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 "shader/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"
46 #include "st_public.h"
47 #include "st_inlines.h"
49 #include "pipe/p_context.h"
50 #include "util/u_inlines.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
57 #include "cso_cache/cso_context.h"
61 st_init_clear(struct st_context *st)
63 struct pipe_context *pipe = st->pipe;
65 memset(&st->clear.raster, 0, sizeof(st->clear.raster));
66 st->clear.raster.gl_rasterization_rules = 1;
68 /* rasterizer state: bypass vertex shader, clipping and viewport */
69 st->clear.raster.bypass_vs_clip_and_viewport = 1;
71 /* fragment shader state: color pass-through program */
73 util_make_fragment_passthrough_shader(pipe);
75 /* vertex shader state: color/position pass-through */
77 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
78 TGSI_SEMANTIC_COLOR };
79 const uint semantic_indexes[] = { 0, 0 };
80 st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
88 st_destroy_clear(struct st_context *st)
91 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
95 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
99 pipe_buffer_reference(&st->clear.vbuf, NULL);
100 st->clear.vbuf = NULL;
106 * Draw a screen-aligned quadrilateral.
107 * Coords are window coords with y=0=bottom. These will be passed
108 * through unmodified to the rasterizer as we have set
109 * rasterizer->bypass_vs_clip_and_viewport.
112 draw_quad(GLcontext *ctx,
113 float x0, float y0, float x1, float y1, GLfloat z,
114 const GLfloat color[4])
116 struct st_context *st = ctx->st;
117 struct pipe_context *pipe = st->pipe;
119 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
120 * no_flush) updates to buffers where we know there is no conflict
121 * with previous data. Currently using max_slots > 1 will cause
122 * synchronous rendering if the driver flushes its command buffers
123 * between one bitmap and the next. Our flush hook below isn't
124 * sufficient to catch this as the driver doesn't tell us when it
125 * flushes its own command buffers. Until this gets fixed, pay the
126 * price of allocating a new buffer for each bitmap cache-flush to
127 * avoid synchronous rendering.
129 const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
132 if (st->clear.vbuf_slot >= max_slots) {
133 pipe_buffer_reference(&st->clear.vbuf, NULL);
134 st->clear.vbuf_slot = 0;
137 if (!st->clear.vbuf) {
138 st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
139 max_slots * sizeof(st->clear.vertices));
143 st->clear.vertices[0][0][0] = x0;
144 st->clear.vertices[0][0][1] = y0;
146 st->clear.vertices[1][0][0] = x1;
147 st->clear.vertices[1][0][1] = y0;
149 st->clear.vertices[2][0][0] = x1;
150 st->clear.vertices[2][0][1] = y1;
152 st->clear.vertices[3][0][0] = x0;
153 st->clear.vertices[3][0][1] = y1;
155 /* same for all verts: */
156 for (i = 0; i < 4; i++) {
157 st->clear.vertices[i][0][2] = z;
158 st->clear.vertices[i][0][3] = 1.0;
159 st->clear.vertices[i][1][0] = color[0];
160 st->clear.vertices[i][1][1] = color[1];
161 st->clear.vertices[i][1][2] = color[2];
162 st->clear.vertices[i][1][3] = color[3];
165 /* put vertex data into vbuf */
166 st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
167 st->clear.vbuf_slot * sizeof(st->clear.vertices),
168 sizeof(st->clear.vertices),
172 util_draw_vertex_buffer(pipe,
174 st->clear.vbuf_slot * sizeof(st->clear.vertices),
175 PIPE_PRIM_TRIANGLE_FAN,
177 2); /* attribs/vert */
180 st->clear.vbuf_slot++;
186 * Do glClear by drawing a quadrilateral.
187 * The vertices of the quad will be computed from the
188 * ctx->DrawBuffer->_X/Ymin/max fields.
191 clear_with_quad(GLcontext *ctx,
192 GLboolean color, GLboolean depth, GLboolean stencil)
194 struct st_context *st = ctx->st;
195 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
196 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
199 if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
200 y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
201 y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
204 y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
205 y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
209 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
210 color ? "color, " : "",
211 depth ? "depth, " : "",
212 stencil ? "stencil" : "",
217 cso_save_blend(st->cso_context);
218 cso_save_depth_stencil_alpha(st->cso_context);
219 cso_save_rasterizer(st->cso_context);
220 cso_save_fragment_shader(st->cso_context);
221 cso_save_vertex_shader(st->cso_context);
223 /* blend state: RGBA masking */
225 struct pipe_blend_state blend;
226 memset(&blend, 0, sizeof(blend));
227 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
228 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
229 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
230 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
232 if (ctx->Color.ColorMask[0][0])
233 blend.rt[0].colormask |= PIPE_MASK_R;
234 if (ctx->Color.ColorMask[0][1])
235 blend.rt[0].colormask |= PIPE_MASK_G;
236 if (ctx->Color.ColorMask[0][2])
237 blend.rt[0].colormask |= PIPE_MASK_B;
238 if (ctx->Color.ColorMask[0][3])
239 blend.rt[0].colormask |= PIPE_MASK_A;
240 if (st->ctx->Color.DitherFlag)
243 cso_set_blend(st->cso_context, &blend);
246 /* depth_stencil state: always pass/set to ref value */
248 struct pipe_depth_stencil_alpha_state depth_stencil;
249 memset(&depth_stencil, 0, sizeof(depth_stencil));
251 depth_stencil.depth.enabled = 1;
252 depth_stencil.depth.writemask = 1;
253 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
257 depth_stencil.stencil[0].enabled = 1;
258 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
259 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
260 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
261 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
262 depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
263 depth_stencil.stencil[0].valuemask = 0xff;
264 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
267 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
270 cso_set_rasterizer(st->cso_context, &st->clear.raster);
272 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
273 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
275 /* draw quad matching scissor rect (XXX verify coord round-off) */
276 draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
278 /* Restore pipe state */
279 cso_restore_blend(st->cso_context);
280 cso_restore_depth_stencil_alpha(st->cso_context);
281 cso_restore_rasterizer(st->cso_context);
282 cso_restore_fragment_shader(st->cso_context);
283 cso_restore_vertex_shader(st->cso_context);
288 * Determine if we need to clear the depth buffer by drawing a quad.
290 static INLINE GLboolean
291 check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
293 if (ctx->Scissor.Enabled &&
294 (ctx->Scissor.X != 0 ||
295 ctx->Scissor.Y != 0 ||
296 ctx->Scissor.Width < rb->Width ||
297 ctx->Scissor.Height < rb->Height))
300 if (!ctx->Color.ColorMask[0][0] ||
301 !ctx->Color.ColorMask[0][1] ||
302 !ctx->Color.ColorMask[0][2] ||
303 !ctx->Color.ColorMask[0][3])
310 static INLINE GLboolean
311 check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
313 const GLuint stencilMax = 0xff;
314 GLboolean maskStencil
315 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
317 assert(rb->Format == MESA_FORMAT_S8 ||
318 rb->Format == MESA_FORMAT_Z24_S8 ||
319 rb->Format == MESA_FORMAT_S8_Z24);
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))
336 * Determine if we need to clear the depth buffer by drawing a quad.
338 static INLINE GLboolean
339 check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
341 const struct st_renderbuffer *strb = st_renderbuffer(rb);
342 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
344 if (ctx->Scissor.Enabled &&
345 (ctx->Scissor.X != 0 ||
346 ctx->Scissor.Y != 0 ||
347 ctx->Scissor.Width < rb->Width ||
348 ctx->Scissor.Height < rb->Height))
352 ctx->DrawBuffer->Visual.stencilBits > 0)
360 * Determine if we need to clear the stencil buffer by drawing a quad.
362 static INLINE GLboolean
363 check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
365 const struct st_renderbuffer *strb = st_renderbuffer(rb);
366 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
367 const GLuint stencilMax = 0xff;
368 const GLboolean maskStencil
369 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
371 assert(rb->Format == MESA_FORMAT_S8 ||
372 rb->Format == MESA_FORMAT_Z24_S8 ||
373 rb->Format == MESA_FORMAT_S8_Z24);
378 if (ctx->Scissor.Enabled &&
379 (ctx->Scissor.X != 0 ||
380 ctx->Scissor.Y != 0 ||
381 ctx->Scissor.Width < rb->Width ||
382 ctx->Scissor.Height < rb->Height))
385 /* This is correct, but it is necessary to look at the depth clear
386 * value held in the surface when it comes time to issue the clear,
387 * rather than taking depth and stencil clear values from the
391 ctx->DrawBuffer->Visual.depthBits > 0)
399 void st_flush_clear( struct st_context *st )
401 /* Release vertex buffer to avoid synchronous rendering if we were
402 * to map it in the next frame.
404 pipe_buffer_reference(&st->clear.vbuf, NULL);
405 st->clear.vbuf_slot = 0;
411 * Called via ctx->Driver.Clear()
412 * XXX: doesn't pick up the differences between front/back/left/right
413 * clears. Need to sort that out...
415 static void st_clear(GLcontext *ctx, GLbitfield mask)
417 static const GLbitfield BUFFER_BITS_DS
418 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
419 struct st_context *st = ctx->st;
420 struct gl_renderbuffer *depthRb
421 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
422 struct gl_renderbuffer *stencilRb
423 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
424 GLbitfield quad_buffers = 0;
425 GLbitfield clear_buffers = 0;
428 /* This makes sure the pipe has the latest scissor, etc values */
429 st_validate_state( st );
431 if (mask & BUFFER_BITS_COLOR) {
432 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
433 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
435 if (mask & (1 << b)) {
436 struct gl_renderbuffer *rb
437 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
438 struct st_renderbuffer *strb;
442 strb = st_renderbuffer(rb);
447 if (check_clear_color_with_quad( ctx, rb ))
448 quad_buffers |= PIPE_CLEAR_COLOR;
450 clear_buffers |= PIPE_CLEAR_COLOR;
455 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
456 /* clearing combined depth + stencil */
457 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
460 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
461 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
463 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
467 /* separate depth/stencil clears */
468 if (mask & BUFFER_BIT_DEPTH) {
469 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
472 if (check_clear_depth_with_quad(ctx, depthRb))
473 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
475 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
478 if (mask & BUFFER_BIT_STENCIL) {
479 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
482 if (check_clear_stencil_with_quad(ctx, stencilRb))
483 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
485 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
491 * If we're going to use clear_with_quad() for any reason, use it for
492 * everything possible.
495 quad_buffers |= clear_buffers;
497 quad_buffers & PIPE_CLEAR_COLOR,
498 mask & BUFFER_BIT_DEPTH,
499 mask & BUFFER_BIT_STENCIL);
500 } else if (clear_buffers)
501 ctx->st->pipe->clear(ctx->st->pipe, clear_buffers, ctx->Color.ClearColor,
502 ctx->Depth.Clear, ctx->Stencil.Clear);
504 if (mask & BUFFER_BIT_ACCUM)
505 st_clear_accum_buffer(ctx,
506 ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
510 void st_init_clear_functions(struct dd_function_table *functions)
512 functions->Clear = st_clear;