526 lines
16 KiB
C
526 lines
16 KiB
C
/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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* Copyright 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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* Brian Paul
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* Michel Dänzer
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*/
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#include "main/glheader.h"
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#include "main/formats.h"
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#include "main/macros.h"
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#include "shader/prog_instruction.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_cb_accum.h"
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#include "st_cb_clear.h"
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#include "st_cb_fbo.h"
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#include "st_program.h"
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#include "st_public.h"
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#include "st_inlines.h"
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#include "pipe/p_context.h"
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#include "util/u_inlines.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_format.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_draw_quad.h"
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#include "cso_cache/cso_context.h"
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void
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st_init_clear(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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memset(&st->clear.raster, 0, sizeof(st->clear.raster));
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st->clear.raster.gl_rasterization_rules = 1;
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/* fragment shader state: color pass-through program */
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st->clear.fs =
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util_make_fragment_passthrough_shader(pipe);
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/* vertex shader state: color/position pass-through */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_COLOR };
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const uint semantic_indexes[] = { 0, 0 };
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st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
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semantic_names,
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semantic_indexes);
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}
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}
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void
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st_destroy_clear(struct st_context *st)
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{
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if (st->clear.fs) {
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cso_delete_fragment_shader(st->cso_context, st->clear.fs);
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st->clear.fs = NULL;
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}
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if (st->clear.vs) {
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cso_delete_vertex_shader(st->cso_context, st->clear.vs);
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st->clear.vs = NULL;
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}
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if (st->clear.vbuf) {
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pipe_buffer_reference(&st->clear.vbuf, NULL);
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st->clear.vbuf = NULL;
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}
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}
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/**
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* Draw a screen-aligned quadrilateral.
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* Coords are clip coords with y=0=bottom.
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*/
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static void
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draw_quad(GLcontext *ctx,
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float x0, float y0, float x1, float y1, GLfloat z,
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const GLfloat color[4])
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{
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struct st_context *st = ctx->st;
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struct pipe_context *pipe = st->pipe;
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/* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
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* no_flush) updates to buffers where we know there is no conflict
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* with previous data. Currently using max_slots > 1 will cause
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* synchronous rendering if the driver flushes its command buffers
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* between one bitmap and the next. Our flush hook below isn't
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* sufficient to catch this as the driver doesn't tell us when it
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* flushes its own command buffers. Until this gets fixed, pay the
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* price of allocating a new buffer for each bitmap cache-flush to
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* avoid synchronous rendering.
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*/
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const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
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GLuint i;
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if (st->clear.vbuf_slot >= max_slots) {
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pipe_buffer_reference(&st->clear.vbuf, NULL);
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st->clear.vbuf_slot = 0;
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}
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if (!st->clear.vbuf) {
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st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
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max_slots * sizeof(st->clear.vertices));
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}
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/* positions */
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st->clear.vertices[0][0][0] = x0;
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st->clear.vertices[0][0][1] = y0;
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st->clear.vertices[1][0][0] = x1;
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st->clear.vertices[1][0][1] = y0;
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st->clear.vertices[2][0][0] = x1;
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st->clear.vertices[2][0][1] = y1;
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st->clear.vertices[3][0][0] = x0;
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st->clear.vertices[3][0][1] = y1;
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/* same for all verts: */
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for (i = 0; i < 4; i++) {
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st->clear.vertices[i][0][2] = z;
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st->clear.vertices[i][0][3] = 1.0;
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st->clear.vertices[i][1][0] = color[0];
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st->clear.vertices[i][1][1] = color[1];
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st->clear.vertices[i][1][2] = color[2];
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st->clear.vertices[i][1][3] = color[3];
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}
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/* put vertex data into vbuf */
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st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
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st->clear.vbuf_slot * sizeof(st->clear.vertices),
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sizeof(st->clear.vertices),
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st->clear.vertices);
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/* draw */
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util_draw_vertex_buffer(pipe,
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st->clear.vbuf,
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st->clear.vbuf_slot * sizeof(st->clear.vertices),
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PIPE_PRIM_TRIANGLE_FAN,
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4, /* verts */
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2); /* attribs/vert */
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/* Increment slot */
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st->clear.vbuf_slot++;
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}
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/**
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* Do glClear by drawing a quadrilateral.
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* The vertices of the quad will be computed from the
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* ctx->DrawBuffer->_X/Ymin/max fields.
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*/
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static void
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clear_with_quad(GLcontext *ctx,
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GLboolean color, GLboolean depth, GLboolean stencil)
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{
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struct st_context *st = ctx->st;
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const struct gl_framebuffer *fb = ctx->DrawBuffer;
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const GLfloat fb_width = (GLfloat) fb->Width;
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const GLfloat fb_height = (GLfloat) fb->Height;
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const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
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const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
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const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
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const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
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/*
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printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
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color ? "color, " : "",
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depth ? "depth, " : "",
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stencil ? "stencil" : "",
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x0, y0,
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x1, y1);
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*/
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cso_save_blend(st->cso_context);
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cso_save_stencil_ref(st->cso_context);
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cso_save_depth_stencil_alpha(st->cso_context);
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cso_save_rasterizer(st->cso_context);
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cso_save_viewport(st->cso_context);
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cso_save_fragment_shader(st->cso_context);
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cso_save_vertex_shader(st->cso_context);
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/* blend state: RGBA masking */
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{
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struct pipe_blend_state blend;
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memset(&blend, 0, sizeof(blend));
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blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
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if (color) {
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if (ctx->Color.ColorMask[0][0])
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blend.rt[0].colormask |= PIPE_MASK_R;
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if (ctx->Color.ColorMask[0][1])
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blend.rt[0].colormask |= PIPE_MASK_G;
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if (ctx->Color.ColorMask[0][2])
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blend.rt[0].colormask |= PIPE_MASK_B;
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if (ctx->Color.ColorMask[0][3])
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blend.rt[0].colormask |= PIPE_MASK_A;
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if (st->ctx->Color.DitherFlag)
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blend.dither = 1;
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}
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cso_set_blend(st->cso_context, &blend);
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}
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/* depth_stencil state: always pass/set to ref value */
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{
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struct pipe_depth_stencil_alpha_state depth_stencil;
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memset(&depth_stencil, 0, sizeof(depth_stencil));
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if (depth) {
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depth_stencil.depth.enabled = 1;
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depth_stencil.depth.writemask = 1;
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depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
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}
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if (stencil) {
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struct pipe_stencil_ref stencil_ref;
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memset(&stencil_ref, 0, sizeof(stencil_ref));
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depth_stencil.stencil[0].enabled = 1;
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depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
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depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
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depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
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depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
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depth_stencil.stencil[0].valuemask = 0xff;
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depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
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stencil_ref.ref_value[0] = ctx->Stencil.Clear;
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cso_set_stencil_ref(st->cso_context, &stencil_ref);
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}
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cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
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}
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cso_set_rasterizer(st->cso_context, &st->clear.raster);
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/* viewport state: viewport matching window dims */
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{
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const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5f * fb_width;
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vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
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vp.scale[2] = 1.0f;
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vp.scale[3] = 1.0f;
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vp.translate[0] = 0.5f * fb_width;
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vp.translate[1] = 0.5f * fb_height;
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vp.translate[2] = 0.0f;
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vp.translate[3] = 0.0f;
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cso_set_viewport(st->cso_context, &vp);
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}
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cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
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cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
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/* Restore pipe state */
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cso_restore_blend(st->cso_context);
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cso_restore_stencil_ref(st->cso_context);
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cso_restore_depth_stencil_alpha(st->cso_context);
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cso_restore_rasterizer(st->cso_context);
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cso_restore_viewport(st->cso_context);
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cso_restore_fragment_shader(st->cso_context);
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cso_restore_vertex_shader(st->cso_context);
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}
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/**
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* Determine if we need to clear the depth buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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if (ctx->Scissor.Enabled &&
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(ctx->Scissor.X != 0 ||
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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if (!ctx->Color.ColorMask[0][0] ||
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!ctx->Color.ColorMask[0][1] ||
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!ctx->Color.ColorMask[0][2] ||
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!ctx->Color.ColorMask[0][3])
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return TRUE;
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return FALSE;
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}
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static INLINE GLboolean
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check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const GLuint stencilMax = 0xff;
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GLboolean maskStencil
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= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
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assert(rb->Format == MESA_FORMAT_S8 ||
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rb->Format == MESA_FORMAT_Z24_S8 ||
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rb->Format == MESA_FORMAT_S8_Z24);
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if (ctx->Scissor.Enabled &&
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(ctx->Scissor.X != 0 ||
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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if (maskStencil)
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return TRUE;
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return FALSE;
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}
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/**
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* Determine if we need to clear the depth buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
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if (ctx->Scissor.Enabled &&
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(ctx->Scissor.X != 0 ||
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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if (isDS &&
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ctx->DrawBuffer->Visual.stencilBits > 0)
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return TRUE;
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return FALSE;
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}
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/**
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* Determine if we need to clear the stencil buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
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const GLuint stencilMax = 0xff;
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const GLboolean maskStencil
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= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
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assert(rb->Format == MESA_FORMAT_S8 ||
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rb->Format == MESA_FORMAT_Z24_S8 ||
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rb->Format == MESA_FORMAT_S8_Z24);
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if (maskStencil)
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return TRUE;
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if (ctx->Scissor.Enabled &&
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(ctx->Scissor.X != 0 ||
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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/* This is correct, but it is necessary to look at the depth clear
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* value held in the surface when it comes time to issue the clear,
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* rather than taking depth and stencil clear values from the
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* current state.
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*/
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if (isDS &&
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ctx->DrawBuffer->Visual.depthBits > 0)
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return TRUE;
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return FALSE;
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}
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void st_flush_clear( struct st_context *st )
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{
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/* Release vertex buffer to avoid synchronous rendering if we were
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* to map it in the next frame.
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*/
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pipe_buffer_reference(&st->clear.vbuf, NULL);
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st->clear.vbuf_slot = 0;
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}
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/**
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* Called via ctx->Driver.Clear()
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* XXX: doesn't pick up the differences between front/back/left/right
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* clears. Need to sort that out...
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*/
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static void st_clear(GLcontext *ctx, GLbitfield mask)
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{
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static const GLbitfield BUFFER_BITS_DS
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= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
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struct st_context *st = ctx->st;
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struct gl_renderbuffer *depthRb
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= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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struct gl_renderbuffer *stencilRb
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= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
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GLbitfield quad_buffers = 0;
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GLbitfield clear_buffers = 0;
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GLuint i;
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/* This makes sure the pipe has the latest scissor, etc values */
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st_validate_state( st );
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if (mask & BUFFER_BITS_COLOR) {
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for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
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GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
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if (mask & (1 << b)) {
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struct gl_renderbuffer *rb
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= ctx->DrawBuffer->Attachment[b].Renderbuffer;
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struct st_renderbuffer *strb;
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assert(rb);
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strb = st_renderbuffer(rb);
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if (!strb->surface)
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continue;
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if (check_clear_color_with_quad( ctx, rb ))
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quad_buffers |= PIPE_CLEAR_COLOR;
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else
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clear_buffers |= PIPE_CLEAR_COLOR;
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}
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}
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}
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if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
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/* clearing combined depth + stencil */
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struct st_renderbuffer *strb = st_renderbuffer(depthRb);
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if (strb->surface) {
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if (check_clear_depth_stencil_with_quad(ctx, depthRb))
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quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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else
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clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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}
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}
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else {
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/* 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;
|
|
}
|