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/accum.h"
38 #include "main/formats.h"
39 #include "main/macros.h"
40 #include "program/prog_instruction.h"
41 #include "st_context.h"
43 #include "st_cb_clear.h"
44 #include "st_cb_fbo.h"
45 #include "st_format.h"
46 #include "st_program.h"
48 #include "pipe/p_context.h"
49 #include "pipe/p_shader_tokens.h"
50 #include "pipe/p_state.h"
51 #include "pipe/p_defines.h"
52 #include "util/u_format.h"
53 #include "util/u_inlines.h"
54 #include "util/u_simple_shaders.h"
55 #include "util/u_draw_quad.h"
57 #include "cso_cache/cso_context.h"
61 * Do per-context initialization for glClear.
64 st_init_clear(struct st_context
*st
)
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
.raster
.depth_clip
= 1;
72 st
->clear
.enable_ds_separate
= pscreen
->get_param(pscreen
, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE
);
77 * Free per-context state for glClear.
80 st_destroy_clear(struct st_context
*st
)
83 cso_delete_fragment_shader(st
->cso_context
, st
->clear
.fs
);
87 cso_delete_vertex_shader(st
->cso_context
, st
->clear
.vs
);
91 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
92 st
->clear
.vbuf
= NULL
;
98 * Helper function to set the fragment shaders.
101 set_fragment_shader(struct st_context
*st
)
104 st
->clear
.fs
= util_make_fragment_passthrough_shader(st
->pipe
);
106 cso_set_fragment_shader_handle(st
->cso_context
, st
->clear
.fs
);
111 * Helper function to set the vertex shader.
114 set_vertex_shader(struct st_context
*st
)
116 /* vertex shader - still required to provide the linkage between
117 * fragment shader input semantics and vertex_element/buffers.
121 const uint semantic_names
[] = { TGSI_SEMANTIC_POSITION
,
122 TGSI_SEMANTIC_COLOR
};
123 const uint semantic_indexes
[] = { 0, 0 };
124 st
->clear
.vs
= util_make_vertex_passthrough_shader(st
->pipe
, 2,
129 cso_set_vertex_shader_handle(st
->cso_context
, st
->clear
.vs
);
134 * Draw a screen-aligned quadrilateral.
135 * Coords are clip coords with y=0=bottom.
138 draw_quad(struct st_context
*st
,
139 float x0
, float y0
, float x1
, float y1
, GLfloat z
,
140 const union pipe_color_union
*color
)
142 struct pipe_context
*pipe
= st
->pipe
;
144 /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
145 * no_flush) updates to buffers where we know there is no conflict
146 * with previous data. Currently using max_slots > 1 will cause
147 * synchronous rendering if the driver flushes its command buffers
148 * between one bitmap and the next. Our flush hook below isn't
149 * sufficient to catch this as the driver doesn't tell us when it
150 * flushes its own command buffers. Until this gets fixed, pay the
151 * price of allocating a new buffer for each bitmap cache-flush to
152 * avoid synchronous rendering.
154 const GLuint max_slots
= 1; /* 1024 / sizeof(st->clear.vertices); */
157 if (st
->clear
.vbuf_slot
>= max_slots
) {
158 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
159 st
->clear
.vbuf_slot
= 0;
162 if (!st
->clear
.vbuf
) {
163 st
->clear
.vbuf
= pipe_buffer_create(pipe
->screen
,
164 PIPE_BIND_VERTEX_BUFFER
,
166 max_slots
* sizeof(st
->clear
.vertices
));
169 if (!st
->clear
.vbuf
) {
170 /* ran out of memory */
175 st
->clear
.vertices
[0][0][0] = x0
;
176 st
->clear
.vertices
[0][0][1] = y0
;
178 st
->clear
.vertices
[1][0][0] = x1
;
179 st
->clear
.vertices
[1][0][1] = y0
;
181 st
->clear
.vertices
[2][0][0] = x1
;
182 st
->clear
.vertices
[2][0][1] = y1
;
184 st
->clear
.vertices
[3][0][0] = x0
;
185 st
->clear
.vertices
[3][0][1] = y1
;
187 /* same for all verts: */
188 for (i
= 0; i
< 4; i
++) {
189 st
->clear
.vertices
[i
][0][2] = z
;
190 st
->clear
.vertices
[i
][0][3] = 1.0;
191 st
->clear
.vertices
[i
][1][0] = color
->f
[0];
192 st
->clear
.vertices
[i
][1][1] = color
->f
[1];
193 st
->clear
.vertices
[i
][1][2] = color
->f
[2];
194 st
->clear
.vertices
[i
][1][3] = color
->f
[3];
197 /* put vertex data into vbuf */
198 pipe_buffer_write_nooverlap(st
->pipe
, st
->clear
.vbuf
,
200 * sizeof(st
->clear
.vertices
),
201 sizeof(st
->clear
.vertices
),
205 util_draw_vertex_buffer(pipe
,
208 st
->clear
.vbuf_slot
* sizeof(st
->clear
.vertices
),
209 PIPE_PRIM_TRIANGLE_FAN
,
211 2); /* attribs/vert */
214 st
->clear
.vbuf_slot
++;
220 * Do glClear by drawing a quadrilateral.
221 * The vertices of the quad will be computed from the
222 * ctx->DrawBuffer->_X/Ymin/max fields.
225 clear_with_quad(struct gl_context
*ctx
,
226 GLboolean color
, GLboolean depth
, GLboolean stencil
)
228 struct st_context
*st
= st_context(ctx
);
229 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
230 const GLfloat fb_width
= (GLfloat
) fb
->Width
;
231 const GLfloat fb_height
= (GLfloat
) fb
->Height
;
232 const GLfloat x0
= (GLfloat
) ctx
->DrawBuffer
->_Xmin
/ fb_width
* 2.0f
- 1.0f
;
233 const GLfloat x1
= (GLfloat
) ctx
->DrawBuffer
->_Xmax
/ fb_width
* 2.0f
- 1.0f
;
234 const GLfloat y0
= (GLfloat
) ctx
->DrawBuffer
->_Ymin
/ fb_height
* 2.0f
- 1.0f
;
235 const GLfloat y1
= (GLfloat
) ctx
->DrawBuffer
->_Ymax
/ fb_height
* 2.0f
- 1.0f
;
236 union pipe_color_union clearColor
;
239 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
240 color ? "color, " : "",
241 depth ? "depth, " : "",
242 stencil ? "stencil" : "",
247 cso_save_blend(st
->cso_context
);
248 cso_save_stencil_ref(st
->cso_context
);
249 cso_save_depth_stencil_alpha(st
->cso_context
);
250 cso_save_rasterizer(st
->cso_context
);
251 cso_save_viewport(st
->cso_context
);
252 cso_save_fragment_shader(st
->cso_context
);
253 cso_save_stream_outputs(st
->cso_context
);
254 cso_save_vertex_shader(st
->cso_context
);
255 cso_save_geometry_shader(st
->cso_context
);
256 cso_save_vertex_elements(st
->cso_context
);
257 cso_save_vertex_buffers(st
->cso_context
);
259 /* blend state: RGBA masking */
261 struct pipe_blend_state blend
;
262 memset(&blend
, 0, sizeof(blend
));
263 blend
.rt
[0].rgb_src_factor
= PIPE_BLENDFACTOR_ONE
;
264 blend
.rt
[0].alpha_src_factor
= PIPE_BLENDFACTOR_ONE
;
265 blend
.rt
[0].rgb_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
266 blend
.rt
[0].alpha_dst_factor
= PIPE_BLENDFACTOR_ZERO
;
268 if (ctx
->Color
.ColorMask
[0][0])
269 blend
.rt
[0].colormask
|= PIPE_MASK_R
;
270 if (ctx
->Color
.ColorMask
[0][1])
271 blend
.rt
[0].colormask
|= PIPE_MASK_G
;
272 if (ctx
->Color
.ColorMask
[0][2])
273 blend
.rt
[0].colormask
|= PIPE_MASK_B
;
274 if (ctx
->Color
.ColorMask
[0][3])
275 blend
.rt
[0].colormask
|= PIPE_MASK_A
;
276 if (st
->ctx
->Color
.DitherFlag
)
279 cso_set_blend(st
->cso_context
, &blend
);
282 /* depth_stencil state: always pass/set to ref value */
284 struct pipe_depth_stencil_alpha_state depth_stencil
;
285 memset(&depth_stencil
, 0, sizeof(depth_stencil
));
287 depth_stencil
.depth
.enabled
= 1;
288 depth_stencil
.depth
.writemask
= 1;
289 depth_stencil
.depth
.func
= PIPE_FUNC_ALWAYS
;
293 struct pipe_stencil_ref stencil_ref
;
294 memset(&stencil_ref
, 0, sizeof(stencil_ref
));
295 depth_stencil
.stencil
[0].enabled
= 1;
296 depth_stencil
.stencil
[0].func
= PIPE_FUNC_ALWAYS
;
297 depth_stencil
.stencil
[0].fail_op
= PIPE_STENCIL_OP_REPLACE
;
298 depth_stencil
.stencil
[0].zpass_op
= PIPE_STENCIL_OP_REPLACE
;
299 depth_stencil
.stencil
[0].zfail_op
= PIPE_STENCIL_OP_REPLACE
;
300 depth_stencil
.stencil
[0].valuemask
= 0xff;
301 depth_stencil
.stencil
[0].writemask
= ctx
->Stencil
.WriteMask
[0] & 0xff;
302 stencil_ref
.ref_value
[0] = ctx
->Stencil
.Clear
;
303 cso_set_stencil_ref(st
->cso_context
, &stencil_ref
);
306 cso_set_depth_stencil_alpha(st
->cso_context
, &depth_stencil
);
309 cso_set_vertex_elements(st
->cso_context
, 2, st
->velems_util_draw
);
310 cso_set_stream_outputs(st
->cso_context
, 0, NULL
, 0);
312 cso_set_rasterizer(st
->cso_context
, &st
->clear
.raster
);
314 /* viewport state: viewport matching window dims */
316 const GLboolean invert
= (st_fb_orientation(fb
) == Y_0_TOP
);
317 struct pipe_viewport_state vp
;
318 vp
.scale
[0] = 0.5f
* fb_width
;
319 vp
.scale
[1] = fb_height
* (invert
? -0.5f
: 0.5f
);
322 vp
.translate
[0] = 0.5f
* fb_width
;
323 vp
.translate
[1] = 0.5f
* fb_height
;
324 vp
.translate
[2] = 0.0f
;
325 vp
.translate
[3] = 0.0f
;
326 cso_set_viewport(st
->cso_context
, &vp
);
329 set_fragment_shader(st
);
330 set_vertex_shader(st
);
331 cso_set_geometry_shader_handle(st
->cso_context
, NULL
);
333 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
334 st_translate_color(ctx
->Color
.ClearColor
.f
,
335 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
339 /* draw quad matching scissor rect */
340 draw_quad(st
, x0
, y0
, x1
, y1
, (GLfloat
) ctx
->Depth
.Clear
, &clearColor
);
342 /* Restore pipe state */
343 cso_restore_blend(st
->cso_context
);
344 cso_restore_stencil_ref(st
->cso_context
);
345 cso_restore_depth_stencil_alpha(st
->cso_context
);
346 cso_restore_rasterizer(st
->cso_context
);
347 cso_restore_viewport(st
->cso_context
);
348 cso_restore_fragment_shader(st
->cso_context
);
349 cso_restore_vertex_shader(st
->cso_context
);
350 cso_restore_geometry_shader(st
->cso_context
);
351 cso_restore_vertex_elements(st
->cso_context
);
352 cso_restore_vertex_buffers(st
->cso_context
);
353 cso_restore_stream_outputs(st
->cso_context
);
358 * Determine if we need to clear the depth buffer by drawing a quad.
360 static INLINE GLboolean
361 check_clear_color_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
363 if (ctx
->Scissor
.Enabled
&&
364 (ctx
->Scissor
.X
!= 0 ||
365 ctx
->Scissor
.Y
!= 0 ||
366 ctx
->Scissor
.Width
< rb
->Width
||
367 ctx
->Scissor
.Height
< rb
->Height
))
370 if (!ctx
->Color
.ColorMask
[0][0] ||
371 !ctx
->Color
.ColorMask
[0][1] ||
372 !ctx
->Color
.ColorMask
[0][2] ||
373 !ctx
->Color
.ColorMask
[0][3])
381 * Determine if we need to clear the combiend depth/stencil buffer by
384 static INLINE GLboolean
385 check_clear_depth_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
)
387 const GLuint stencilMax
= 0xff;
388 GLboolean maskStencil
389 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
391 assert(rb
->Format
== MESA_FORMAT_S8
||
392 rb
->Format
== MESA_FORMAT_Z24_S8
||
393 rb
->Format
== MESA_FORMAT_S8_Z24
||
394 rb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
);
396 if (ctx
->Scissor
.Enabled
&&
397 (ctx
->Scissor
.X
!= 0 ||
398 ctx
->Scissor
.Y
!= 0 ||
399 ctx
->Scissor
.Width
< rb
->Width
||
400 ctx
->Scissor
.Height
< rb
->Height
))
411 * Determine if we need to clear the depth buffer by drawing a quad.
413 static INLINE GLboolean
414 check_clear_depth_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
417 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
418 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
420 if (ctx
->Scissor
.Enabled
&&
421 (ctx
->Scissor
.X
!= 0 ||
422 ctx
->Scissor
.Y
!= 0 ||
423 ctx
->Scissor
.Width
< rb
->Width
||
424 ctx
->Scissor
.Height
< rb
->Height
))
427 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.stencilBits
> 0)
435 * Determine if we need to clear the stencil buffer by drawing a quad.
437 static INLINE GLboolean
438 check_clear_stencil_with_quad(struct gl_context
*ctx
, struct gl_renderbuffer
*rb
,
441 const struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
442 const GLboolean isDS
= util_format_is_depth_and_stencil(strb
->surface
->format
);
443 const GLuint stencilMax
= 0xff;
444 const GLboolean maskStencil
445 = (ctx
->Stencil
.WriteMask
[0] & stencilMax
) != stencilMax
;
447 assert(rb
->Format
== MESA_FORMAT_S8
||
448 rb
->Format
== MESA_FORMAT_Z24_S8
||
449 rb
->Format
== MESA_FORMAT_S8_Z24
||
450 rb
->Format
== MESA_FORMAT_Z32_FLOAT_X24S8
);
455 if (ctx
->Scissor
.Enabled
&&
456 (ctx
->Scissor
.X
!= 0 ||
457 ctx
->Scissor
.Y
!= 0 ||
458 ctx
->Scissor
.Width
< rb
->Width
||
459 ctx
->Scissor
.Height
< rb
->Height
))
462 /* This is correct, but it is necessary to look at the depth clear
463 * value held in the surface when it comes time to issue the clear,
464 * rather than taking depth and stencil clear values from the
467 if (!ds_separate
&& isDS
&& ctx
->DrawBuffer
->Visual
.depthBits
> 0)
476 * Called when we need to flush.
479 st_flush_clear(struct st_context
*st
)
481 /* Release vertex buffer to avoid synchronous rendering if we were
482 * to map it in the next frame.
484 pipe_resource_reference(&st
->clear
.vbuf
, NULL
);
485 st
->clear
.vbuf_slot
= 0;
491 * Called via ctx->Driver.Clear()
494 st_Clear(struct gl_context
*ctx
, GLbitfield mask
)
496 static const GLbitfield BUFFER_BITS_DS
497 = (BUFFER_BIT_DEPTH
| BUFFER_BIT_STENCIL
);
498 struct st_context
*st
= st_context(ctx
);
499 struct gl_renderbuffer
*depthRb
500 = ctx
->DrawBuffer
->Attachment
[BUFFER_DEPTH
].Renderbuffer
;
501 struct gl_renderbuffer
*stencilRb
502 = ctx
->DrawBuffer
->Attachment
[BUFFER_STENCIL
].Renderbuffer
;
503 GLbitfield quad_buffers
= 0x0;
504 GLbitfield clear_buffers
= 0x0;
507 /* This makes sure the pipe has the latest scissor, etc values */
508 st_validate_state( st
);
510 if (mask
& BUFFER_BITS_COLOR
) {
511 for (i
= 0; i
< ctx
->DrawBuffer
->_NumColorDrawBuffers
; i
++) {
512 GLuint b
= ctx
->DrawBuffer
->_ColorDrawBufferIndexes
[i
];
514 if (mask
& (1 << b
)) {
515 struct gl_renderbuffer
*rb
516 = ctx
->DrawBuffer
->Attachment
[b
].Renderbuffer
;
517 struct st_renderbuffer
*strb
= st_renderbuffer(rb
);
519 if (!strb
|| !strb
->surface
)
522 if (check_clear_color_with_quad( ctx
, rb
))
523 quad_buffers
|= PIPE_CLEAR_COLOR
;
525 clear_buffers
|= PIPE_CLEAR_COLOR
;
530 if ((mask
& BUFFER_BITS_DS
) == BUFFER_BITS_DS
&& depthRb
== stencilRb
) {
531 /* clearing combined depth + stencil */
532 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
535 if (check_clear_depth_stencil_with_quad(ctx
, depthRb
))
536 quad_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
538 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
542 /* separate depth/stencil clears */
543 /* I don't think truly separate buffers are actually possible in gallium or hw? */
544 if (mask
& BUFFER_BIT_DEPTH
) {
545 struct st_renderbuffer
*strb
= st_renderbuffer(depthRb
);
548 if (check_clear_depth_with_quad(ctx
, depthRb
,
549 st
->clear
.enable_ds_separate
))
550 quad_buffers
|= PIPE_CLEAR_DEPTH
;
552 clear_buffers
|= PIPE_CLEAR_DEPTH
;
555 if (mask
& BUFFER_BIT_STENCIL
) {
556 struct st_renderbuffer
*strb
= st_renderbuffer(stencilRb
);
559 if (check_clear_stencil_with_quad(ctx
, stencilRb
,
560 st
->clear
.enable_ds_separate
))
561 quad_buffers
|= PIPE_CLEAR_STENCIL
;
563 clear_buffers
|= PIPE_CLEAR_STENCIL
;
569 * If we're going to use clear_with_quad() for any reason, use it for
570 * everything possible.
573 quad_buffers
|= clear_buffers
;
575 quad_buffers
& PIPE_CLEAR_COLOR
,
576 quad_buffers
& PIPE_CLEAR_DEPTH
,
577 quad_buffers
& PIPE_CLEAR_STENCIL
);
578 } else if (clear_buffers
) {
579 /* driver cannot know it can clear everything if the buffer
580 * is a combined depth/stencil buffer but this wasn't actually
581 * required from the visual. Hence fix this up to avoid potential
582 * read-modify-write in the driver.
584 union pipe_color_union clearColor
;
586 if ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) &&
587 ((clear_buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
) &&
588 (depthRb
== stencilRb
) &&
589 (ctx
->DrawBuffer
->Visual
.depthBits
== 0 ||
590 ctx
->DrawBuffer
->Visual
.stencilBits
== 0))
591 clear_buffers
|= PIPE_CLEAR_DEPTHSTENCIL
;
593 if (ctx
->DrawBuffer
->_ColorDrawBuffers
[0]) {
594 st_translate_color(ctx
->Color
.ClearColor
.f
,
595 ctx
->DrawBuffer
->_ColorDrawBuffers
[0]->_BaseFormat
,
599 st
->pipe
->clear(st
->pipe
, clear_buffers
, &clearColor
,
600 ctx
->Depth
.Clear
, ctx
->Stencil
.Clear
);
602 if (mask
& BUFFER_BIT_ACCUM
)
603 _mesa_clear_accum_buffer(ctx
);
608 st_init_clear_functions(struct dd_function_table
*functions
)
610 functions
->Clear
= st_Clear
;