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st/mesa: set geometry shader to NULL when doing internal drawing
[android-x86/external-mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index 2f77aff..19a87aa 100644 (file)
 #include "main/glheader.h"
 #include "main/formats.h"
 #include "main/macros.h"
-#include "shader/prog_instruction.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_format.h"
 #include "st_program.h"
-#include "st_inlines.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"
 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;
-
-   /* 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);
-   }
+   st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
 }
 
 
@@ -105,15 +94,50 @@ st_destroy_clear(struct st_context *st)
 
 
 /**
+ * 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);
+
+   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_COLOR };
+      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(GLcontext *ctx,
+draw_quad(struct st_context *st,
           float x0, float y0, float x1, float y1, GLfloat z,
-          const GLfloat color[4])
+          const union pipe_color_union *color)
 {
-   struct st_context *st = ctx->st;
    struct pipe_context *pipe = st->pipe;
 
    /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
@@ -137,6 +161,7 @@ draw_quad(GLcontext *ctx,
    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));
    }
 
@@ -157,21 +182,22 @@ draw_quad(GLcontext *ctx,
    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];
+      st->clear.vertices[i][1][0] = color->f[0];
+      st->clear.vertices[i][1][1] = color->f[1];
+      st->clear.vertices[i][1][2] = color->f[2];
+      st->clear.vertices[i][1][3] = color->f[3];
    }
 
    /* put vertex data into vbuf */
-   st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.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, 
+   util_draw_vertex_buffer(pipe,
+                           st->cso_context,
                            st->clear.vbuf, 
                            st->clear.vbuf_slot * sizeof(st->clear.vertices),
                            PIPE_PRIM_TRIANGLE_FAN,
@@ -190,10 +216,10 @@ draw_quad(GLcontext *ctx,
  * ctx->DrawBuffer->_X/Ymin/max fields.
  */
 static void
-clear_with_quad(GLcontext *ctx,
+clear_with_quad(struct gl_context *ctx,
                 GLboolean color, GLboolean depth, GLboolean stencil)
 {
-   struct st_context *st = ctx->st;
+   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;
@@ -201,6 +227,7 @@ clear_with_quad(GLcontext *ctx,
    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__, 
@@ -219,7 +246,9 @@ clear_with_quad(GLcontext *ctx,
    cso_save_clip(st->cso_context);
    cso_save_fragment_shader(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_vertex_buffers(st->cso_context);
 
    /* blend state: RGBA masking */
    {
@@ -291,12 +320,18 @@ clear_with_quad(GLcontext *ctx,
    }
 
    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);
+   set_fragment_shader(st);
+   set_vertex_shader(st);
+   cso_set_geometry_shader_handle(st->cso_context, NULL);
+
+   if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
+      st_translate_color(ctx->Color.ClearColor.f,
+                               ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+                               clearColor.f);
+   }
 
-   /* draw quad matching scissor rect (XXX verify coord round-off) */
-   draw_quad(ctx, x0, y0, x1, y1,
-             (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
+   /* 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);
@@ -307,7 +342,9 @@ clear_with_quad(GLcontext *ctx,
    cso_restore_clip(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_vertex_buffers(st->cso_context);
 }
 
 
@@ -315,7 +352,7 @@ clear_with_quad(GLcontext *ctx,
  * Determine if we need to clear the depth buffer by drawing a quad.
  */
 static INLINE GLboolean
-check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
 {
    if (ctx->Scissor.Enabled &&
        (ctx->Scissor.X != 0 ||
@@ -339,7 +376,7 @@ check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
  * drawing a quad.
  */
 static INLINE GLboolean
-check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
 {
    const GLuint stencilMax = 0xff;
    GLboolean maskStencil
@@ -347,7 +384,8 @@ check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 
    assert(rb->Format == MESA_FORMAT_S8 ||
           rb->Format == MESA_FORMAT_Z24_S8 ||
-          rb->Format == MESA_FORMAT_S8_Z24);
+          rb->Format == MESA_FORMAT_S8_Z24 ||
+          rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
 
    if (ctx->Scissor.Enabled &&
        (ctx->Scissor.X != 0 ||
@@ -367,7 +405,8 @@ check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
  * Determine if we need to clear the depth buffer by drawing a quad.
  */
 static INLINE GLboolean
-check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+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);
@@ -379,7 +418,7 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
         ctx->Scissor.Height < rb->Height))
       return GL_TRUE;
 
-   if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
+   if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
       return GL_TRUE;
 
    return GL_FALSE;
@@ -390,7 +429,8 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
  * Determine if we need to clear the stencil buffer by drawing a quad.
  */
 static INLINE GLboolean
-check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+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);
@@ -400,7 +440,8 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
 
    assert(rb->Format == MESA_FORMAT_S8 ||
           rb->Format == MESA_FORMAT_Z24_S8 ||
-          rb->Format == MESA_FORMAT_S8_Z24);
+          rb->Format == MESA_FORMAT_S8_Z24 ||
+          rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
 
    if (maskStencil) 
       return GL_TRUE;
@@ -417,7 +458,7 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
     * rather than taking depth and stencil clear values from the
     * current state.
     */
-   if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
+   if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
       return GL_TRUE;
 
    return GL_FALSE;
@@ -444,11 +485,11 @@ st_flush_clear(struct st_context *st)
  * Called via ctx->Driver.Clear()
  */
 static void
-st_Clear(GLcontext *ctx, GLbitfield mask)
+st_Clear(struct gl_context *ctx, GLbitfield mask)
 {
    static const GLbitfield BUFFER_BITS_DS
       = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
-   struct st_context *st = ctx->st;
+   struct st_context *st = st_context(ctx);
    struct gl_renderbuffer *depthRb
       = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
    struct gl_renderbuffer *stencilRb
@@ -467,13 +508,9 @@ st_Clear(GLcontext *ctx, GLbitfield mask)
          if (mask & (1 << b)) {
             struct gl_renderbuffer *rb
                = ctx->DrawBuffer->Attachment[b].Renderbuffer;
-            struct st_renderbuffer *strb;
-
-            assert(rb);
-
-            strb = st_renderbuffer(rb);
+            struct st_renderbuffer *strb = st_renderbuffer(rb);
 
-            if (!strb->surface)
+            if (!strb || !strb->surface)
                continue;
 
             if (check_clear_color_with_quad( ctx, rb ))
@@ -497,24 +534,27 @@ st_Clear(GLcontext *ctx, GLbitfield mask)
    }
    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))
-               quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+            if (check_clear_depth_with_quad(ctx, depthRb,
+                                            st->clear.enable_ds_separate))
+               quad_buffers |= PIPE_CLEAR_DEPTH;
             else
-               clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+               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))
-               quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+            if (check_clear_stencil_with_quad(ctx, stencilRb,
+                                              st->clear.enable_ds_separate))
+               quad_buffers |= PIPE_CLEAR_STENCIL;
             else
-               clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+               clear_buffers |= PIPE_CLEAR_STENCIL;
          }
       }
    }
@@ -527,12 +567,32 @@ st_Clear(GLcontext *ctx, GLbitfield mask)
       quad_buffers |= clear_buffers;
       clear_with_quad(ctx,
                       quad_buffers & PIPE_CLEAR_COLOR,
-                      mask & BUFFER_BIT_DEPTH,
-                      mask & BUFFER_BIT_STENCIL);
-   } else if (clear_buffers)
-      ctx->st->pipe->clear(ctx->st->pipe, clear_buffers, ctx->Color.ClearColor,
-                           ctx->Depth.Clear, ctx->Stencil.Clear);
+                      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.
+       */
+      union pipe_color_union clearColor;
+
+      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;
+
+      if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
+         st_translate_color(ctx->Color.ClearColor.f,
+                           ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+                           clearColor.f);
+      }
 
+      st->pipe->clear(st->pipe, clear_buffers, &clearColor,
+                      ctx->Depth.Clear, ctx->Stencil.Clear);
+   }
    if (mask & BUFFER_BIT_ACCUM)
       st_clear_accum_buffer(ctx,
                             ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);