/********************************************************** * Copyright 2008-2009 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, sublicense, 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 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 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * 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. * **********************************************************/ #include "svga_cmd.h" #include "svga_debug.h" #include "pipe/p_defines.h" #include "util/u_pack_color.h" #include "util/u_surface.h" #include "svga_context.h" #include "svga_state.h" #include "svga_surface.h" /** * Saving blitter states before doing any blitter operation */ static void begin_blit(struct svga_context *svga) { util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb); util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems); util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs); util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs); util_blitter_save_so_targets(svga->blitter, svga->num_so_targets, (struct pipe_stream_output_target**)svga->so_targets); util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast); util_blitter_save_viewport(svga->blitter, &svga->curr.viewport); util_blitter_save_scissor(svga->blitter, &svga->curr.scissor); util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs); util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend); util_blitter_save_depth_stencil_alpha(svga->blitter, (void*)svga->curr.depth); util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref); util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask); } /** * Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use * this when clearing integer render targets. We'll also clear the * depth and/or stencil buffers if the clear_buffers mask specifies them. */ static void clear_buffers_with_quad(struct svga_context *svga, unsigned clear_buffers, const union pipe_color_union *color, double depth, unsigned stencil) { const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer; begin_blit(svga); util_blitter_clear(svga->blitter, fb->width, fb->height, 1, /* num_layers */ clear_buffers, color, depth, stencil); } /** * Check if any of the color buffers are integer buffers. */ static boolean is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers) { unsigned i; for (i = 0; i < fb->nr_cbufs; i++) { if ((buffers & (PIPE_CLEAR_COLOR0 << i)) && fb->cbufs[i] && util_format_is_pure_integer(fb->cbufs[i]->format)) { return TRUE; } } return FALSE; } /** * Check if the integer values in the clear color can be represented * by floats. If so, we can use the VGPU10 ClearRenderTargetView command. * Otherwise, we need to clear with a quad. */ static boolean ints_fit_in_floats(const union pipe_color_union *color) { const int max = 1 << 24; return (color->i[0] <= max && color->i[1] <= max && color->i[2] <= max && color->i[3] <= max); } static enum pipe_error try_clear(struct svga_context *svga, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { enum pipe_error ret = PIPE_OK; SVGA3dRect rect = { 0, 0, 0, 0 }; boolean restore_viewport = FALSE; SVGA3dClearFlag flags = 0; struct pipe_framebuffer_state *fb = &svga->curr.framebuffer; union util_color uc = {0}; ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR); if (ret != PIPE_OK) return ret; if (svga->rebind.flags.rendertargets) { ret = svga_reemit_framebuffer_bindings(svga); if (ret != PIPE_OK) { return ret; } } if (buffers & PIPE_CLEAR_COLOR) { flags |= SVGA3D_CLEAR_COLOR; util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc); rect.w = fb->width; rect.h = fb->height; } if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) { if (buffers & PIPE_CLEAR_DEPTH) flags |= SVGA3D_CLEAR_DEPTH; if (buffers & PIPE_CLEAR_STENCIL) flags |= SVGA3D_CLEAR_STENCIL; rect.w = MAX2(rect.w, fb->zsbuf->width); rect.h = MAX2(rect.h, fb->zsbuf->height); } if (!svga_have_vgpu10(svga) && !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) { restore_viewport = TRUE; ret = SVGA3D_SetViewport(svga->swc, &rect); if (ret != PIPE_OK) return ret; } if (svga_have_vgpu10(svga)) { if (flags & SVGA3D_CLEAR_COLOR) { unsigned i; if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) { clear_buffers_with_quad(svga, buffers, color, depth, stencil); /* We also cleared depth/stencil, so that's done */ flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL); } else { struct pipe_surface *rtv; /* Issue VGPU10 Clear commands */ for (i = 0; i < fb->nr_cbufs; i++) { if ((fb->cbufs[i] == NULL) || !(buffers & (PIPE_CLEAR_COLOR0 << i))) continue; rtv = svga_validate_surface_view(svga, svga_surface(fb->cbufs[i])); if (!rtv) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f); if (ret != PIPE_OK) return ret; } } } if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) { struct pipe_surface *dsv = svga_validate_surface_view(svga, svga_surface(fb->zsbuf)); if (!dsv) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags, stencil, (float) depth); if (ret != PIPE_OK) return ret; } } else { ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil, rect.x, rect.y, rect.w, rect.h); if (ret != PIPE_OK) return ret; } if (restore_viewport) { ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport); } return ret; } /** * Clear the given surface to the specified value. * No masking, no scissor (clear entire buffer). */ static void svga_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct svga_context *svga = svga_context( pipe ); enum pipe_error ret; if (buffers & PIPE_CLEAR_COLOR) { struct svga_winsys_surface *h = NULL; if (svga->curr.framebuffer.cbufs[0]) { h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle; } SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h); } /* flush any queued prims (don't want them to appear after the clear!) */ svga_hwtnl_flush_retry(svga); ret = try_clear( svga, buffers, color, depth, stencil ); if (ret == PIPE_ERROR_OUT_OF_MEMORY) { /* Flush command buffer and retry: */ svga_context_flush( svga, NULL ); ret = try_clear( svga, buffers, color, depth, stencil ); } /* * Mark target surfaces as dirty * TODO Mark only cleared surfaces. */ svga_mark_surfaces_dirty(svga); assert (ret == PIPE_OK); } static void svga_clear_texture(struct pipe_context *pipe, struct pipe_resource *res, unsigned level, const struct pipe_box *box, const void *data) { struct svga_context *svga = svga_context(pipe); struct svga_surface *svga_surface_dst; enum pipe_error ret; struct pipe_surface tmpl; struct pipe_surface *surface; memset(&tmpl, 0, sizeof(tmpl)); tmpl.format = res->format; tmpl.u.tex.first_layer = box->z; tmpl.u.tex.last_layer = box->z + box->depth - 1; tmpl.u.tex.level = level; surface = pipe->create_surface(pipe, res, &tmpl); if (surface == NULL) { debug_printf("failed to create surface\n"); return; } svga_surface_dst = svga_surface(surface); union pipe_color_union color; const struct util_format_description *desc = util_format_description(surface->format); if (util_format_is_depth_or_stencil(surface->format)) { float depth; uint8_t stencil; unsigned clear_flags = 0; /* If data is NULL, then set depthValue and stencilValue to zeros */ if (data == NULL) { depth = 0.0; stencil = 0; } else { desc->unpack_z_float(&depth, 0, data, 0, 1, 1); desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1); } if (util_format_has_depth(desc)) { clear_flags |= PIPE_CLEAR_DEPTH; } if (util_format_has_stencil(desc)) { clear_flags |= PIPE_CLEAR_STENCIL; } /* Setup depth stencil view */ struct pipe_surface *dsv = svga_validate_surface_view(svga, svga_surface_dst); if (!dsv) { pipe_surface_reference(&surface, NULL); return; } if (box->x == 0 && box->y == 0 && box->width == surface->width && box->height == surface->height) { /* clearing whole surface, use direct VGPU10 command */ ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, clear_flags, stencil, depth); if (ret != PIPE_OK) { /* flush and try again */ svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, clear_flags, stencil, depth); assert(ret == PIPE_OK); } } else { /* To clear subtexture use software fallback */ util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); begin_blit(svga); util_blitter_clear_depth_stencil(svga->blitter, dsv, clear_flags, depth,stencil, box->x, box->y, box->width, box->height); } } else { /* non depth-stencil formats */ if (data == NULL) { /* If data is NULL, the texture image is filled with zeros */ color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0; } else { if (util_format_is_pure_sint(surface->format)) { /* signed integer */ desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1); } else if (util_format_is_pure_uint(surface->format)) { /* unsigned integer */ desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1); } else { /* floating point */ desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1); } } /* Setup render target view */ struct pipe_surface *rtv = svga_validate_surface_view(svga, svga_surface_dst); if (!rtv) { pipe_surface_reference(&surface, NULL); return; } if (box->x == 0 && box->y == 0 && box->width == surface->width && box->height == surface->height) { struct pipe_framebuffer_state *curr = &svga->curr.framebuffer; if (is_integer_target(curr, PIPE_CLEAR_COLOR) && !ints_fit_in_floats(&color)) { /* To clear full texture with integer format */ clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0); } else { /* clearing whole surface using VGPU10 command */ ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color.f); if (ret != PIPE_OK) { svga_context_flush(svga,NULL); ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color.f); assert(ret == PIPE_OK); } } } else { /* To clear subtexture use software fallback */ /** * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use * util_clear_render_target() for PIPE_TEXTURE_3D. */ if (rtv->texture->target != PIPE_TEXTURE_3D && pipe->screen->is_format_supported(pipe->screen, rtv->format, rtv->texture->target, rtv->texture->nr_samples, PIPE_BIND_RENDER_TARGET)) { /* clear with quad drawing */ util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); begin_blit(svga); util_blitter_clear_render_target(svga->blitter, rtv, &color, box->x, box->y, box->width, box->height); } else { /* clear with map/write/unmap */ /* store layer values */ unsigned first_layer = rtv->u.tex.first_layer; unsigned last_layer = rtv->u.tex.last_layer; unsigned box_depth = last_layer - first_layer + 1; for (unsigned i = 0; i < box_depth; i++) { rtv->u.tex.first_layer = rtv->u.tex.last_layer = first_layer + i; util_clear_render_target(pipe, rtv, &color, box->x, box->y, box->width, box->height); } /* restore layer values */ rtv->u.tex.first_layer = first_layer; rtv->u.tex.last_layer = last_layer; } } } pipe_surface_reference(&surface, NULL); } /** * \brief Clear the whole render target using vgpu10 functionality * * \param svga[in] The svga context * \param dst[in] The surface to clear * \param color[in] Clear color * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of * command submission resources. */ static enum pipe_error svga_try_clear_render_target(struct svga_context *svga, struct pipe_surface *dst, const union pipe_color_union *color) { struct pipe_surface *rtv = svga_validate_surface_view(svga, svga_surface(dst)); if (!rtv) return PIPE_ERROR_OUT_OF_MEMORY; return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f); } /** * \brief Clear part of render target using gallium blitter utilities * * \param svga[in] The svga context * \param dst[in] The surface to clear * \param color[in] Clear color * \param dstx[in] Clear region left * \param dsty[in] Clear region top * \param width[in] Clear region width * \param height[in] Clear region height */ static void svga_blitter_clear_render_target(struct svga_context *svga, struct pipe_surface *dst, const union pipe_color_union *color, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { begin_blit(svga); util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); util_blitter_clear_render_target(svga->blitter, dst, color, dstx, dsty, width, height); } /** * \brief Clear render target pipe callback * * \param pipe[in] The pipe context * \param dst[in] The surface to clear * \param color[in] Clear color * \param dstx[in] Clear region left * \param dsty[in] Clear region top * \param width[in] Clear region width * \param height[in] Clear region height * \param render_condition_enabled[in] Whether to use conditional rendering * to clear (if elsewhere enabled). */ static void svga_clear_render_target(struct pipe_context *pipe, struct pipe_surface *dst, const union pipe_color_union *color, unsigned dstx, unsigned dsty, unsigned width, unsigned height, bool render_condition_enabled) { struct svga_context *svga = svga_context( pipe ); svga_toggle_render_condition(svga, render_condition_enabled, FALSE); if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 || width != dst->width || height != dst->height) { svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width, height); } else { enum pipe_error ret; ret = svga_try_clear_render_target(svga, dst, color); if (ret == PIPE_ERROR_OUT_OF_MEMORY) { svga_context_flush( svga, NULL ); ret = svga_try_clear_render_target(svga, dst, color); } assert (ret == PIPE_OK); } svga_toggle_render_condition(svga, render_condition_enabled, TRUE); } void svga_init_clear_functions(struct svga_context *svga) { svga->pipe.clear_render_target = svga_clear_render_target; svga->pipe.clear_texture = svga_clear_texture; svga->pipe.clear = svga_clear; }