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1 /**********************************************************
2  * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3  *
4  * Permission is hereby granted, free of charge, to any person
5  * obtaining a copy of this software and associated documentation
6  * files (the "Software"), to deal in the Software without
7  * restriction, including without limitation the rights to use, copy,
8  * modify, merge, publish, distribute, sublicense, and/or sell copies
9  * of the Software, and to permit persons to whom the Software is
10  * furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice shall be
13  * included in all copies or substantial portions of the Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18  * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19  * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20  * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22  * SOFTWARE.
23  *
24  **********************************************************/
25 
26 #include "svga_cmd.h"
27 #include "svga_debug.h"
28 
29 #include "pipe/p_defines.h"
30 #include "util/u_pack_color.h"
31 #include "util/u_surface.h"
32 
33 #include "svga_context.h"
34 #include "svga_state.h"
35 #include "svga_surface.h"
36 
37 
38 /**
39  * Saving blitter states before doing any blitter operation
40  */
41 static void
begin_blit(struct svga_context * svga)42 begin_blit(struct svga_context *svga)
43 {
44    util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
45    util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
46    util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
47    util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
48    util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
49    util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
50    util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
51                      (struct pipe_stream_output_target**)svga->so_targets);
52    util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
53    util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
54    util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
55    util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
56    util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
57    util_blitter_save_depth_stencil_alpha(svga->blitter,
58                                          (void*)svga->curr.depth);
59    util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
60    util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask, 0);
61    util_blitter_save_fragment_constant_buffer_slot(svga->blitter,
62                                                    &svga->curr.constbufs[PIPE_SHADER_FRAGMENT][0]);
63 }
64 
65 
66 /**
67  * Clear the whole color buffer(s) by drawing a quad.  For VGPU10 we use
68  * this when clearing integer render targets.  We'll also clear the
69  * depth and/or stencil buffers if the clear_buffers mask specifies them.
70  */
71 static void
clear_buffers_with_quad(struct svga_context * svga,unsigned clear_buffers,const union pipe_color_union * color,double depth,unsigned stencil)72 clear_buffers_with_quad(struct svga_context *svga,
73                         unsigned clear_buffers,
74                         const union pipe_color_union *color,
75                         double depth, unsigned stencil)
76 {
77    const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
78 
79    begin_blit(svga);
80    util_blitter_clear(svga->blitter,
81                       fb->width, fb->height,
82                       1, /* num_layers */
83                       clear_buffers, color,
84                       depth, stencil,
85                       util_framebuffer_get_num_samples(fb) > 1);
86 }
87 
88 
89 /**
90  * Check if any of the color buffers are integer buffers.
91  */
92 static boolean
is_integer_target(struct pipe_framebuffer_state * fb,unsigned buffers)93 is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
94 {
95    unsigned i;
96 
97    for (i = 0; i < fb->nr_cbufs; i++) {
98       if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
99           fb->cbufs[i] &&
100           util_format_is_pure_integer(fb->cbufs[i]->format)) {
101          return TRUE;
102       }
103    }
104    return FALSE;
105 }
106 
107 
108 /**
109  * Check if the integer values in the clear color can be represented
110  * by floats.  If so, we can use the VGPU10 ClearRenderTargetView command.
111  * Otherwise, we need to clear with a quad.
112  */
113 static boolean
ints_fit_in_floats(const union pipe_color_union * color)114 ints_fit_in_floats(const union pipe_color_union *color)
115 {
116    const int max = 1 << 24;
117    return (color->i[0] <= max &&
118            color->i[1] <= max &&
119            color->i[2] <= max &&
120            color->i[3] <= max);
121 }
122 
123 
124 static enum pipe_error
try_clear(struct svga_context * svga,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)125 try_clear(struct svga_context *svga,
126           unsigned buffers,
127           const union pipe_color_union *color,
128           double depth,
129           unsigned stencil)
130 {
131    enum pipe_error ret = PIPE_OK;
132    SVGA3dRect rect = { 0, 0, 0, 0 };
133    boolean restore_viewport = FALSE;
134    SVGA3dClearFlag flags = 0;
135    struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
136    union util_color uc = {0};
137 
138    ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
139    if (ret != PIPE_OK)
140       return ret;
141 
142    if (svga->rebind.flags.rendertargets) {
143       ret = svga_reemit_framebuffer_bindings(svga);
144       if (ret != PIPE_OK) {
145          return ret;
146       }
147    }
148 
149    if (buffers & PIPE_CLEAR_COLOR) {
150       flags |= SVGA3D_CLEAR_COLOR;
151       util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
152 
153       rect.w = fb->width;
154       rect.h = fb->height;
155    }
156 
157    if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
158       if (buffers & PIPE_CLEAR_DEPTH)
159          flags |= SVGA3D_CLEAR_DEPTH;
160 
161       if (buffers & PIPE_CLEAR_STENCIL)
162          flags |= SVGA3D_CLEAR_STENCIL;
163 
164       rect.w = MAX2(rect.w, fb->zsbuf->width);
165       rect.h = MAX2(rect.h, fb->zsbuf->height);
166    }
167 
168    if (!svga_have_vgpu10(svga) &&
169        !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
170       restore_viewport = TRUE;
171       ret = SVGA3D_SetViewport(svga->swc, &rect);
172       if (ret != PIPE_OK)
173          return ret;
174    }
175 
176    if (svga_have_vgpu10(svga)) {
177       if (flags & SVGA3D_CLEAR_COLOR) {
178          unsigned i;
179          bool int_target = is_integer_target(fb, buffers);
180 
181          if (int_target && !ints_fit_in_floats(color)) {
182             clear_buffers_with_quad(svga, buffers, color, depth, stencil);
183             /* We also cleared depth/stencil, so that's done */
184             flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
185          }
186          else {
187             struct pipe_surface *rtv;
188             float rgba[4];
189 
190             if (int_target) {
191                rgba[0] = (float) color->i[0];
192                rgba[1] = (float) color->i[1];
193                rgba[2] = (float) color->i[2];
194                rgba[3] = (float) color->i[3];
195             }
196             else {
197                rgba[0] = color->f[0];
198                rgba[1] = color->f[1];
199                rgba[2] = color->f[2];
200                rgba[3] = color->f[3];
201             }
202 
203             /* Issue VGPU10 Clear commands */
204             for (i = 0; i < fb->nr_cbufs; i++) {
205                if ((fb->cbufs[i] == NULL) ||
206                    !(buffers & (PIPE_CLEAR_COLOR0 << i)))
207                   continue;
208 
209                rtv = svga_validate_surface_view(svga,
210                                                 svga_surface(fb->cbufs[i]));
211                if (!rtv)
212                   return PIPE_ERROR_OUT_OF_MEMORY;
213 
214                ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, rgba);
215                if (ret != PIPE_OK)
216                   return ret;
217             }
218          }
219       }
220       if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
221          struct pipe_surface *dsv =
222             svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
223          if (!dsv)
224             return PIPE_ERROR_OUT_OF_MEMORY;
225 
226          ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
227                                                    stencil, (float) depth);
228          if (ret != PIPE_OK)
229             return ret;
230       }
231    }
232    else {
233       ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
234                              rect.x, rect.y, rect.w, rect.h);
235       if (ret != PIPE_OK)
236          return ret;
237    }
238 
239    if (restore_viewport) {
240       ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
241    }
242 
243    return ret;
244 }
245 
246 /**
247  * Clear the given surface to the specified value.
248  * No masking, no scissor (clear entire buffer).
249  */
250 static void
svga_clear(struct pipe_context * pipe,unsigned buffers,const struct pipe_scissor_state * scissor_state,const union pipe_color_union * color,double depth,unsigned stencil)251 svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
252            const union pipe_color_union *color,
253 	   double depth, unsigned stencil)
254 {
255    struct svga_context *svga = svga_context( pipe );
256    enum pipe_error ret;
257 
258    if (buffers & PIPE_CLEAR_COLOR) {
259       struct svga_winsys_surface *h = NULL;
260       if (svga->curr.framebuffer.cbufs[0]) {
261          h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
262       }
263       SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
264    }
265 
266    /* flush any queued prims (don't want them to appear after the clear!) */
267    svga_hwtnl_flush_retry(svga);
268 
269    SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
270 
271    /*
272     * Mark target surfaces as dirty
273     * TODO Mark only cleared surfaces.
274     */
275    svga_mark_surfaces_dirty(svga);
276 
277    assert (ret == PIPE_OK);
278 }
279 
280 
281 static void
svga_clear_texture(struct pipe_context * pipe,struct pipe_resource * res,unsigned level,const struct pipe_box * box,const void * data)282 svga_clear_texture(struct pipe_context *pipe,
283                    struct pipe_resource *res,
284                    unsigned level,
285                    const struct pipe_box *box,
286                    const void *data)
287 {
288    struct svga_context *svga = svga_context(pipe);
289    struct svga_surface *svga_surface_dst;
290    struct pipe_surface tmpl;
291    struct pipe_surface *surface;
292 
293    memset(&tmpl, 0, sizeof(tmpl));
294    tmpl.format = res->format;
295    tmpl.u.tex.first_layer = box->z;
296    tmpl.u.tex.last_layer = box->z + box->depth - 1;
297    tmpl.u.tex.level = level;
298 
299    surface = pipe->create_surface(pipe, res, &tmpl);
300    if (surface == NULL) {
301       debug_printf("failed to create surface\n");
302       return;
303    }
304    svga_surface_dst = svga_surface(surface);
305 
306    union pipe_color_union color;
307    const struct util_format_description *desc =
308       util_format_description(surface->format);
309 
310    if (util_format_is_depth_or_stencil(surface->format)) {
311       float depth;
312       uint8_t stencil;
313       unsigned clear_flags = 0;
314 
315       /* If data is NULL, then set depthValue and stencilValue to zeros */
316       if (data == NULL) {
317          depth = 0.0;
318          stencil = 0;
319       }
320       else {
321          util_format_unpack_z_float(surface->format, &depth, data, 1);
322          util_format_unpack_s_8uint(surface->format, &stencil, data, 1);
323       }
324 
325       if (util_format_has_depth(desc)) {
326          clear_flags |= PIPE_CLEAR_DEPTH;
327       }
328       if (util_format_has_stencil(desc)) {
329          clear_flags |= PIPE_CLEAR_STENCIL;
330       }
331 
332       /* Setup depth stencil view */
333       struct pipe_surface *dsv =
334          svga_validate_surface_view(svga, svga_surface_dst);
335 
336       if (!dsv) {
337          pipe_surface_reference(&surface, NULL);
338          return;
339       }
340 
341       if (box->x == 0 && box->y == 0 && box->width == surface->width &&
342           box->height == surface->height) {
343          /* clearing whole surface, use direct VGPU10 command */
344          assert(svga_surface(dsv)->view_id != SVGA3D_INVALID_ID);
345 
346          SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
347                                                               clear_flags,
348                                                               stencil, depth));
349       }
350       else {
351          /* To clear subtexture use software fallback */
352 
353          util_blitter_save_framebuffer(svga->blitter,
354                                        &svga->curr.framebuffer);
355          begin_blit(svga);
356          util_blitter_clear_depth_stencil(svga->blitter,
357                                           dsv, clear_flags,
358                                           depth,stencil,
359                                           box->x, box->y,
360                                           box->width, box->height);
361       }
362    }
363    else {
364       /* non depth-stencil formats */
365 
366       if (data == NULL) {
367          /* If data is NULL, the texture image is filled with zeros */
368          color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
369       }
370       else {
371          util_format_unpack_rgba(surface->format, &color, data, 1);
372       }
373 
374       /* Setup render target view */
375       struct pipe_surface *rtv =
376          svga_validate_surface_view(svga, svga_surface_dst);
377 
378       if (!rtv) {
379          pipe_surface_reference(&surface, NULL);
380          return;
381       }
382 
383       if (box->x == 0 && box->y == 0 && box->width == surface->width &&
384           box->height == surface->height) {
385          struct pipe_framebuffer_state *curr =  &svga->curr.framebuffer;
386          bool int_target = is_integer_target(curr, PIPE_CLEAR_COLOR);
387 
388          if (int_target && !ints_fit_in_floats(&color)) {
389             /* To clear full texture with integer format */
390             clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
391          }
392          else {
393             float rgba[4];
394 
395             if (int_target) {
396                rgba[0] = (float) color.i[0];
397                rgba[1] = (float) color.i[1];
398                rgba[2] = (float) color.i[2];
399                rgba[3] = (float) color.i[3];
400             }
401             else {
402                rgba[0] = color.f[0];
403                rgba[1] = color.f[1];
404                rgba[2] = color.f[2];
405                rgba[3] = color.f[3];
406             }
407 
408             /* clearing whole surface using VGPU10 command */
409             assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
410             SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
411                                                                  rgba));
412          }
413       }
414       else {
415          /* To clear subtexture use software fallback */
416 
417          /**
418           * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
419           * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
420           * util_clear_render_target() for PIPE_TEXTURE_3D.
421           */
422          if (rtv->texture->target != PIPE_TEXTURE_3D &&
423              pipe->screen->is_format_supported(pipe->screen, rtv->format,
424                                                rtv->texture->target,
425                                                rtv->texture->nr_samples,
426                                                rtv->texture->nr_storage_samples,
427                                                PIPE_BIND_RENDER_TARGET)) {
428             /* clear with quad drawing */
429             util_blitter_save_framebuffer(svga->blitter,
430                                           &svga->curr.framebuffer);
431             begin_blit(svga);
432             util_blitter_clear_render_target(svga->blitter,
433                                              rtv,
434                                              &color,
435                                              box->x, box->y,
436                                              box->width, box->height);
437          }
438          else {
439             /* clear with map/write/unmap */
440 
441             /* store layer values */
442             unsigned first_layer = rtv->u.tex.first_layer;
443             unsigned last_layer = rtv->u.tex.last_layer;
444             unsigned box_depth = last_layer - first_layer + 1;
445 
446             for (unsigned i = 0; i < box_depth; i++) {
447                rtv->u.tex.first_layer = rtv->u.tex.last_layer =
448                   first_layer + i;
449                util_clear_render_target(pipe, rtv, &color, box->x, box->y,
450                                         box->width, box->height);
451             }
452             /* restore layer values */
453             rtv->u.tex.first_layer = first_layer;
454             rtv->u.tex.last_layer = last_layer;
455          }
456       }
457    }
458    pipe_surface_reference(&surface, NULL);
459 }
460 
461 /**
462  * \brief  Clear the whole render target using vgpu10 functionality
463  *
464  * \param svga[in]  The svga context
465  * \param dst[in]  The surface to clear
466  * \param color[in]  Clear color
467  * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
468  * command submission resources.
469  */
470 static enum pipe_error
svga_try_clear_render_target(struct svga_context * svga,struct pipe_surface * dst,const union pipe_color_union * color)471 svga_try_clear_render_target(struct svga_context *svga,
472                              struct pipe_surface *dst,
473                              const union pipe_color_union *color)
474 {
475    struct pipe_surface *rtv =
476       svga_validate_surface_view(svga, svga_surface(dst));
477 
478    if (!rtv)
479       return PIPE_ERROR_OUT_OF_MEMORY;
480 
481    assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
482    return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
483  }
484 
485 /**
486  * \brief  Clear part of render target using gallium blitter utilities
487  *
488  * \param svga[in]  The svga context
489  * \param dst[in]  The surface to clear
490  * \param color[in]  Clear color
491  * \param dstx[in]  Clear region left
492  * \param dsty[in]  Clear region top
493  * \param width[in]  Clear region width
494  * \param height[in]  Clear region height
495  */
496 static void
svga_blitter_clear_render_target(struct svga_context * svga,struct pipe_surface * dst,const union pipe_color_union * color,unsigned dstx,unsigned dsty,unsigned width,unsigned height)497 svga_blitter_clear_render_target(struct svga_context *svga,
498                                  struct pipe_surface *dst,
499                                  const union pipe_color_union *color,
500                                  unsigned dstx, unsigned dsty,
501                                  unsigned width, unsigned height)
502 {
503    begin_blit(svga);
504    util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
505 
506    util_blitter_clear_render_target(svga->blitter, dst, color,
507                                     dstx, dsty, width, height);
508 }
509 
510 
511 /**
512  * \brief Clear render target pipe callback
513  *
514  * \param pipe[in]  The pipe context
515  * \param dst[in]  The surface to clear
516  * \param color[in]  Clear color
517  * \param dstx[in]  Clear region left
518  * \param dsty[in]  Clear region top
519  * \param width[in]  Clear region width
520  * \param height[in]  Clear region height
521  * \param render_condition_enabled[in]  Whether to use conditional rendering
522  * to clear (if elsewhere enabled).
523  */
524 static void
svga_clear_render_target(struct pipe_context * pipe,struct pipe_surface * dst,const union pipe_color_union * color,unsigned dstx,unsigned dsty,unsigned width,unsigned height,bool render_condition_enabled)525 svga_clear_render_target(struct pipe_context *pipe,
526                          struct pipe_surface *dst,
527                          const union pipe_color_union *color,
528                          unsigned dstx, unsigned dsty,
529                          unsigned width, unsigned height,
530                          bool render_condition_enabled)
531 {
532     struct svga_context *svga = svga_context( pipe );
533 
534     svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
535     if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
536         width != dst->width || height != dst->height) {
537        svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
538                                         height);
539     } else {
540        enum pipe_error ret;
541 
542        SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
543                                                               color));
544        assert (ret == PIPE_OK);
545     }
546     svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
547 }
548 
svga_init_clear_functions(struct svga_context * svga)549 void svga_init_clear_functions(struct svga_context *svga)
550 {
551    svga->pipe.clear_render_target = svga_clear_render_target;
552    svga->pipe.clear_texture = svga_clear_texture;
553    svga->pipe.clear = svga_clear;
554 }
555