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/**********************************************************
* 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 "svga_context.h"
#include "svga_state.h"
#include "svga_surface.h"
/**
* 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;
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);
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).
*/
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);
}
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