1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 * Copyright 2009 VMware, Inc. All Rights Reserved.
6 *
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:
14 *
15 * The above copyright notice and this permission notice (including the
16 * next paragraph) shall be included in all copies or substantial portions
17 * of the Software.
18 *
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 VMWARE 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.
26 *
27 **************************************************************************/
28
29 /*
30 * Authors:
31 * Keith Whitwell <keithw@vmware.com>
32 * Brian Paul
33 * Michel Dänzer
34 */
35
36 #include "main/errors.h"
37 #include "main/glheader.h"
38 #include "main/accum.h"
39 #include "main/formats.h"
40 #include "main/framebuffer.h"
41 #include "main/macros.h"
42 #include "main/glformats.h"
43 #include "program/prog_instruction.h"
44 #include "st_context.h"
45 #include "st_atom.h"
46 #include "st_cb_bitmap.h"
47 #include "st_cb_clear.h"
48 #include "st_draw.h"
49 #include "st_format.h"
50 #include "st_nir.h"
51 #include "st_program.h"
52 #include "st_util.h"
53
54 #include "pipe/p_context.h"
55 #include "pipe/p_shader_tokens.h"
56 #include "pipe/p_state.h"
57 #include "pipe/p_defines.h"
58 #include "util/format/u_format.h"
59 #include "util/u_inlines.h"
60 #include "util/u_simple_shaders.h"
61
62 #include "cso_cache/cso_context.h"
63
64
65 /**
66 * Do per-context initialization for glClear.
67 */
68 void
st_init_clear(struct st_context * st)69 st_init_clear(struct st_context *st)
70 {
71 memset(&st->clear, 0, sizeof(st->clear));
72
73 st->clear.raster.half_pixel_center = 1;
74 st->clear.raster.bottom_edge_rule = 1;
75 st->clear.raster.depth_clip_near = 1;
76 st->clear.raster.depth_clip_far = 1;
77 }
78
79
80 /**
81 * Free per-context state for glClear.
82 */
83 void
st_destroy_clear(struct st_context * st)84 st_destroy_clear(struct st_context *st)
85 {
86 if (st->clear.fs) {
87 st->pipe->delete_fs_state(st->pipe, st->clear.fs);
88 st->clear.fs = NULL;
89 }
90 if (st->clear.vs) {
91 st->pipe->delete_vs_state(st->pipe, st->clear.vs);
92 st->clear.vs = NULL;
93 }
94 if (st->clear.vs_layered) {
95 st->pipe->delete_vs_state(st->pipe, st->clear.vs_layered);
96 st->clear.vs_layered = NULL;
97 }
98 if (st->clear.gs_layered) {
99 st->pipe->delete_gs_state(st->pipe, st->clear.gs_layered);
100 st->clear.gs_layered = NULL;
101 }
102 }
103
104
105 /**
106 * Helper function to set the clear color fragment shader.
107 */
108 static void
set_clearcolor_fs(struct st_context * st,union pipe_color_union * color)109 set_clearcolor_fs(struct st_context *st, union pipe_color_union *color)
110 {
111 struct pipe_screen *pscreen = st->screen;
112 bool use_nir = PIPE_SHADER_IR_NIR ==
113 pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
114 PIPE_SHADER_CAP_PREFERRED_IR);
115 struct pipe_constant_buffer cb = {
116 .user_buffer = color->f,
117 .buffer_size = 4 * sizeof(float),
118 };
119 st->pipe->set_constant_buffer(st->pipe, PIPE_SHADER_FRAGMENT, 0,
120 false, &cb);
121
122 if (!st->clear.fs) {
123 if (use_nir) {
124 st->clear.fs = st_nir_make_clearcolor_shader(st);
125 } else {
126 st->clear.fs = util_make_fs_clear_all_cbufs(st->pipe);
127 }
128 }
129
130 cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
131 }
132
133 static void *
make_nir_clear_vertex_shader(struct st_context * st,bool layered)134 make_nir_clear_vertex_shader(struct st_context *st, bool layered)
135 {
136 const char *shader_name = layered ? "layered clear VS" : "clear VS";
137 unsigned inputs[] = {
138 VERT_ATTRIB_POS,
139 SYSTEM_VALUE_INSTANCE_ID,
140 };
141 unsigned outputs[] = {
142 VARYING_SLOT_POS,
143 VARYING_SLOT_LAYER
144 };
145
146 return st_nir_make_passthrough_shader(st, shader_name, MESA_SHADER_VERTEX,
147 layered ? 2 : 1, inputs, outputs,
148 NULL, (1 << 1));
149 }
150
151
152 /**
153 * Helper function to set the vertex shader.
154 */
155 static inline void
set_vertex_shader(struct st_context * st)156 set_vertex_shader(struct st_context *st)
157 {
158 struct pipe_screen *pscreen = st->screen;
159 bool use_nir = PIPE_SHADER_IR_NIR ==
160 pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
161 PIPE_SHADER_CAP_PREFERRED_IR);
162
163 /* vertex shader - still required to provide the linkage between
164 * fragment shader input semantics and vertex_element/buffers.
165 */
166 if (!st->clear.vs)
167 {
168 if (use_nir) {
169 st->clear.vs = make_nir_clear_vertex_shader(st, false);
170 } else {
171 const enum tgsi_semantic semantic_names[] = {
172 TGSI_SEMANTIC_POSITION,
173 };
174 const uint semantic_indexes[] = { 0 };
175 st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 1,
176 semantic_names,
177 semantic_indexes,
178 FALSE);
179 }
180 }
181
182 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
183 cso_set_geometry_shader_handle(st->cso_context, NULL);
184 }
185
186
187 static void
set_vertex_shader_layered(struct st_context * st)188 set_vertex_shader_layered(struct st_context *st)
189 {
190 struct pipe_context *pipe = st->pipe;
191 struct pipe_screen *pscreen = st->screen;
192 bool use_nir = PIPE_SHADER_IR_NIR ==
193 pscreen->get_shader_param(pscreen, PIPE_SHADER_VERTEX,
194 PIPE_SHADER_CAP_PREFERRED_IR);
195
196 if (!st->screen->get_param(st->screen, PIPE_CAP_VS_INSTANCEID)) {
197 assert(!"Got layered clear, but VS instancing is unsupported");
198 set_vertex_shader(st);
199 return;
200 }
201
202 if (!st->clear.vs_layered) {
203 bool vs_layer =
204 st->screen->get_param(st->screen, PIPE_CAP_VS_LAYER_VIEWPORT);
205 if (vs_layer) {
206 st->clear.vs_layered =
207 use_nir ? make_nir_clear_vertex_shader(st, true)
208 : util_make_layered_clear_vertex_shader(pipe);
209 } else {
210 st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
211 st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
212 }
213 }
214
215 cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
216 cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered);
217 }
218
219
220 /**
221 * Do glClear by drawing a quadrilateral.
222 * The vertices of the quad will be computed from the
223 * ctx->DrawBuffer->_X/Ymin/max fields.
224 */
225 static void
clear_with_quad(struct gl_context * ctx,unsigned clear_buffers)226 clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
227 {
228 struct st_context *st = st_context(ctx);
229 struct cso_context *cso = st->cso_context;
230 const struct gl_framebuffer *fb = ctx->DrawBuffer;
231 const GLfloat fb_width = (GLfloat) fb->Width;
232 const GLfloat fb_height = (GLfloat) fb->Height;
233
234 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
235
236 const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
237 const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
238 const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
239 const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
240 unsigned num_layers = st->state.fb_num_layers;
241
242 /*
243 printf("%s %s%s%s %f,%f %f,%f\n", __func__,
244 color ? "color, " : "",
245 depth ? "depth, " : "",
246 stencil ? "stencil" : "",
247 x0, y0,
248 x1, y1);
249 */
250
251 cso_save_state(cso, (CSO_BIT_BLEND |
252 CSO_BIT_STENCIL_REF |
253 CSO_BIT_DEPTH_STENCIL_ALPHA |
254 CSO_BIT_RASTERIZER |
255 CSO_BIT_SAMPLE_MASK |
256 CSO_BIT_MIN_SAMPLES |
257 CSO_BIT_VIEWPORT |
258 CSO_BIT_STREAM_OUTPUTS |
259 CSO_BIT_VERTEX_ELEMENTS |
260 (st->active_queries ? CSO_BIT_PAUSE_QUERIES : 0) |
261 CSO_BITS_ALL_SHADERS));
262
263 /* blend state: RGBA masking */
264 {
265 struct pipe_blend_state blend;
266 memset(&blend, 0, sizeof(blend));
267 if (clear_buffers & PIPE_CLEAR_COLOR) {
268 int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
269 ctx->DrawBuffer->_NumColorDrawBuffers : 1;
270 int i;
271
272 blend.independent_blend_enable = num_buffers > 1;
273 blend.max_rt = num_buffers - 1;
274
275 for (i = 0; i < num_buffers; i++) {
276 if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
277 continue;
278
279 blend.rt[i].colormask = GET_COLORMASK(ctx->Color.ColorMask, i);
280 }
281
282 if (ctx->Color.DitherFlag)
283 blend.dither = 1;
284 }
285 cso_set_blend(cso, &blend);
286 }
287
288 /* depth_stencil state: always pass/set to ref value */
289 {
290 struct pipe_depth_stencil_alpha_state depth_stencil;
291 memset(&depth_stencil, 0, sizeof(depth_stencil));
292 if (clear_buffers & PIPE_CLEAR_DEPTH) {
293 depth_stencil.depth_enabled = 1;
294 depth_stencil.depth_writemask = 1;
295 depth_stencil.depth_func = PIPE_FUNC_ALWAYS;
296 }
297
298 if (clear_buffers & PIPE_CLEAR_STENCIL) {
299 struct pipe_stencil_ref stencil_ref;
300 memset(&stencil_ref, 0, sizeof(stencil_ref));
301 depth_stencil.stencil[0].enabled = 1;
302 depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
303 depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
304 depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
305 depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
306 depth_stencil.stencil[0].valuemask = 0xff;
307 depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
308 stencil_ref.ref_value[0] = ctx->Stencil.Clear;
309 cso_set_stencil_ref(cso, stencil_ref);
310 }
311
312 cso_set_depth_stencil_alpha(cso, &depth_stencil);
313 }
314
315 st->util_velems.count = 1;
316 cso_set_vertex_elements(cso, &st->util_velems);
317
318 cso_set_stream_outputs(cso, 0, NULL, NULL);
319 cso_set_sample_mask(cso, ~0);
320 cso_set_min_samples(cso, 1);
321 st->clear.raster.multisample = st->state.fb_num_samples > 1;
322 cso_set_rasterizer(cso, &st->clear.raster);
323
324 /* viewport state: viewport matching window dims */
325 cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
326 _mesa_fb_orientation(fb) == Y_0_TOP);
327
328 /* Set constant buffer */
329 set_clearcolor_fs(st, (union pipe_color_union*)&ctx->Color.ClearColor);
330 cso_set_tessctrl_shader_handle(cso, NULL);
331 cso_set_tesseval_shader_handle(cso, NULL);
332
333 if (num_layers > 1)
334 set_vertex_shader_layered(st);
335 else
336 set_vertex_shader(st);
337
338 /* draw quad matching scissor rect.
339 *
340 * Note: if we're only clearing depth/stencil we still setup vertices
341 * with color, but they'll be ignored.
342 *
343 * We can't translate the clear color to the colorbuffer format,
344 * because different colorbuffers may have different formats.
345 */
346 if (!st_draw_quad(st, x0, y0, x1, y1,
347 ctx->Depth.Clear * 2.0f - 1.0f,
348 0.0f, 0.0f, 0.0f, 0.0f,
349 (const float *) &ctx->Color.ClearColor.f,
350 num_layers)) {
351 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
352 }
353
354 /* Restore pipe state */
355 cso_restore_state(cso, 0);
356 ctx->Array.NewVertexElements = true;
357 st->dirty |= ST_NEW_VERTEX_ARRAYS |
358 ST_NEW_FS_CONSTANTS;
359 }
360
361
362 /**
363 * Return if the scissor must be enabled during the clear.
364 */
365 static inline GLboolean
is_scissor_enabled(struct gl_context * ctx,struct gl_renderbuffer * rb)366 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
367 {
368 const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
369
370 return (ctx->Scissor.EnableFlags & 1) &&
371 (scissor->X > 0 ||
372 scissor->Y > 0 ||
373 scissor->X + scissor->Width < (int)rb->Width ||
374 scissor->Y + scissor->Height < (int)rb->Height);
375 }
376
377 /**
378 * Return if window rectangles must be enabled during the clear.
379 */
380 static inline bool
is_window_rectangle_enabled(struct gl_context * ctx)381 is_window_rectangle_enabled(struct gl_context *ctx)
382 {
383 if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
384 return false;
385 return ctx->Scissor.NumWindowRects > 0 ||
386 ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
387 }
388
389
390 /**
391 * Return if all of the stencil bits are masked.
392 */
393 static inline GLboolean
is_stencil_disabled(struct gl_context * ctx,struct gl_renderbuffer * rb)394 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
395 {
396 const GLuint stencilMax = 0xff;
397
398 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
399 return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
400 }
401
402
403 /**
404 * Return if any of the stencil bits are masked.
405 */
406 static inline GLboolean
is_stencil_masked(struct gl_context * ctx,struct gl_renderbuffer * rb)407 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
408 {
409 const GLuint stencilMax = 0xff;
410
411 assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
412 return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
413 }
414
415 void
st_Clear(struct gl_context * ctx,GLbitfield mask)416 st_Clear(struct gl_context *ctx, GLbitfield mask)
417 {
418 struct st_context *st = st_context(ctx);
419 struct gl_renderbuffer *depthRb
420 = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
421 struct gl_renderbuffer *stencilRb
422 = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
423 GLbitfield quad_buffers = 0x0;
424 GLbitfield clear_buffers = 0x0;
425 bool have_scissor_buffers = false;
426 GLuint i;
427
428 st_flush_bitmap_cache(st);
429 st_invalidate_readpix_cache(st);
430
431 /* This makes sure the pipe has the latest scissor, etc values */
432 st_validate_state(st, ST_PIPELINE_CLEAR);
433
434 if (mask & BUFFER_BITS_COLOR) {
435 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
436 gl_buffer_index b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
437
438 if (b != BUFFER_NONE && mask & (1 << b)) {
439 struct gl_renderbuffer *rb
440 = ctx->DrawBuffer->Attachment[b].Renderbuffer;
441 int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
442
443 if (!rb || !rb->surface)
444 continue;
445
446 unsigned colormask =
447 GET_COLORMASK(ctx->Color.ColorMask, colormask_index);
448
449 if (!colormask)
450 continue;
451
452 unsigned surf_colormask =
453 util_format_colormask(util_format_description(rb->surface->format));
454
455 bool scissor = is_scissor_enabled(ctx, rb);
456 if ((scissor && !st->can_scissor_clear) ||
457 is_window_rectangle_enabled(ctx) ||
458 ((colormask & surf_colormask) != surf_colormask))
459 quad_buffers |= PIPE_CLEAR_COLOR0 << i;
460 else
461 clear_buffers |= PIPE_CLEAR_COLOR0 << i;
462 have_scissor_buffers |= scissor && st->can_scissor_clear;
463 }
464 }
465 }
466
467 if (mask & BUFFER_BIT_DEPTH) {
468 if (depthRb->surface && ctx->Depth.Mask) {
469 bool scissor = is_scissor_enabled(ctx, depthRb);
470 if ((scissor && !st->can_scissor_clear) ||
471 is_window_rectangle_enabled(ctx))
472 quad_buffers |= PIPE_CLEAR_DEPTH;
473 else
474 clear_buffers |= PIPE_CLEAR_DEPTH;
475 have_scissor_buffers |= scissor && st->can_scissor_clear;
476 }
477 }
478 if (mask & BUFFER_BIT_STENCIL) {
479 if (stencilRb->surface && !is_stencil_disabled(ctx, stencilRb)) {
480 bool scissor = is_scissor_enabled(ctx, stencilRb);
481 if ((scissor && !st->can_scissor_clear) ||
482 is_window_rectangle_enabled(ctx) ||
483 is_stencil_masked(ctx, stencilRb))
484 quad_buffers |= PIPE_CLEAR_STENCIL;
485 else
486 clear_buffers |= PIPE_CLEAR_STENCIL;
487 have_scissor_buffers |= scissor && st->can_scissor_clear;
488 }
489 }
490
491 /* Always clear depth and stencil together.
492 * This can only happen when the stencil writemask is not a full mask.
493 */
494 if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
495 clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
496 quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
497 clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
498 }
499
500 /* Only use quad-based clearing for the renderbuffers which cannot
501 * use pipe->clear. We want to always use pipe->clear for the other
502 * renderbuffers, because it's likely to be faster.
503 */
504 if (clear_buffers) {
505 const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
506 struct pipe_scissor_state scissor_state = {
507 .minx = MAX2(scissor->X, 0),
508 .miny = MAX2(scissor->Y, 0),
509 .maxx = MAX2(scissor->X + scissor->Width, 0),
510 .maxy = MAX2(scissor->Y + scissor->Height, 0),
511
512 };
513
514 /* Now invert Y if needed.
515 * Gallium drivers use the convention Y=0=top for surfaces.
516 */
517 if (st->state.fb_orientation == Y_0_TOP) {
518 const struct gl_framebuffer *fb = ctx->DrawBuffer;
519 /* use intermediate variables to avoid uint underflow */
520 GLint miny, maxy;
521 miny = fb->Height - scissor_state.maxy;
522 maxy = fb->Height - scissor_state.miny;
523 scissor_state.miny = MAX2(miny, 0);
524 scissor_state.maxy = MAX2(maxy, 0);
525 }
526 if (have_scissor_buffers) {
527 const struct gl_framebuffer *fb = ctx->DrawBuffer;
528 scissor_state.maxx = MIN2(scissor_state.maxx, fb->Width);
529 scissor_state.maxy = MIN2(scissor_state.maxy, fb->Height);
530 if (scissor_state.minx >= scissor_state.maxx ||
531 scissor_state.miny >= scissor_state.maxy)
532 return;
533 }
534 /* We can't translate the clear color to the colorbuffer format,
535 * because different colorbuffers may have different formats.
536 */
537 st->pipe->clear(st->pipe, clear_buffers, have_scissor_buffers ? &scissor_state : NULL,
538 (union pipe_color_union*)&ctx->Color.ClearColor,
539 ctx->Depth.Clear, ctx->Stencil.Clear);
540 }
541 if (quad_buffers) {
542 clear_with_quad(ctx, quad_buffers);
543 }
544 if (mask & BUFFER_BIT_ACCUM)
545 _mesa_clear_accum_buffer(ctx);
546 }
547
548