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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