1 /**************************************************************************
3 * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the
9 * "Software"), to deal in the Software without restriction, including
10 * without limitation the rights to use, copy, modify, merge, publish,
11 * distribute, sub license, and/or sell copies of the Software, and to
12 * permit persons to whom the Software is furnished to do so, subject to
13 * the following conditions:
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
22 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
23 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
24 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
25 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 **************************************************************************/
31 * Keith Whitwell <keith@tungstengraphics.com>
36 #include "main/glheader.h"
37 #include "main/accum.h"
38 #include "main/formats.h"
39 #include "main/macros.h"
40 #include "main/glformats.h"
41 #include "program/prog_instruction.h"
42 #include "st_context.h"
44 #include "st_cb_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
49 #include "pipe/p_context.h"
50 #include "pipe/p_shader_tokens.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_inlines.h"
55 #include "util/u_simple_shaders.h"
56 #include "util/u_draw_quad.h"
57 #include "util/u_upload_mgr.h"
59 #include "cso_cache/cso_context.h"
63 * Do per-context initialization for glClear.
66 st_init_clear(struct st_context *st)
68 struct pipe_screen *pscreen = st->pipe->screen;
70 memset(&st->clear, 0, sizeof(st->clear));
72 st->clear.raster.gl_rasterization_rules = 1;
73 st->clear.raster.depth_clip = 1;
74 st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
79 * Free per-context state for glClear.
82 st_destroy_clear(struct st_context *st)
85 cso_delete_fragment_shader(st->cso_context, st->clear.fs);
89 cso_delete_vertex_shader(st->cso_context, st->clear.vs);
96 * Helper function to set the fragment shaders.
99 set_fragment_shader(struct st_context *st)
102 st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
104 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
109 * Helper function to set the vertex shader.
112 set_vertex_shader(struct st_context *st)
114 /* vertex shader - still required to provide the linkage between
115 * fragment shader input semantics and vertex_element/buffers.
119 const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
120 TGSI_SEMANTIC_COLOR };
121 const uint semantic_indexes[] = { 0, 0 };
122 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
127 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
132 * Draw a screen-aligned quadrilateral.
133 * Coords are clip coords with y=0=bottom.
136 draw_quad(struct st_context *st,
137 float x0, float y0, float x1, float y1, GLfloat z,
138 const union pipe_color_union *color)
140 struct pipe_context *pipe = st->pipe;
141 struct pipe_resource *vbuf = NULL;
143 float (*vertices)[2][4]; /**< vertex pos + color */
145 u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), &offset, &vbuf,
152 vertices[0][0][0] = x0;
153 vertices[0][0][1] = y0;
155 vertices[1][0][0] = x1;
156 vertices[1][0][1] = y0;
158 vertices[2][0][0] = x1;
159 vertices[2][0][1] = y1;
161 vertices[3][0][0] = x0;
162 vertices[3][0][1] = y1;
164 /* same for all verts: */
165 for (i = 0; i < 4; i++) {
166 vertices[i][0][2] = z;
167 vertices[i][0][3] = 1.0;
168 vertices[i][1][0] = color->f[0];
169 vertices[i][1][1] = color->f[1];
170 vertices[i][1][2] = color->f[2];
171 vertices[i][1][3] = color->f[3];
174 u_upload_unmap(st->uploader);
177 util_draw_vertex_buffer(pipe,
180 PIPE_PRIM_TRIANGLE_FAN,
182 2); /* attribs/vert */
184 pipe_resource_reference(&vbuf, NULL);
190 * Do glClear by drawing a quadrilateral.
191 * The vertices of the quad will be computed from the
192 * ctx->DrawBuffer->_X/Ymin/max fields.
195 clear_with_quad(struct gl_context *ctx,
196 GLboolean color, GLboolean depth, GLboolean stencil)
198 struct st_context *st = st_context(ctx);
199 const struct gl_framebuffer *fb = ctx->DrawBuffer;
200 const GLfloat fb_width = (GLfloat) fb->Width;
201 const GLfloat fb_height = (GLfloat) fb->Height;
202 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
203 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
204 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
205 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
206 union pipe_color_union clearColor;
209 printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
210 color ? "color, " : "",
211 depth ? "depth, " : "",
212 stencil ? "stencil" : "",
217 cso_save_blend(st->cso_context);
218 cso_save_stencil_ref(st->cso_context);
219 cso_save_depth_stencil_alpha(st->cso_context);
220 cso_save_rasterizer(st->cso_context);
221 cso_save_sample_mask(st->cso_context);
222 cso_save_viewport(st->cso_context);
223 cso_save_fragment_shader(st->cso_context);
224 cso_save_stream_outputs(st->cso_context);
225 cso_save_vertex_shader(st->cso_context);
226 cso_save_geometry_shader(st->cso_context);
227 cso_save_vertex_elements(st->cso_context);
228 cso_save_vertex_buffers(st->cso_context);
230 /* blend state: RGBA masking */
232 struct pipe_blend_state blend;
233 memset(&blend, 0, sizeof(blend));
234 blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
235 blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
236 blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
237 blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
239 if (ctx->Color.ColorMask[0][0])
240 blend.rt[0].colormask |= PIPE_MASK_R;
241 if (ctx->Color.ColorMask[0][1])
242 blend.rt[0].colormask |= PIPE_MASK_G;
243 if (ctx->Color.ColorMask[0][2])
244 blend.rt[0].colormask |= PIPE_MASK_B;
245 if (ctx->Color.ColorMask[0][3])
246 blend.rt[0].colormask |= PIPE_MASK_A;
247 if (st->ctx->Color.DitherFlag)
250 cso_set_blend(st->cso_context, &blend);
253 /* depth_stencil state: always pass/set to ref value */
255 struct pipe_depth_stencil_alpha_state depth_stencil;
256 memset(&depth_stencil, 0, sizeof(depth_stencil));
258 depth_stencil.depth.enabled = 1;
259 depth_stencil.depth.writemask = 1;
260 depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
264 struct pipe_stencil_ref stencil_ref;
265 memset(&stencil_ref, 0, sizeof(stencil_ref));
266 depth_stencil.stencil[0].enabled = 1;
267 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
268 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
269 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
270 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
271 depth_stencil.stencil[0].valuemask = 0xff;
272 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
273 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
274 cso_set_stencil_ref(st->cso_context, &stencil_ref);
277 cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
280 cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
281 cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
282 cso_set_sample_mask(st->cso_context, ~0);
283 cso_set_rasterizer(st->cso_context, &st->clear.raster);
285 /* viewport state: viewport matching window dims */
287 const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
288 struct pipe_viewport_state vp;
289 vp.scale[0] = 0.5f * fb_width;
290 vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
293 vp.translate[0] = 0.5f * fb_width;
294 vp.translate[1] = 0.5f * fb_height;
295 vp.translate[2] = 0.0f;
296 vp.translate[3] = 0.0f;
297 cso_set_viewport(st->cso_context, &vp);
300 set_fragment_shader(st);
301 set_vertex_shader(st);
302 cso_set_geometry_shader_handle(st->cso_context, NULL);
304 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
305 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
306 GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat);
308 st_translate_color(&ctx->Color.ClearColor,
310 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
314 /* draw quad matching scissor rect */
315 draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
317 /* Restore pipe state */
318 cso_restore_blend(st->cso_context);
319 cso_restore_stencil_ref(st->cso_context);
320 cso_restore_depth_stencil_alpha(st->cso_context);
321 cso_restore_rasterizer(st->cso_context);
322 cso_restore_sample_mask(st->cso_context);
323 cso_restore_viewport(st->cso_context);
324 cso_restore_fragment_shader(st->cso_context);
325 cso_restore_vertex_shader(st->cso_context);
326 cso_restore_geometry_shader(st->cso_context);
327 cso_restore_vertex_elements(st->cso_context);
328 cso_restore_vertex_buffers(st->cso_context);
329 cso_restore_stream_outputs(st->cso_context);
334 * Determine if we need to clear the depth buffer by drawing a quad.
336 static INLINE GLboolean
337 check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
339 if (ctx->Scissor.Enabled &&
340 (ctx->Scissor.X != 0 ||
341 ctx->Scissor.Y != 0 ||
342 ctx->Scissor.Width < rb->Width ||
343 ctx->Scissor.Height < rb->Height))
346 if (!ctx->Color.ColorMask[0][0] ||
347 !ctx->Color.ColorMask[0][1] ||
348 !ctx->Color.ColorMask[0][2] ||
349 !ctx->Color.ColorMask[0][3])
357 * Determine if we need to clear the combiend depth/stencil buffer by
360 static INLINE GLboolean
361 check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
363 const GLuint stencilMax = 0xff;
364 GLboolean maskStencil
365 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
367 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
369 if (ctx->Scissor.Enabled &&
370 (ctx->Scissor.X != 0 ||
371 ctx->Scissor.Y != 0 ||
372 ctx->Scissor.Width < rb->Width ||
373 ctx->Scissor.Height < rb->Height))
384 * Determine if we need to clear the depth buffer by drawing a quad.
386 static INLINE GLboolean
387 check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
390 const struct st_renderbuffer *strb = st_renderbuffer(rb);
391 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
393 if (ctx->Scissor.Enabled &&
394 (ctx->Scissor.X != 0 ||
395 ctx->Scissor.Y != 0 ||
396 ctx->Scissor.Width < rb->Width ||
397 ctx->Scissor.Height < rb->Height))
400 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
408 * Determine if we need to clear the stencil buffer by drawing a quad.
410 static INLINE GLboolean
411 check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
414 const struct st_renderbuffer *strb = st_renderbuffer(rb);
415 const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
416 const GLuint stencilMax = 0xff;
417 const GLboolean maskStencil
418 = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
420 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
425 if (ctx->Scissor.Enabled &&
426 (ctx->Scissor.X != 0 ||
427 ctx->Scissor.Y != 0 ||
428 ctx->Scissor.Width < rb->Width ||
429 ctx->Scissor.Height < rb->Height))
432 /* This is correct, but it is necessary to look at the depth clear
433 * value held in the surface when it comes time to issue the clear,
434 * rather than taking depth and stencil clear values from the
437 if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
445 * Called via ctx->Driver.Clear()
448 st_Clear(struct gl_context *ctx, GLbitfield mask)
450 static const GLbitfield BUFFER_BITS_DS
451 = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
452 struct st_context *st = st_context(ctx);
453 struct gl_renderbuffer *depthRb
454 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
455 struct gl_renderbuffer *stencilRb
456 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
457 GLbitfield quad_buffers = 0x0;
458 GLbitfield clear_buffers = 0x0;
461 /* This makes sure the pipe has the latest scissor, etc values */
462 st_validate_state( st );
464 if (mask & BUFFER_BITS_COLOR) {
465 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
466 GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
468 if (mask & (1 << b)) {
469 struct gl_renderbuffer *rb
470 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
471 struct st_renderbuffer *strb = st_renderbuffer(rb);
473 if (!strb || !strb->surface)
476 if (check_clear_color_with_quad( ctx, rb ))
477 quad_buffers |= PIPE_CLEAR_COLOR;
479 clear_buffers |= PIPE_CLEAR_COLOR;
484 if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
485 /* clearing combined depth + stencil */
486 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
489 if (check_clear_depth_stencil_with_quad(ctx, depthRb))
490 quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
492 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
496 /* separate depth/stencil clears */
497 /* I don't think truly separate buffers are actually possible in gallium or hw? */
498 if (mask & BUFFER_BIT_DEPTH) {
499 struct st_renderbuffer *strb = st_renderbuffer(depthRb);
502 if (check_clear_depth_with_quad(ctx, depthRb,
503 st->clear.enable_ds_separate))
504 quad_buffers |= PIPE_CLEAR_DEPTH;
506 clear_buffers |= PIPE_CLEAR_DEPTH;
509 if (mask & BUFFER_BIT_STENCIL) {
510 struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
513 if (check_clear_stencil_with_quad(ctx, stencilRb,
514 st->clear.enable_ds_separate))
515 quad_buffers |= PIPE_CLEAR_STENCIL;
517 clear_buffers |= PIPE_CLEAR_STENCIL;
523 * If we're going to use clear_with_quad() for any reason, use it for
524 * everything possible.
527 quad_buffers |= clear_buffers;
529 quad_buffers & PIPE_CLEAR_COLOR,
530 quad_buffers & PIPE_CLEAR_DEPTH,
531 quad_buffers & PIPE_CLEAR_STENCIL);
532 } else if (clear_buffers) {
533 /* driver cannot know it can clear everything if the buffer
534 * is a combined depth/stencil buffer but this wasn't actually
535 * required from the visual. Hence fix this up to avoid potential
536 * read-modify-write in the driver.
538 union pipe_color_union clearColor;
540 if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
541 ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
542 (depthRb == stencilRb) &&
543 (ctx->DrawBuffer->Visual.depthBits == 0 ||
544 ctx->DrawBuffer->Visual.stencilBits == 0))
545 clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
547 if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
548 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
549 GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat);
551 st_translate_color(&ctx->Color.ClearColor,
553 ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
557 st->pipe->clear(st->pipe, clear_buffers, &clearColor,
558 ctx->Depth.Clear, ctx->Stencil.Clear);
560 if (mask & BUFFER_BIT_ACCUM)
561 _mesa_clear_accum_buffer(ctx);
566 st_init_clear_functions(struct dd_function_table *functions)
568 functions->Clear = st_Clear;