/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * Copyright 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, sub license, 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 (including the * next paragraph) 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul * Michel Dänzer */ #include "main/glheader.h" #include "main/formats.h" #include "main/macros.h" #include "shader/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_program.h" #include "st_public.h" #include "st_inlines.h" #include "pipe/p_context.h" #include "util/u_inlines.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_format.h" #include "util/u_simple_shaders.h" #include "util/u_draw_quad.h" #include "cso_cache/cso_context.h" void st_init_clear(struct st_context *st) { struct pipe_context *pipe = st->pipe; 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); } } void st_destroy_clear(struct st_context *st) { if (st->clear.fs) { cso_delete_fragment_shader(st->cso_context, st->clear.fs); st->clear.fs = NULL; } if (st->clear.vs) { cso_delete_vertex_shader(st->cso_context, st->clear.vs); st->clear.vs = NULL; } if (st->clear.vbuf) { pipe_buffer_reference(&st->clear.vbuf, NULL); st->clear.vbuf = NULL; } } /** * Draw a screen-aligned quadrilateral. * Coords are clip coords with y=0=bottom. */ static void draw_quad(GLcontext *ctx, float x0, float y0, float x1, float y1, GLfloat z, const GLfloat color[4]) { 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 * no_flush) updates to buffers where we know there is no conflict * with previous data. Currently using max_slots > 1 will cause * synchronous rendering if the driver flushes its command buffers * between one bitmap and the next. Our flush hook below isn't * sufficient to catch this as the driver doesn't tell us when it * flushes its own command buffers. Until this gets fixed, pay the * price of allocating a new buffer for each bitmap cache-flush to * avoid synchronous rendering. */ const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */ GLuint i; if (st->clear.vbuf_slot >= max_slots) { pipe_buffer_reference(&st->clear.vbuf, NULL); st->clear.vbuf_slot = 0; } if (!st->clear.vbuf) { st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, max_slots * sizeof(st->clear.vertices)); } /* positions */ st->clear.vertices[0][0][0] = x0; st->clear.vertices[0][0][1] = y0; st->clear.vertices[1][0][0] = x1; st->clear.vertices[1][0][1] = y0; st->clear.vertices[2][0][0] = x1; st->clear.vertices[2][0][1] = y1; st->clear.vertices[3][0][0] = x0; st->clear.vertices[3][0][1] = y1; /* same for all verts: */ 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]; } /* put vertex data into vbuf */ st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf, st->clear.vbuf_slot * sizeof(st->clear.vertices), sizeof(st->clear.vertices), st->clear.vertices); /* draw */ util_draw_vertex_buffer(pipe, st->clear.vbuf, st->clear.vbuf_slot * sizeof(st->clear.vertices), PIPE_PRIM_TRIANGLE_FAN, 4, /* verts */ 2); /* attribs/vert */ /* Increment slot */ st->clear.vbuf_slot++; } /** * Do glClear by drawing a quadrilateral. * The vertices of the quad will be computed from the * ctx->DrawBuffer->_X/Ymin/max fields. */ static void clear_with_quad(GLcontext *ctx, GLboolean color, GLboolean depth, GLboolean stencil) { struct st_context *st = ctx->st; const struct gl_framebuffer *fb = ctx->DrawBuffer; const GLfloat fb_width = (GLfloat) fb->Width; const GLfloat fb_height = (GLfloat) fb->Height; const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; 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; /* printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, color ? "color, " : "", depth ? "depth, " : "", stencil ? "stencil" : "", x0, y0, x1, y1); */ cso_save_blend(st->cso_context); cso_save_stencil_ref(st->cso_context); cso_save_depth_stencil_alpha(st->cso_context); cso_save_rasterizer(st->cso_context); cso_save_viewport(st->cso_context); cso_save_clip(st->cso_context); cso_save_fragment_shader(st->cso_context); cso_save_vertex_shader(st->cso_context); cso_save_vertex_elements(st->cso_context); /* blend state: RGBA masking */ { struct pipe_blend_state blend; memset(&blend, 0, sizeof(blend)); blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE; blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE; blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO; blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO; if (color) { if (ctx->Color.ColorMask[0][0]) blend.rt[0].colormask |= PIPE_MASK_R; if (ctx->Color.ColorMask[0][1]) blend.rt[0].colormask |= PIPE_MASK_G; if (ctx->Color.ColorMask[0][2]) blend.rt[0].colormask |= PIPE_MASK_B; if (ctx->Color.ColorMask[0][3]) blend.rt[0].colormask |= PIPE_MASK_A; if (st->ctx->Color.DitherFlag) blend.dither = 1; } cso_set_blend(st->cso_context, &blend); } /* depth_stencil state: always pass/set to ref value */ { struct pipe_depth_stencil_alpha_state depth_stencil; memset(&depth_stencil, 0, sizeof(depth_stencil)); if (depth) { depth_stencil.depth.enabled = 1; depth_stencil.depth.writemask = 1; depth_stencil.depth.func = PIPE_FUNC_ALWAYS; } if (stencil) { struct pipe_stencil_ref stencil_ref; memset(&stencil_ref, 0, sizeof(stencil_ref)); depth_stencil.stencil[0].enabled = 1; depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS; depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE; depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE; depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE; depth_stencil.stencil[0].valuemask = 0xff; depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; stencil_ref.ref_value[0] = ctx->Stencil.Clear; cso_set_stencil_ref(st->cso_context, &stencil_ref); } cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); } cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw); cso_set_rasterizer(st->cso_context, &st->clear.raster); /* viewport state: viewport matching window dims */ { const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); struct pipe_viewport_state vp; vp.scale[0] = 0.5f * fb_width; vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f); vp.scale[2] = 1.0f; vp.scale[3] = 1.0f; vp.translate[0] = 0.5f * fb_width; vp.translate[1] = 0.5f * fb_height; vp.translate[2] = 0.0f; vp.translate[3] = 0.0f; cso_set_viewport(st->cso_context, &vp); } 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); /* draw quad matching scissor rect (XXX verify coord round-off) */ draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor); /* Restore pipe state */ cso_restore_blend(st->cso_context); cso_restore_stencil_ref(st->cso_context); cso_restore_depth_stencil_alpha(st->cso_context); cso_restore_rasterizer(st->cso_context); cso_restore_viewport(st->cso_context); cso_restore_clip(st->cso_context); cso_restore_fragment_shader(st->cso_context); cso_restore_vertex_shader(st->cso_context); cso_restore_vertex_elements(st->cso_context); } /** * 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) { if (ctx->Scissor.Enabled && (ctx->Scissor.X != 0 || ctx->Scissor.Y != 0 || ctx->Scissor.Width < rb->Width || ctx->Scissor.Height < rb->Height)) return GL_TRUE; if (!ctx->Color.ColorMask[0][0] || !ctx->Color.ColorMask[0][1] || !ctx->Color.ColorMask[0][2] || !ctx->Color.ColorMask[0][3]) return GL_TRUE; return GL_FALSE; } static INLINE GLboolean check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) { const GLuint stencilMax = 0xff; GLboolean maskStencil = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; assert(rb->Format == MESA_FORMAT_S8 || rb->Format == MESA_FORMAT_Z24_S8 || rb->Format == MESA_FORMAT_S8_Z24); if (ctx->Scissor.Enabled && (ctx->Scissor.X != 0 || ctx->Scissor.Y != 0 || ctx->Scissor.Width < rb->Width || ctx->Scissor.Height < rb->Height)) return GL_TRUE; if (maskStencil) return GL_TRUE; return GL_FALSE; } /** * 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) { const struct st_renderbuffer *strb = st_renderbuffer(rb); const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); if (ctx->Scissor.Enabled && (ctx->Scissor.X != 0 || ctx->Scissor.Y != 0 || ctx->Scissor.Width < rb->Width || ctx->Scissor.Height < rb->Height)) return GL_TRUE; if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0) return GL_TRUE; return GL_FALSE; } /** * 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) { const struct st_renderbuffer *strb = st_renderbuffer(rb); const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format); const GLuint stencilMax = 0xff; const GLboolean maskStencil = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; assert(rb->Format == MESA_FORMAT_S8 || rb->Format == MESA_FORMAT_Z24_S8 || rb->Format == MESA_FORMAT_S8_Z24); if (maskStencil) return GL_TRUE; if (ctx->Scissor.Enabled && (ctx->Scissor.X != 0 || ctx->Scissor.Y != 0 || ctx->Scissor.Width < rb->Width || ctx->Scissor.Height < rb->Height)) return GL_TRUE; /* This is correct, but it is necessary to look at the depth clear * value held in the surface when it comes time to issue the clear, * rather than taking depth and stencil clear values from the * current state. */ if (isDS && ctx->DrawBuffer->Visual.depthBits > 0) return GL_TRUE; return GL_FALSE; } void st_flush_clear( struct st_context *st ) { /* Release vertex buffer to avoid synchronous rendering if we were * to map it in the next frame. */ pipe_buffer_reference(&st->clear.vbuf, NULL); st->clear.vbuf_slot = 0; } /** * Called via ctx->Driver.Clear() */ static void st_Clear(GLcontext *ctx, GLbitfield mask) { static const GLbitfield BUFFER_BITS_DS = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); struct st_context *st = ctx->st; struct gl_renderbuffer *depthRb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; struct gl_renderbuffer *stencilRb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; GLbitfield quad_buffers = 0; GLbitfield clear_buffers = 0; GLuint i; /* This makes sure the pipe has the latest scissor, etc values */ st_validate_state( st ); if (mask & BUFFER_BITS_COLOR) { for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; if (mask & (1 << b)) { struct gl_renderbuffer *rb = ctx->DrawBuffer->Attachment[b].Renderbuffer; struct st_renderbuffer *strb; assert(rb); strb = st_renderbuffer(rb); if (!strb->surface) continue; if (check_clear_color_with_quad( ctx, rb )) quad_buffers |= PIPE_CLEAR_COLOR; else clear_buffers |= PIPE_CLEAR_COLOR; } } } if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) { /* clearing combined depth + stencil */ struct st_renderbuffer *strb = st_renderbuffer(depthRb); if (strb->surface) { if (check_clear_depth_stencil_with_quad(ctx, depthRb)) quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL; else clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; } } else { /* separate depth/stencil clears */ 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; else clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; } } 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; else clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL; } } } /* * If we're going to use clear_with_quad() for any reason, use it for * everything possible. */ if (quad_buffers) { 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); if (mask & BUFFER_BIT_ACCUM) st_clear_accum_buffer(ctx, ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer); } void st_init_clear_functions(struct dd_function_table *functions) { functions->Clear = st_Clear; }