Files
third_party_mesa3d/src/mesa/state_tracker/st_cb_clear.c
Brian c0bb4ba9e6 Rework of shader constant buffers.
They're now totally independent of the actual shaders.
Also, implemented in terms of pipe_buffer_handles/objects.
2007-08-22 12:26:46 -06:00

591 lines
17 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.com>
* Brian Paul
*/
#include "main/glheader.h"
#include "main/macros.h"
#include "shader/prog_instruction.h"
#include "st_atom.h"
#include "st_context.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
#include "st_draw.h"
#include "st_program.h"
#include "st_public.h"
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "pipe/p_winsys.h"
#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
#include "vf/vf.h"
static GLuint
color_value(GLuint pipeFormat, const GLfloat color[4])
{
GLubyte r, g, b, a;
UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
switch (pipeFormat) {
case PIPE_FORMAT_U_R8_G8_B8_A8:
return (r << 24) | (g << 16) | (b << 8) | a;
case PIPE_FORMAT_U_A8_R8_G8_B8:
return (a << 24) | (r << 16) | (g << 8) | b;
case PIPE_FORMAT_U_R5_G6_B5:
return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
default:
return 0;
}
}
static GLuint
depth_value(GLuint pipeFormat, GLfloat value)
{
GLuint val;
switch (pipeFormat) {
case PIPE_FORMAT_U_Z16:
val = (GLuint) (value * 0xffffff);
break;
case PIPE_FORMAT_U_Z32:
val = (GLuint) (value * 0xffffffff);
break;
case PIPE_FORMAT_S8_Z24:
/*case PIPE_FORMAT_Z24_S8:*/
val = (GLuint) (value * 0xffffff);
break;
default:
assert(0);
}
return val;
}
static GLboolean
is_depth_stencil_format(GLuint pipeFormat)
{
switch (pipeFormat) {
case PIPE_FORMAT_S8_Z24:
/*case PIPE_FORMAT_Z24_S8:*/
return GL_TRUE;
default:
return GL_FALSE;
}
}
/**
* Create a simple fragment shader that just passes through the fragment color.
*/
static struct st_fragment_program *
make_color_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_fragment_program *stfp;
struct gl_program *p;
GLboolean b;
p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 2;
p->Instructions = _mesa_alloc_instructions(2);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 2);
/* MOV result.color, fragment.color; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
/* END; */
p->Instructions[1].Opcode = OPCODE_END;
p->InputsRead = FRAG_BIT_COL0;
p->OutputsWritten = (1 << FRAG_RESULT_COLR);
stfp = (struct st_fragment_program *) p;
/* compile into tgsi format */
b = tgsi_mesa_compile_fp_program(&stfp->Base,
stfp->tokens, ST_FP_MAX_TOKENS);
assert(b);
return stfp;
}
/**
* Create a simple vertex shader that just passes through the
* vertex position and color.
*/
static struct st_vertex_program *
make_vertex_shader(struct st_context *st)
{
GLcontext *ctx = st->ctx;
struct st_vertex_program *stvp;
struct gl_program *p;
GLboolean b;
p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
if (!p)
return NULL;
p->NumInstructions = 3;
p->Instructions = _mesa_alloc_instructions(3);
if (!p->Instructions) {
ctx->Driver.DeleteProgram(ctx, p);
return NULL;
}
_mesa_init_instructions(p->Instructions, 3);
/* MOV result.pos, vertex.pos; */
p->Instructions[0].Opcode = OPCODE_MOV;
p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
/* MOV result.color, vertex.color; */
p->Instructions[1].Opcode = OPCODE_MOV;
p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
/* END; */
p->Instructions[2].Opcode = OPCODE_END;
p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
(1 << VERT_RESULT_HPOS));
stvp = (struct st_vertex_program *) p;
/* compile into tgsi format */
b = tgsi_mesa_compile_vp_program(&stvp->Base,
stvp->tokens, ST_FP_MAX_TOKENS);
assert(b);
return stvp;
}
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords with y=0=bottom. These coords will be transformed
* by the vertex shader and viewport transform (which will flip Y if needed).
*/
static void
draw_quad(GLcontext *ctx,
float x0, float y0, float x1, float y1, GLfloat z,
const GLfloat color[4])
{
static const GLuint attribs[2] = {
0, /* pos */
3 /* color */
};
GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
GLuint i;
/* positions */
verts[0][0][0] = x0;
verts[0][0][1] = y0;
verts[1][0][0] = x1;
verts[1][0][1] = y0;
verts[2][0][0] = x1;
verts[2][0][1] = y1;
verts[3][0][0] = x0;
verts[3][0][1] = y1;
/* same for all verts: */
for (i = 0; i < 4; i++) {
verts[i][0][2] = z;
verts[i][0][3] = 1.0;
verts[i][1][0] = color[0];
verts[i][1][1] = color[1];
verts[i][1][2] = color[2];
verts[i][1][3] = color[3];
}
st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, attribs);
}
/**
* 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(GLcontext *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = ctx->st->pipe;
const GLfloat x0 = ctx->DrawBuffer->_Xmin;
const GLfloat y0 = ctx->DrawBuffer->_Ymin;
const GLfloat x1 = ctx->DrawBuffer->_Xmax;
const GLfloat y1 = ctx->DrawBuffer->_Ymax;
/* alpha state: disabled */
{
struct pipe_alpha_test_state alpha_test;
memset(&alpha_test, 0, sizeof(alpha_test));
pipe->set_alpha_test_state(pipe, &alpha_test);
}
/* blend state: RGBA masking */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
if (color) {
if (ctx->Color.ColorMask[0])
blend.colormask |= PIPE_MASK_R;
if (ctx->Color.ColorMask[1])
blend.colormask |= PIPE_MASK_G;
if (ctx->Color.ColorMask[2])
blend.colormask |= PIPE_MASK_B;
if (ctx->Color.ColorMask[3])
blend.colormask |= PIPE_MASK_A;
if (st->ctx->Color.DitherFlag)
blend.dither = 1;
}
pipe->set_blend_state(pipe, &blend);
}
/* depth state: always pass */
{
struct pipe_depth_state depth_test;
memset(&depth_test, 0, sizeof(depth_test));
if (depth) {
depth_test.enabled = 1;
depth_test.writemask = 1;
depth_test.func = PIPE_FUNC_ALWAYS;
}
pipe->set_depth_state(pipe, &depth_test);
}
/* setup state: nothing */
{
struct pipe_setup_state setup;
memset(&setup, 0, sizeof(setup));
#if 0
/* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
* that matches the scissor bounds.
*/
if (ctx->Scissor.Enabled)
setup.scissor = 1;
#endif
pipe->set_setup_state(pipe, &setup);
}
/* stencil state: always set to ref value */
{
struct pipe_stencil_state stencil_test;
memset(&stencil_test, 0, sizeof(stencil_test));
if (stencil) {
stencil_test.front_enabled = 1;
stencil_test.front_func = PIPE_FUNC_ALWAYS;
stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE;
stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
stencil_test.ref_value[0] = ctx->Stencil.Clear;
stencil_test.value_mask[0] = 0xff;
stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
}
pipe->set_stencil_state(pipe, &stencil_test);
}
/* fragment shader state: color pass-through program */
{
static struct st_fragment_program *stfp = NULL;
struct pipe_shader_state fs;
if (!stfp) {
stfp = make_color_shader(st);
}
memset(&fs, 0, sizeof(fs));
fs.inputs_read = stfp->Base.Base.InputsRead;
fs.tokens = &stfp->tokens[0];
pipe->set_fs_state(pipe, &fs);
}
/* vertex shader state: color/position pass-through */
{
static struct st_vertex_program *stvp = NULL;
struct pipe_shader_state vs;
if (!stvp) {
stvp = make_vertex_shader(st);
}
memset(&vs, 0, sizeof(vs));
vs.inputs_read = stvp->Base.Base.InputsRead;
vs.outputs_written = stvp->Base.Base.OutputsWritten;
vs.tokens = &stvp->tokens[0];
pipe->set_vs_state(pipe, &vs);
}
/* viewport state: viewport matching window dims */
{
const float width = ctx->DrawBuffer->Width;
const float height = ctx->DrawBuffer->Height;
struct pipe_viewport_state vp;
vp.scale[0] = 0.5 * width;
vp.scale[1] = -0.5 * height;
vp.scale[2] = 0.5;
vp.scale[3] = 1.0;
vp.translate[0] = 0.5 * width;
vp.translate[1] = 0.5 * height;
vp.translate[2] = 0.5;
vp.translate[3] = 0.0;
pipe->set_viewport_state(pipe, &vp);
}
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
/* Restore pipe state */
pipe->set_alpha_test_state(pipe, &st->state.alpha_test);
pipe->set_blend_state(pipe, &st->state.blend);
pipe->set_depth_state(pipe, &st->state.depth);
pipe->set_fs_state(pipe, &st->state.fs);
pipe->set_vs_state(pipe, &st->state.vs);
pipe->set_setup_state(pipe, &st->state.setup);
pipe->set_stencil_state(pipe, &st->state.stencil);
pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
/* OR:
st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
*/
}
static void
clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
struct st_renderbuffer *strb = st_renderbuffer(rb);
if (ctx->Color.ColorMask[0] &&
ctx->Color.ColorMask[1] &&
ctx->Color.ColorMask[2] &&
ctx->Color.ColorMask[3] &&
!ctx->Scissor.Enabled)
{
/* clear whole buffer w/out masking */
GLuint clearValue
= color_value(strb->surface->format, ctx->Color.ClearColor);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
else {
/* masking or scissoring */
clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
}
}
static void
clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
struct st_renderbuffer *strb = st_renderbuffer(rb);
if (!ctx->Scissor.Enabled) {
/* clear whole buffer w/out masking */
GLuint clearValue
= color_value(strb->surface->format, ctx->Accum.ClearColor);
/* Note that clearValue is 32 bits but the accum buffer will
* typically be 64bpp...
*/
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
else {
/* scissoring */
/* XXX point framebuffer.cbufs[0] at the accum buffer */
clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
}
}
static void
clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
assert(strb->surface->format);
if (ctx->Scissor.Enabled ||
(isDS && ctx->DrawBuffer->Visual.stencilBits > 0)) {
/* scissoring or we have a combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
}
else {
/* simple clear of whole buffer */
GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
}
static void
clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
const GLuint stencilMax = (1 << rb->StencilBits) - 1;
GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
if (maskStencil ||
ctx->Scissor.Enabled ||
(isDS && ctx->DrawBuffer->Visual.depthBits > 0)) {
/* masking or scissoring or combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
}
else {
/* simple clear of whole buffer */
GLuint clearValue = ctx->Stencil.Clear;
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
}
static void
clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLuint stencilMax = 1 << rb->StencilBits;
GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
assert(is_depth_stencil_format(strb->surface->format));
if (!maskStencil && !ctx->Scissor.Enabled) {
/* clear whole buffer w/out masking */
GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
switch (strb->surface->format) {
case PIPE_FORMAT_S8_Z24:
clearValue |= ctx->Stencil.Clear << 24;
break;
#if 0
case PIPE_FORMAT_Z24_S8:
clearValue = (clearValue << 8) | clearVal;
break;
#endif
default:
assert(0);
}
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
else {
/* masking or scissoring */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
}
}
/**
* Called via ctx->Driver.Clear()
* XXX: doesn't pick up the differences between front/back/left/right
* clears. Need to sort that out...
*/
static void st_clear(GLcontext *ctx, GLbitfield mask)
{
static const GLbitfield BUFFER_BITS_DS
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
struct st_context *st = ctx->st;
struct gl_renderbuffer *depthRb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );
/*
* XXX TO-DO:
* If we're going to use clear_with_quad() for any reason, use it to
* clear as many other buffers as possible.
* As it is now, we sometimes call clear_with_quad() three times to clear
* color/depth/stencil individually...
*/
if (mask & BUFFER_BITS_COLOR) {
GLuint b;
for (b = 0; b < BUFFER_COUNT; b++) {
if (BUFFER_BITS_COLOR & mask & (1 << b)) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
assert(rb);
clear_color_buffer(ctx, rb);
}
}
}
if (mask & BUFFER_BIT_ACCUM) {
clear_accum_buffer(ctx,
ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
}
if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
/* clearing combined depth + stencil */
clear_depth_stencil_buffer(ctx, depthRb);
}
else {
/* separate depth/stencil clears */
if (mask & BUFFER_BIT_DEPTH) {
clear_depth_buffer(ctx, depthRb);
}
if (mask & BUFFER_BIT_STENCIL) {
clear_stencil_buffer(ctx, stencilRb);
}
}
}
void st_init_clear_functions(struct dd_function_table *functions)
{
functions->Clear = st_clear;
}