizeof(st->clear.vertices),
178 PIPE_PRIM_TRIANGLE_FAN,
180 2); /* attribs/vert */
183 st->clear.vbuf_slot++;
189 * Do glClear by drawing a quadrilateral.
190 * The vertices of the quad will be computed from the
191 * ctx->DrawBuffer->_X/Ymin/max fields.
194 clear_with_quad(struct gl_context *ctx,
195 GLboolean color, GLboolean depth, GLboolean stencil)
197 struct st_context *st = st_context(ctx);
198 const struct gl_framebuffer *fb = ctx->DrawBuffer;
199 const GLfloat fb_width = (GLfloat) fb->Width;
200 const GLfloat fb_height = (GLfloat) fb->Height;
201 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
202 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
203 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
204 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
207 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
208 color ? "color, " : "",
209 depth ? "depth, " : "",
210 stencil ? "stencil" : "",
215 cso_save_blend(st->cso_context);
216 cso_save_stencil_ref(st->cso_context);
217 cso_save_depth_stencil_alpha(st->cso_context);
218 cso_save_rasterizer(st->cso_context);
219 cso_save_viewport(st->cso_context);
220 cso_save_clip(st->cso_context);
221 cso_save_fragment_shader(st->cso_context);
222 cso_save_vertex_shader(st->cso_context);
223 cso_save_vertex_elements(st->cso_context);
225 /* blend state: RGBA masking */
227 struct pipe_blend_state blend;
228 memset(&blend, 0, sizeof(blend));
229 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
230 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
231 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
232 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
234 if (ctx->Color.ColorMask[0][0])
235 blend.rt[0].colormask |= PIPE_MASK_R;
236 if (ctx->Color.ColorMask[0][1])
237 blend.rt[0].colormask |= PIPE_MASK_G;
238 if (ctx->Color.ColorMask[0][2])
239 blend.rt[0].colormask |= PIPE_MASK_B;
240 if (ctx->Color.ColorMask[0][3])
241 blend.rt[0].colormask |= PIPE_MASK_A;
242 if (st->ctx->Color.DitherFlag)
245 cso_set_blend(st->cso_context, &blend);
248 /* depth_stencil state: always pass/set to ref value */
250 struct pipe_depth_stencil_alpha_state depth_stencil;
251 memset(&depth_stencil, 0, sizeof(depth_stencil));
253 depth_stencil.depth.enabled = 1;
254 depth_stencil.depth.writemask = 1;
255 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
259 struct pipe_stencil_ref stencil_ref;
260 memset(&stencil_ref, 0, sizeof(stencil_ref));
261 depth_stencil.stencil[0].enabled = 1;
262 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
263 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
264 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
265 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
266 depth_stencil.stencil[0].valuemask = 0xff;
267 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
268 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
269 cso_set_stencil_ref(st->cso_context, &stencil_ref);
272 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
275 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
277 cso_set_rasterizer(st->cso_context, &st->clear.raster);
279 /* viewport state: viewport matching window dims */
281 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
282 struct pipe_viewport_state vp;
283 vp.scale[0] = 0.5f * fb_width;
284 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
287 vp.translate[0] = 0.5f * fb_width;
288 vp.translate[1] = 0.5f * fb_height;
289 vp.translate[2] = 0.0f;
290 vp.translate[3] = 0.0f;
291 cso_set_viewport(st->cso_context, &vp);
294 cso_set_clip(st->cso_context, &st->clear.clip);
295 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
296 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
298 /* draw quad matching scissor rect (XXX verify coord round-off) */
299 draw_quad(st, x0, y0, x1, y1,
300 (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
302 /* Restore pipe state */
303 cso_restore_blend(st->cso_context);
304 cso_restore_stencil_ref(st->cso_context);
305 cso_restore_depth_stencil_alpha(st->cso_context);
306 cso_restore_rasterizer(st->cso_context);
307 cso_restore_viewport(st->cso_context);
308 cso_restore_clip(st->cso_context);
309 cso_restore_fragment_shader(st->cso_context);
310 cso_restore_vertex_shader(st->cso_context);
311 cso_restore_vertex_elements(st->cso_context);
316 * Determine if we need to clear the depth buffer by drawing a quad.
318 static INLINE GLboolean
319 check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
321 if (ctx->Scissor.Enabled &&
322 (ctx->Scissor.X != 0 ||
323 ctx->Scissor.Y != 0 ||
324 ctx->Scissor.Width < rb->Width ||
325 ctx->Scissor.Height < rb->Height))
328 if (!ctx->Color.ColorMask[0][0] ||
329 !ctx->Color.ColorMask[0][1] ||
330 !ctx->Color.ColorMask[0][2] ||
331 !ctx->Color.ColorMask[0][3])
339 * Determine if we need to clear the combiend depth/stencil buffer by
342 static INLINE GLboolean
343 check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
345 const GLuint stencilMax = 0xff;
346 GLboolean maskStencil
347 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
349 assert(rb->Format == MESA_FORMAT_S8 ||
350 rb->Format == MESA_FORMAT_Z24_S8 ||
351 rb->Format == MESA_FORMAT_S8_Z24);
353 if (ctx->Scissor.Enabled &&
354 (ctx->Scissor.X != 0 ||
355 ctx->Scissor.Y != 0 ||
356 ctx->Scissor.Width < rb->Width ||
357 ctx->Scissor.Height < rb->Height))
368 * Determine if we need to clear the depth buffer by drawing a quad.
370 static INLINE GLboolean
371 check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
374 const struct st_renderbuffer *strb = st_renderbuffer(rb);
375 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
377 if (ctx->Scissor.Enabled &&
378 (ctx->Scissor.X != 0 ||
379 ctx->Scissor.Y != 0 ||
380 ctx->Scissor.Width < rb->Width ||
381 ctx->Scissor.Height < rb->Height))
384 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
392 * Determine if we need to clear the stencil buffer by drawing a quad.
394 static INLINE GLboolean
395 check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
398 const struct st_renderbuffer *strb = st_renderbuffer(rb);
399 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
400 const GLuint stencilMax = 0xff;
401 const GLboolean maskStencil
402 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
404 assert(rb->Format == MESA_FORMAT_S8 ||
405 rb->Format == MESA_FORMAT_Z24_S8 ||
406 rb->Format == MESA_FORMAT_S8_Z24);
411 if (ctx->Scissor.Enabled &&
412 (ctx->Scissor.X != 0 ||
413 ctx->Scissor.Y != 0 ||
414 ctx->Scissor.Width < rb->Width ||
415 ctx->Scissor.Height < rb->Height))
418 /* This is correct, but it is necessary to look at the depth clear
419 * value held in the surface when it comes time to issue the clear,
420 * rather than taking depth and stencil clear values from the
423 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
432 * Called when we need to flush.
435 st_flush_clear(struct st_context *st)
437 /* Release vertex buffer to avoid synchronous rendering if we were
438 * to map it in the next frame.
440 pipe_resource_reference(&st->clear.vbuf, NULL);
441 st->clear.vbuf_slot = 0;
447 * Called via ctx->Driver.Clear()
450 st_Clear(struct gl_context *ctx, GLbitfield mask)
452 static const GLbitfield BUFFER_BITS_DS
453 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
454 struct st_context *st = st_context(ctx);
455 struct gl_renderbuffer *depthRb
456 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
457 struct gl_renderbuffer *stencilRb
458 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
459 GLbitfield quad_buffers = 0x0;
460 GLbitfield clear_buffers = 0x0;
463 /* This makes sure the pipe has the latest scissor, etc values */
464 st_validate_state( st );
466 if (mask & BUFFER_BITS_COLOR) {
467 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
468 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
470 if (mask & (1 << b)) {
471 struct gl_renderbuffer *rb
472 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
473 struct st_renderbuffer *strb;
477 strb = st_renderbuffer(rb);
482 if (check_clear_color_with_quad( ctx, rb ))
483 quad_buffers |= PIPE_CLEAR_COLOR;
485 clear_buffers |= PIPE_CLEAR_COLOR;
490 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
491 /* clearing combined depth + stencil */
492 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
495 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
496 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
498 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
502 /* separate depth/stencil clears */
503 /* I don't think truly separate buffers are actually possible in gallium or hw? */
504 if (mask & BUFFER_BIT_DEPTH) {
505 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
508 if (check_clear_depth_with_quad(ctx, depthRb,
509 st->clear.enable_ds_separate))
510 quad_buffers |= PIPE_CLEAR_DEPTH;
512 clear_buffers |= PIPE_CLEAR_DEPTH;
515 if (mask & BUFFER_BIT_STENCIL) {
516 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
519 if (check_clear_stencil_with_quad(ctx, stencilRb,
520 st->clear.enable_ds_separate))
521 quad_buffers |= PIPE_CLEAR_STENCIL;
523 clear_buffers |= PIPE_CLEAR_STENCIL;
529 * If we're going to use clear_with_quad() for any reason, use it for
530 * everything possible.
533 quad_buffers |= clear_buffers;
535 quad_buffers & PIPE_CLEAR_COLOR,
536 quad_buffers & PIPE_CLEAR_DEPTH,
537 quad_buffers & PIPE_CLEAR_STENCIL);
538 } else if (clear_buffers) {
539 /* driver cannot know it can clear everything if the buffer
540 * is a combined depth/stencil buffer but this wasn't actually
541 * required from the visual. Hence fix this up to avoid potential
542 * read-modify-write in the driver.
544 if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
545 ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
546 (depthRb == stencilRb) &&
547 (ctx->DrawBuffer->Visual.depthBits == 0 ||
548 ctx->DrawBuffer->Visual.stencilBits == 0))
549 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
550 st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColor,
551 ctx->Depth.Clear, ctx->Stencil.Clear);
553 if (mask & BUFFER_BIT_ACCUM)
554 st_clear_accum_buffer(ctx,
555 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
560 st_init_clear_functions(struct dd_function_table *functions)
562 functions->Clear = st_Clear;