/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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/accum.h" #include "main/formats.h" #include "main/macros.h" #include "main/glformats.h" #include "program/prog_instruction.h" #include "st_context.h" #include "st_atom.h" #include "st_cb_bitmap.h" #include "st_cb_clear.h" #include "st_cb_fbo.h" #include "st_format.h" #include "st_program.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" #include "util/u_framebuffer.h" #include "util/u_inlines.h" #include "util/u_simple_shaders.h" #include "util/u_draw_quad.h" #include "util/u_upload_mgr.h" #include "cso_cache/cso_context.h" /** * Do per-context initialization for glClear. */ void st_init_clear(struct st_context *st) { memset(&st->clear, 0, sizeof(st->clear)); st->clear.raster.half_pixel_center = 1; st->clear.raster.bottom_edge_rule = 1; st->clear.raster.depth_clip = 1; } /** * Free per-context state for glClear. */ 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.vs_layered) { cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered); st->clear.vs_layered = NULL; } if (st->clear.gs_layered) { cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered); st->clear.gs_layered = NULL; } } /** * 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, TGSI_SEMANTIC_GENERIC, TGSI_INTERPOLATE_CONSTANT, TRUE); 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_GENERIC }; const uint semantic_indexes[] = { 0, 0 }; st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2, semantic_names, semantic_indexes, FALSE); } cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); cso_set_geometry_shader_handle(st->cso_context, NULL); } static void set_vertex_shader_layered(struct st_context *st) { struct pipe_context *pipe = st->pipe; if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) { assert(!"Got layered clear, but VS instancing is unsupported"); set_vertex_shader(st); return; } if (!st->clear.vs_layered) { bool vs_layer = pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT); if (vs_layer) { st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe); } else { st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe); st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe); } } cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered); cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered); } /** * Draw a screen-aligned quadrilateral. * Coords are clip coords with y=0=bottom. */ static void draw_quad(struct st_context *st, float x0, float y0, float x1, float y1, GLfloat z, unsigned num_instances, const union pipe_color_union *color) { struct cso_context *cso = st->cso_context; struct pipe_vertex_buffer vb = {0}; GLuint i; float (*vertices)[2][4]; /**< vertex pos + color */ vb.stride = 8 * sizeof(float); u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 4, &vb.buffer_offset, &vb.buffer, (void **) &vertices); if (!vb.buffer) { return; } /* Convert Z from [0,1] to [-1,1] range */ z = z * 2.0f - 1.0f; /* positions */ vertices[0][0][0] = x0; vertices[0][0][1] = y0; vertices[1][0][0] = x1; vertices[1][0][1] = y0; vertices[2][0][0] = x1; vertices[2][0][1] = y1; vertices[3][0][0] = x0; vertices[3][0][1] = y1; /* same for all verts: */ for (i = 0; i < 4; i++) { vertices[i][0][2] = z; vertices[i][0][3] = 1.0; vertices[i][1][0] = color->f[0]; vertices[i][1][1] = color->f[1]; vertices[i][1][2] = color->f[2]; vertices[i][1][3] = color->f[3]; } u_upload_unmap(st->uploader); /* draw */ cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb); cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4, 0, num_instances); pipe_resource_reference(&vb.buffer, NULL); } /** * 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(struct gl_context *ctx, unsigned clear_buffers) { 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; 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; unsigned num_layers = util_framebuffer_get_num_layers(&st->state.framebuffer); /* printf("%s %s%s%s %f,%f %f,%f\n", __func__, 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_sample_mask(st->cso_context); cso_save_min_samples(st->cso_context); cso_save_viewport(st->cso_context); cso_save_fragment_shader(st->cso_context); cso_save_stream_outputs(st->cso_context); cso_save_vertex_shader(st->cso_context); cso_save_tessctrl_shader(st->cso_context); cso_save_tesseval_shader(st->cso_context); cso_save_geometry_shader(st->cso_context); cso_save_vertex_elements(st->cso_context); cso_save_aux_vertex_buffer_slot(st->cso_context); /* blend state: RGBA masking */ { struct pipe_blend_state blend; memset(&blend, 0, sizeof(blend)); if (clear_buffers & PIPE_CLEAR_COLOR) { int num_buffers = ctx->Extensions.EXT_draw_buffers2 ? ctx->DrawBuffer->_NumColorDrawBuffers : 1; int i; blend.independent_blend_enable = num_buffers > 1; for (i = 0; i < num_buffers; i++) { if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i))) continue; if (ctx->Color.ColorMask[i][0]) blend.rt[i].colormask |= PIPE_MASK_R; if (ctx->Color.ColorMask[i][1]) blend.rt[i].colormask |= PIPE_MASK_G; if (ctx->Color.ColorMask[i][2]) blend.rt[i].colormask |= PIPE_MASK_B; if (ctx->Color.ColorMask[i][3]) blend.rt[i].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 (clear_buffers & PIPE_CLEAR_DEPTH) { depth_stencil.depth.enabled = 1; depth_stencil.depth.writemask = 1; depth_stencil.depth.func = PIPE_FUNC_ALWAYS; } if (clear_buffers & PIPE_CLEAR_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_stream_outputs(st->cso_context, 0, NULL, NULL); cso_set_sample_mask(st->cso_context, ~0); cso_set_min_samples(st->cso_context, 1); 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] = 0.5f; vp.translate[0] = 0.5f * fb_width; vp.translate[1] = 0.5f * fb_height; vp.translate[2] = 0.5f; cso_set_viewport(st->cso_context, &vp); } set_fragment_shader(st); cso_set_tessctrl_shader_handle(st->cso_context, NULL); cso_set_tesseval_shader_handle(st->cso_context, NULL); if (num_layers > 1) set_vertex_shader_layered(st); else set_vertex_shader(st); /* We can't translate the clear color to the colorbuffer format, * because different colorbuffers may have different formats. */ /* draw quad matching scissor rect */ draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers, (union pipe_color_union*)&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_sample_mask(st->cso_context); cso_restore_min_samples(st->cso_context); cso_restore_viewport(st->cso_context); cso_restore_fragment_shader(st->cso_context); cso_restore_vertex_shader(st->cso_context); cso_restore_tessctrl_shader(st->cso_context); cso_restore_tesseval_shader(st->cso_context); cso_restore_geometry_shader(st->cso_context); cso_restore_vertex_elements(st->cso_context); cso_restore_aux_vertex_buffer_slot(st->cso_context); cso_restore_stream_outputs(st->cso_context); } /** * Return if the scissor must be enabled during the clear. */ static inline GLboolean is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb) { return (ctx->Scissor.EnableFlags & 1) && (ctx->Scissor.ScissorArray[0].X > 0 || ctx->Scissor.ScissorArray[0].Y > 0 || (unsigned) ctx->Scissor.ScissorArray[0].Width < rb->Width || (unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height); } /** * Return if all of the color channels are masked. */ static inline GLboolean is_color_disabled(struct gl_context *ctx, int i) { return !ctx->Color.ColorMask[i][0] && !ctx->Color.ColorMask[i][1] && !ctx->Color.ColorMask[i][2] && !ctx->Color.ColorMask[i][3]; } /** * Return if any of the color channels are masked. */ static inline GLboolean is_color_masked(struct gl_context *ctx, int i) { return !ctx->Color.ColorMask[i][0] || !ctx->Color.ColorMask[i][1] || !ctx->Color.ColorMask[i][2] || !ctx->Color.ColorMask[i][3]; } /** * Return if all of the stencil bits are masked. */ static inline GLboolean is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb) { const GLuint stencilMax = 0xff; assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); return (ctx->Stencil.WriteMask[0] & stencilMax) == 0; } /** * Return if any of the stencil bits are masked. */ static inline GLboolean is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb) { const GLuint stencilMax = 0xff; assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0); return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; } /** * Called via ctx->Driver.Clear() */ static void st_Clear(struct gl_context *ctx, GLbitfield mask) { struct st_context *st = st_context(ctx); struct gl_renderbuffer *depthRb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; struct gl_renderbuffer *stencilRb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; GLbitfield quad_buffers = 0x0; GLbitfield clear_buffers = 0x0; GLuint i; st_flush_bitmap_cache(st); /* This makes sure the pipe has the latest scissor, etc values */ st_validate_state( st, ST_PIPELINE_RENDER ); if (mask & BUFFER_BITS_COLOR) { for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i]; if (b >= 0 && mask & (1 << b)) { struct gl_renderbuffer *rb = ctx->DrawBuffer->Attachment[b].Renderbuffer; struct st_renderbuffer *strb = st_renderbuffer(rb); int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0; if (!strb || !strb->surface) continue; if (is_color_disabled(ctx, colormask_index)) continue; if (is_scissor_enabled(ctx, rb) || is_color_masked(ctx, colormask_index)) quad_buffers |= PIPE_CLEAR_COLOR0 << i; else clear_buffers |= PIPE_CLEAR_COLOR0 << i; } } } if (mask & BUFFER_BIT_DEPTH) { struct st_renderbuffer *strb = st_renderbuffer(depthRb); if (strb->surface && ctx->Depth.Mask) { if (is_scissor_enabled(ctx, depthRb)) quad_buffers |= PIPE_CLEAR_DEPTH; else clear_buffers |= PIPE_CLEAR_DEPTH; } } if (mask & BUFFER_BIT_STENCIL) { struct st_renderbuffer *strb = st_renderbuffer(stencilRb); if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) { if (is_scissor_enabled(ctx, stencilRb) || is_stencil_masked(ctx, stencilRb)) quad_buffers |= PIPE_CLEAR_STENCIL; else clear_buffers |= PIPE_CLEAR_STENCIL; } } /* Always clear depth and stencil together. * This can only happen when the stencil writemask is not a full mask. */ if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL && clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) { quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL; clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL; } /* Only use quad-based clearing for the renderbuffers which cannot * use pipe->clear. We want to always use pipe->clear for the other * renderbuffers, because it's likely to be faster. */ if (quad_buffers) { clear_with_quad(ctx, quad_buffers); } if (clear_buffers) { /* We can't translate the clear color to the colorbuffer format, * because different colorbuffers may have different formats. */ st->pipe->clear(st->pipe, clear_buffers, (union pipe_color_union*)&ctx->Color.ClearColor, ctx->Depth.Clear, ctx->Stencil.Clear); } if (mask & BUFFER_BIT_ACCUM) _mesa_clear_accum_buffer(ctx); } void st_init_clear_functions(struct dd_function_table *functions) { functions->Clear = st_Clear; }