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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_so_targets(svga->blitter, svga->num_so_targets,
49                      (struct pipe_stream_output_target**)svga->so_targets);
50    util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
51    util_blitter_save_viewport(svga->blitter, &svga->curr.viewport);
52    util_blitter_save_scissor(svga->blitter, &svga->curr.scissor);
53    util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
54    util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
55    util_blitter_save_depth_stencil_alpha(svga->blitter,
56                                          (void*)svga->curr.depth);
57    util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
58    util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
59 }
60 
61 
62 /**
63  * Clear the whole color buffer(s) by drawing a quad.  For VGPU10 we use
64  * this when clearing integer render targets.  We'll also clear the
65  * depth and/or stencil buffers if the clear_buffers mask specifies them.
66  */
67 static void
clear_buffers_with_quad(struct svga_context * svga,unsigned clear_buffers,const union pipe_color_union * color,double depth,unsigned stencil)68 clear_buffers_with_quad(struct svga_context *svga,
69                         unsigned clear_buffers,
70                         const union pipe_color_union *color,
71                         double depth, unsigned stencil)
72 {
73    const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
74 
75    begin_blit(svga);
76    util_blitter_clear(svga->blitter,
77                       fb->width, fb->height,
78                       1, /* num_layers */
79                       clear_buffers, color,
80                       depth, stencil);
81 }
82 
83 
84 /**
85  * Check if any of the color buffers are integer buffers.
86  */
87 static boolean
is_integer_target(struct pipe_framebuffer_state * fb,unsigned buffers)88 is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
89 {
90    unsigned i;
91 
92    for (i = 0; i < fb->nr_cbufs; i++) {
93       if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
94           fb->cbufs[i] &&
95           util_format_is_pure_integer(fb->cbufs[i]->format)) {
96          return TRUE;
97       }
98    }
99    return FALSE;
100 }
101 
102 
103 /**
104  * Check if the integer values in the clear color can be represented
105  * by floats.  If so, we can use the VGPU10 ClearRenderTargetView command.
106  * Otherwise, we need to clear with a quad.
107  */
108 static boolean
ints_fit_in_floats(const union pipe_color_union * color)109 ints_fit_in_floats(const union pipe_color_union *color)
110 {
111    const int max = 1 << 24;
112    return (color->i[0] <= max &&
113            color->i[1] <= max &&
114            color->i[2] <= max &&
115            color->i[3] <= max);
116 }
117 
118 
119 static enum pipe_error
try_clear(struct svga_context * svga,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)120 try_clear(struct svga_context *svga,
121           unsigned buffers,
122           const union pipe_color_union *color,
123           double depth,
124           unsigned stencil)
125 {
126    enum pipe_error ret = PIPE_OK;
127    SVGA3dRect rect = { 0, 0, 0, 0 };
128    boolean restore_viewport = FALSE;
129    SVGA3dClearFlag flags = 0;
130    struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
131    union util_color uc = {0};
132 
133    ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
134    if (ret != PIPE_OK)
135       return ret;
136 
137    if (svga->rebind.flags.rendertargets) {
138       ret = svga_reemit_framebuffer_bindings(svga);
139       if (ret != PIPE_OK) {
140          return ret;
141       }
142    }
143 
144    if (buffers & PIPE_CLEAR_COLOR) {
145       flags |= SVGA3D_CLEAR_COLOR;
146       util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
147 
148       rect.w = fb->width;
149       rect.h = fb->height;
150    }
151 
152    if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
153       if (buffers & PIPE_CLEAR_DEPTH)
154          flags |= SVGA3D_CLEAR_DEPTH;
155 
156       if (buffers & PIPE_CLEAR_STENCIL)
157          flags |= SVGA3D_CLEAR_STENCIL;
158 
159       rect.w = MAX2(rect.w, fb->zsbuf->width);
160       rect.h = MAX2(rect.h, fb->zsbuf->height);
161    }
162 
163    if (!svga_have_vgpu10(svga) &&
164        !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
165       restore_viewport = TRUE;
166       ret = SVGA3D_SetViewport(svga->swc, &rect);
167       if (ret != PIPE_OK)
168          return ret;
169    }
170 
171    if (svga_have_vgpu10(svga)) {
172       if (flags & SVGA3D_CLEAR_COLOR) {
173          unsigned i;
174 
175          if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) {
176             clear_buffers_with_quad(svga, buffers, color, depth, stencil);
177             /* We also cleared depth/stencil, so that's done */
178             flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
179          }
180          else {
181             struct pipe_surface *rtv;
182 
183             /* Issue VGPU10 Clear commands */
184             for (i = 0; i < fb->nr_cbufs; i++) {
185                if ((fb->cbufs[i] == NULL) ||
186                    !(buffers & (PIPE_CLEAR_COLOR0 << i)))
187                   continue;
188 
189                rtv = svga_validate_surface_view(svga,
190                                                 svga_surface(fb->cbufs[i]));
191                if (!rtv)
192                   return PIPE_ERROR_OUT_OF_MEMORY;
193 
194                ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc,
195                                                          rtv, color->f);
196                if (ret != PIPE_OK)
197                   return ret;
198             }
199          }
200       }
201       if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
202          struct pipe_surface *dsv =
203             svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
204          if (!dsv)
205             return PIPE_ERROR_OUT_OF_MEMORY;
206 
207          ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
208                                                    stencil, (float) depth);
209          if (ret != PIPE_OK)
210             return ret;
211       }
212    }
213    else {
214       ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
215                              rect.x, rect.y, rect.w, rect.h);
216       if (ret != PIPE_OK)
217          return ret;
218    }
219 
220    if (restore_viewport) {
221       ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
222    }
223 
224    return ret;
225 }
226 
227 /**
228  * Clear the given surface to the specified value.
229  * No masking, no scissor (clear entire buffer).
230  */
231 static void
svga_clear(struct pipe_context * pipe,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)232 svga_clear(struct pipe_context *pipe, unsigned buffers,
233            const union pipe_color_union *color,
234 	   double depth, unsigned stencil)
235 {
236    struct svga_context *svga = svga_context( pipe );
237    enum pipe_error ret;
238 
239    if (buffers & PIPE_CLEAR_COLOR) {
240       struct svga_winsys_surface *h = NULL;
241       if (svga->curr.framebuffer.cbufs[0]) {
242          h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
243       }
244       SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
245    }
246 
247    /* flush any queued prims (don't want them to appear after the clear!) */
248    svga_hwtnl_flush_retry(svga);
249 
250    ret = try_clear( svga, buffers, color, depth, stencil );
251 
252    if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
253       /* Flush command buffer and retry:
254        */
255       svga_context_flush( svga, NULL );
256 
257       ret = try_clear( svga, buffers, color, depth, stencil );
258    }
259 
260    /*
261     * Mark target surfaces as dirty
262     * TODO Mark only cleared surfaces.
263     */
264    svga_mark_surfaces_dirty(svga);
265 
266    assert (ret == PIPE_OK);
267 }
268 
269 
270 static void
svga_clear_texture(struct pipe_context * pipe,struct pipe_resource * res,unsigned level,const struct pipe_box * box,const void * data)271 svga_clear_texture(struct pipe_context *pipe,
272                    struct pipe_resource *res,
273                    unsigned level,
274                    const struct pipe_box *box,
275                    const void *data)
276 {
277    struct svga_context *svga = svga_context(pipe);
278    struct svga_surface *svga_surface_dst;
279    enum pipe_error ret;
280    struct pipe_surface tmpl;
281    struct pipe_surface *surface;
282 
283    memset(&tmpl, 0, sizeof(tmpl));
284    tmpl.format = res->format;
285    tmpl.u.tex.first_layer = box->z;
286    tmpl.u.tex.last_layer = box->z + box->depth - 1;
287    tmpl.u.tex.level = level;
288 
289    surface = pipe->create_surface(pipe, res, &tmpl);
290    if (surface == NULL) {
291       debug_printf("failed to create surface\n");
292       return;
293    }
294    svga_surface_dst = svga_surface(surface);
295 
296    union pipe_color_union color;
297    const struct util_format_description *desc =
298       util_format_description(surface->format);
299 
300    if (util_format_is_depth_or_stencil(surface->format)) {
301       float depth;
302       uint8_t stencil;
303       unsigned clear_flags = 0;
304 
305       /* If data is NULL, then set depthValue and stencilValue to zeros */
306       if (data == NULL) {
307          depth = 0.0;
308          stencil = 0;
309       }
310       else {
311          desc->unpack_z_float(&depth, 0, data, 0, 1, 1);
312          desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1);
313       }
314 
315       if (util_format_has_depth(desc)) {
316          clear_flags |= PIPE_CLEAR_DEPTH;
317       }
318       if (util_format_has_stencil(desc)) {
319          clear_flags |= PIPE_CLEAR_STENCIL;
320       }
321 
322       /* Setup depth stencil view */
323       struct pipe_surface *dsv =
324          svga_validate_surface_view(svga, svga_surface_dst);
325 
326       if (!dsv) {
327          pipe_surface_reference(&surface, NULL);
328          return;
329       }
330 
331       if (box->x == 0 && box->y == 0 && box->width == surface->width &&
332           box->height == surface->height) {
333          /* clearing whole surface, use direct VGPU10 command */
334 
335 
336          ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
337                                                    clear_flags,
338                                                    stencil, depth);
339          if (ret != PIPE_OK) {
340             /* flush and try again */
341             svga_context_flush(svga, NULL);
342             ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
343                                                       clear_flags,
344                                                       stencil, depth);
345             assert(ret == PIPE_OK);
346          }
347       }
348       else {
349          /* To clear subtexture use software fallback */
350 
351          util_blitter_save_framebuffer(svga->blitter,
352                                        &svga->curr.framebuffer);
353          begin_blit(svga);
354          util_blitter_clear_depth_stencil(svga->blitter,
355                                           dsv, clear_flags,
356                                           depth,stencil,
357                                           box->x, box->y,
358                                           box->width, box->height);
359       }
360    }
361    else {
362       /* non depth-stencil formats */
363 
364       if (data == NULL) {
365          /* If data is NULL, the texture image is filled with zeros */
366          color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
367       }
368       else {
369          if (util_format_is_pure_sint(surface->format)) {
370             /* signed integer */
371             desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1);
372          }
373          else if (util_format_is_pure_uint(surface->format)) {
374             /* unsigned integer */
375             desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1);
376          }
377          else {
378             /* floating point */
379             desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1);
380          }
381       }
382 
383       /* Setup render target view */
384       struct pipe_surface *rtv =
385          svga_validate_surface_view(svga, svga_surface_dst);
386 
387       if (!rtv) {
388          pipe_surface_reference(&surface, NULL);
389          return;
390       }
391 
392       if (box->x == 0 && box->y == 0 && box->width == surface->width &&
393           box->height == surface->height) {
394          struct pipe_framebuffer_state *curr =  &svga->curr.framebuffer;
395 
396          if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
397              !ints_fit_in_floats(&color)) {
398             /* To clear full texture with integer format */
399             clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
400          }
401          else {
402             /* clearing whole surface using VGPU10 command */
403             ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
404                                                       color.f);
405             if (ret != PIPE_OK) {
406                svga_context_flush(svga,NULL);
407                ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
408                                                          color.f);
409                assert(ret == PIPE_OK);
410             }
411          }
412       }
413       else {
414          /* To clear subtexture use software fallback */
415 
416          /**
417           * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
418           * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
419           * util_clear_render_target() for PIPE_TEXTURE_3D.
420           */
421          if (rtv->texture->target != PIPE_TEXTURE_3D &&
422              pipe->screen->is_format_supported(pipe->screen, rtv->format,
423                                                rtv->texture->target,
424                                                rtv->texture->nr_samples,
425                                                PIPE_BIND_RENDER_TARGET)) {
426             /* clear with quad drawing */
427             util_blitter_save_framebuffer(svga->blitter,
428                                           &svga->curr.framebuffer);
429             begin_blit(svga);
430             util_blitter_clear_render_target(svga->blitter,
431                                              rtv,
432                                              &color,
433                                              box->x, box->y,
434                                              box->width, box->height);
435          }
436          else {
437             /* clear with map/write/unmap */
438 
439             /* store layer values */
440             unsigned first_layer = rtv->u.tex.first_layer;
441             unsigned last_layer = rtv->u.tex.last_layer;
442             unsigned box_depth = last_layer - first_layer + 1;
443 
444             for (unsigned i = 0; i < box_depth; i++) {
445                rtv->u.tex.first_layer = rtv->u.tex.last_layer =
446                   first_layer + i;
447                util_clear_render_target(pipe, rtv, &color, box->x, box->y,
448                                         box->width, box->height);
449             }
450             /* restore layer values */
451             rtv->u.tex.first_layer = first_layer;
452             rtv->u.tex.last_layer = last_layer;
453          }
454       }
455    }
456    pipe_surface_reference(&surface, NULL);
457 }
458 
459 /**
460  * \brief  Clear the whole render target using vgpu10 functionality
461  *
462  * \param svga[in]  The svga context
463  * \param dst[in]  The surface to clear
464  * \param color[in]  Clear color
465  * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
466  * command submission resources.
467  */
468 static enum pipe_error
svga_try_clear_render_target(struct svga_context * svga,struct pipe_surface * dst,const union pipe_color_union * color)469 svga_try_clear_render_target(struct svga_context *svga,
470                              struct pipe_surface *dst,
471                              const union pipe_color_union *color)
472 {
473    struct pipe_surface *rtv =
474       svga_validate_surface_view(svga, svga_surface(dst));
475 
476    if (!rtv)
477       return PIPE_ERROR_OUT_OF_MEMORY;
478 
479    return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
480  }
481 
482 /**
483  * \brief  Clear part of render target using gallium blitter utilities
484  *
485  * \param svga[in]  The svga context
486  * \param dst[in]  The surface to clear
487  * \param color[in]  Clear color
488  * \param dstx[in]  Clear region left
489  * \param dsty[in]  Clear region top
490  * \param width[in]  Clear region width
491  * \param height[in]  Clear region height
492  */
493 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)494 svga_blitter_clear_render_target(struct svga_context *svga,
495                                  struct pipe_surface *dst,
496                                  const union pipe_color_union *color,
497                                  unsigned dstx, unsigned dsty,
498                                  unsigned width, unsigned height)
499 {
500    begin_blit(svga);
501    util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
502 
503    util_blitter_clear_render_target(svga->blitter, dst, color,
504                                     dstx, dsty, width, height);
505 }
506 
507 
508 /**
509  * \brief Clear render target pipe callback
510  *
511  * \param pipe[in]  The pipe context
512  * \param dst[in]  The surface to clear
513  * \param color[in]  Clear color
514  * \param dstx[in]  Clear region left
515  * \param dsty[in]  Clear region top
516  * \param width[in]  Clear region width
517  * \param height[in]  Clear region height
518  * \param render_condition_enabled[in]  Whether to use conditional rendering
519  * to clear (if elsewhere enabled).
520  */
521 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)522 svga_clear_render_target(struct pipe_context *pipe,
523                          struct pipe_surface *dst,
524                          const union pipe_color_union *color,
525                          unsigned dstx, unsigned dsty,
526                          unsigned width, unsigned height,
527                          bool render_condition_enabled)
528 {
529     struct svga_context *svga = svga_context( pipe );
530 
531     svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
532     if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
533         width != dst->width || height != dst->height) {
534        svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
535                                         height);
536     } else {
537        enum pipe_error ret;
538 
539        ret = svga_try_clear_render_target(svga, dst, color);
540        if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
541           svga_context_flush( svga, NULL );
542           ret = svga_try_clear_render_target(svga, dst, color);
543        }
544 
545        assert (ret == PIPE_OK);
546     }
547     svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
548 }
549 
svga_init_clear_functions(struct svga_context * svga)550 void svga_init_clear_functions(struct svga_context *svga)
551 {
552    svga->pipe.clear_render_target = svga_clear_render_target;
553    svga->pipe.clear_texture = svga_clear_texture;
554    svga->pipe.clear = svga_clear;
555 }
556