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/**************************************************************************
*
* 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 <keithw@vmware.com>
* 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_draw.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 "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);
}
/**
* 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);
struct cso_context *cso = st->cso_context;
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_state(cso, (CSO_BIT_BLEND |
CSO_BIT_STENCIL_REF |
CSO_BIT_DEPTH_STENCIL_ALPHA |
CSO_BIT_RASTERIZER |
CSO_BIT_SAMPLE_MASK |
CSO_BIT_MIN_SAMPLES |
CSO_BIT_VIEWPORT |
CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
CSO_BIT_PAUSE_QUERIES |
CSO_BITS_ALL_SHADERS));
/* 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 (ctx->Color.DitherFlag)
blend.dither = 1;
}
cso_set_blend(cso, &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(cso, &stencil_ref);
}
cso_set_depth_stencil_alpha(cso, &depth_stencil);
}
cso_set_vertex_elements(cso, 2, st->util_velems);
cso_set_stream_outputs(cso, 0, NULL, NULL);
cso_set_sample_mask(cso, ~0);
cso_set_min_samples(cso, 1);
cso_set_rasterizer(cso, &st->clear.raster);
/* viewport state: viewport matching window dims */
cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
st_fb_orientation(fb) == Y_0_TOP);
set_fragment_shader(st);
cso_set_tessctrl_shader_handle(cso, NULL);
cso_set_tesseval_shader_handle(cso, NULL);
if (num_layers > 1)
set_vertex_shader_layered(st);
else
set_vertex_shader(st);
/* draw quad matching scissor rect.
*
* Note: if we're only clearing depth/stencil we still setup vertices
* with color, but they'll be ignored.
*
* We can't translate the clear color to the colorbuffer format,
* because different colorbuffers may have different formats.
*/
if (!st_draw_quad(st, x0, y0, x1, y1,
ctx->Depth.Clear * 2.0f - 1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
(const float *) &ctx->Color.ClearColor.f,
num_layers)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
}
/* Restore pipe state */
cso_restore_state(cso);
}
/**
* Return if the scissor must be enabled during the clear.
*/
static inline GLboolean
is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
return (ctx->Scissor.EnableFlags & 1) &&
(scissor->X > 0 ||
scissor->Y > 0 ||
scissor->X + scissor->Width < (int)rb->Width ||
scissor->Y + scissor->Height < (int)rb->Height);
}
/**
* Return if window rectangles must be enabled during the clear.
*/
static inline bool
is_window_rectangle_enabled(struct gl_context *ctx)
{
if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
return false;
return ctx->Scissor.NumWindowRects > 0 ||
ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
}
/**
* 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);
st_invalidate_readpix_cache(st);
/* This makes sure the pipe has the latest scissor, etc values */
st_validate_state(st, ST_PIPELINE_CLEAR);
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_window_rectangle_enabled(ctx) ||
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) ||
is_window_rectangle_enabled(ctx))
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_window_rectangle_enabled(ctx) ||
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;
}
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