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_buffers(svga->blitter, svga->curr.vb,
45 svga->curr.num_vertex_buffers);
46 util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
47 util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
48 util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
49 util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
50 util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
51 util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
52 (struct pipe_stream_output_target**)svga->so_targets);
53 util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
54 util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
55 util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
56 util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
57 util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
58 util_blitter_save_depth_stencil_alpha(svga->blitter,
59 (void*)svga->curr.depth);
60 util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
61 util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask, 0);
62 util_blitter_save_fragment_constant_buffer_slot(svga->blitter,
63 &svga->curr.constbufs[PIPE_SHADER_FRAGMENT][0]);
64 }
65
66
67 /**
68 * Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use
69 * this when clearing integer render targets. We'll also clear the
70 * depth and/or stencil buffers if the clear_buffers mask specifies them.
71 */
72 static void
clear_buffers_with_quad(struct svga_context * svga,unsigned clear_buffers,const union pipe_color_union * color,double depth,unsigned stencil)73 clear_buffers_with_quad(struct svga_context *svga,
74 unsigned clear_buffers,
75 const union pipe_color_union *color,
76 double depth, unsigned stencil)
77 {
78 const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
79
80 begin_blit(svga);
81 util_blitter_clear(svga->blitter,
82 fb->width, fb->height,
83 1, /* num_layers */
84 clear_buffers, color,
85 depth, stencil,
86 util_framebuffer_get_num_samples(fb) > 1);
87 }
88
89
90 /**
91 * Check if any of the color buffers are integer buffers.
92 */
93 static bool
is_integer_target(struct pipe_framebuffer_state * fb,unsigned buffers)94 is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
95 {
96 unsigned i;
97
98 for (i = 0; i < fb->nr_cbufs; i++) {
99 if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
100 fb->cbufs[i] &&
101 util_format_is_pure_integer(fb->cbufs[i]->format)) {
102 return true;
103 }
104 }
105 return false;
106 }
107
108
109 /**
110 * Check if the integer values in the clear color can be represented
111 * by floats. If so, we can use the VGPU10 ClearRenderTargetView command.
112 * Otherwise, we need to clear with a quad.
113 */
114 static bool
ints_fit_in_floats(const union pipe_color_union * color)115 ints_fit_in_floats(const union pipe_color_union *color)
116 {
117 const int max = 1 << 24;
118 return (color->i[0] <= max &&
119 color->i[1] <= max &&
120 color->i[2] <= max &&
121 color->i[3] <= max);
122 }
123
124
125 static enum pipe_error
try_clear(struct svga_context * svga,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)126 try_clear(struct svga_context *svga,
127 unsigned buffers,
128 const union pipe_color_union *color,
129 double depth,
130 unsigned stencil)
131 {
132 enum pipe_error ret = PIPE_OK;
133 SVGA3dRect rect = { 0, 0, 0, 0 };
134 bool restore_viewport = false;
135 SVGA3dClearFlag flags = 0;
136 struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
137 union util_color uc = {0};
138
139 ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
140 if (ret != PIPE_OK)
141 return ret;
142
143 if (svga->rebind.flags.rendertargets) {
144 ret = svga_reemit_framebuffer_bindings(svga);
145 if (ret != PIPE_OK) {
146 return ret;
147 }
148 }
149
150 if (buffers & PIPE_CLEAR_COLOR) {
151 flags |= SVGA3D_CLEAR_COLOR;
152 util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
153
154 rect.w = fb->width;
155 rect.h = fb->height;
156 }
157
158 if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
159 if (buffers & PIPE_CLEAR_DEPTH)
160 flags |= SVGA3D_CLEAR_DEPTH;
161
162 if (buffers & PIPE_CLEAR_STENCIL)
163 flags |= SVGA3D_CLEAR_STENCIL;
164
165 rect.w = MAX2(rect.w, fb->zsbuf->width);
166 rect.h = MAX2(rect.h, fb->zsbuf->height);
167 }
168
169 if (!svga_have_vgpu10(svga) &&
170 !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
171 restore_viewport = true;
172 ret = SVGA3D_SetViewport(svga->swc, &rect);
173 if (ret != PIPE_OK)
174 return ret;
175 }
176
177 if (svga_have_vgpu10(svga)) {
178 if (flags & SVGA3D_CLEAR_COLOR) {
179 unsigned i;
180 bool int_target = is_integer_target(fb, buffers);
181
182 if (int_target && !ints_fit_in_floats(color)) {
183 clear_buffers_with_quad(svga, buffers, color, depth, stencil);
184 /* We also cleared depth/stencil, so that's done */
185 flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
186 }
187 else {
188 struct pipe_surface *rtv;
189 float rgba[4];
190
191 if (int_target) {
192 rgba[0] = (float) color->i[0];
193 rgba[1] = (float) color->i[1];
194 rgba[2] = (float) color->i[2];
195 rgba[3] = (float) color->i[3];
196 }
197 else {
198 rgba[0] = color->f[0];
199 rgba[1] = color->f[1];
200 rgba[2] = color->f[2];
201 rgba[3] = color->f[3];
202 }
203
204 /* Issue VGPU10 Clear commands */
205 for (i = 0; i < fb->nr_cbufs; i++) {
206 if ((fb->cbufs[i] == NULL) ||
207 !(buffers & (PIPE_CLEAR_COLOR0 << i)))
208 continue;
209
210 rtv = svga_validate_surface_view(svga,
211 svga_surface(fb->cbufs[i]));
212 if (!rtv)
213 return PIPE_ERROR_OUT_OF_MEMORY;
214
215 ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, rgba);
216 if (ret != PIPE_OK)
217 return ret;
218 }
219 }
220 }
221 if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
222 struct pipe_surface *dsv =
223 svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
224 if (!dsv)
225 return PIPE_ERROR_OUT_OF_MEMORY;
226
227 ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
228 stencil, (float) depth);
229 if (ret != PIPE_OK)
230 return ret;
231 }
232 }
233 else {
234 ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
235 rect.x, rect.y, rect.w, rect.h);
236 if (ret != PIPE_OK)
237 return ret;
238 }
239
240 if (restore_viewport) {
241 ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
242 }
243
244 return ret;
245 }
246
247 /**
248 * Clear the given surface to the specified value.
249 * No masking, no scissor (clear entire buffer).
250 */
251 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)252 svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
253 const union pipe_color_union *color,
254 double depth, unsigned stencil)
255 {
256 struct svga_context *svga = svga_context( pipe );
257 enum pipe_error ret;
258
259 if (buffers & PIPE_CLEAR_COLOR) {
260 struct svga_winsys_surface *h = NULL;
261 if (svga->curr.framebuffer.cbufs[0]) {
262 h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
263 }
264 SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
265 }
266
267 /* flush any queued prims (don't want them to appear after the clear!) */
268 svga_hwtnl_flush_retry(svga);
269
270 SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
271
272 /*
273 * Mark target surfaces as dirty
274 * TODO Mark only cleared surfaces.
275 */
276 svga_mark_surfaces_dirty(svga);
277
278 assert (ret == PIPE_OK);
279 }
280
281
282 static void
svga_clear_texture(struct pipe_context * pipe,struct pipe_resource * res,unsigned level,const struct pipe_box * box,const void * data)283 svga_clear_texture(struct pipe_context *pipe,
284 struct pipe_resource *res,
285 unsigned level,
286 const struct pipe_box *box,
287 const void *data)
288 {
289 struct svga_context *svga = svga_context(pipe);
290 struct svga_surface *svga_surface_dst;
291 struct pipe_surface tmpl;
292 struct pipe_surface *surface;
293
294 memset(&tmpl, 0, sizeof(tmpl));
295 tmpl.format = res->format;
296 tmpl.u.tex.first_layer = box->z;
297 tmpl.u.tex.last_layer = box->z + box->depth - 1;
298 tmpl.u.tex.level = level;
299
300 surface = pipe->create_surface(pipe, res, &tmpl);
301 if (surface == NULL) {
302 debug_printf("failed to create surface\n");
303 return;
304 }
305 svga_surface_dst = svga_surface(surface);
306
307 union pipe_color_union color;
308 const struct util_format_description *desc =
309 util_format_description(surface->format);
310
311 if (util_format_is_depth_or_stencil(surface->format)) {
312 float depth;
313 uint8_t stencil;
314 unsigned clear_flags = 0;
315
316 /* If data is NULL, then set depthValue and stencilValue to zeros */
317 if (data == NULL) {
318 depth = 0.0;
319 stencil = 0;
320 }
321 else {
322 util_format_unpack_z_float(surface->format, &depth, data, 1);
323 util_format_unpack_s_8uint(surface->format, &stencil, data, 1);
324 }
325
326 if (util_format_has_depth(desc)) {
327 clear_flags |= PIPE_CLEAR_DEPTH;
328 }
329 if (util_format_has_stencil(desc)) {
330 clear_flags |= PIPE_CLEAR_STENCIL;
331 }
332
333 /* Setup depth stencil view */
334 struct pipe_surface *dsv =
335 svga_validate_surface_view(svga, svga_surface_dst);
336
337 if (!dsv) {
338 pipe_surface_reference(&surface, NULL);
339 return;
340 }
341
342 if (box->x == 0 && box->y == 0 && box->width == surface->width &&
343 box->height == surface->height) {
344 /* clearing whole surface, use direct VGPU10 command */
345 assert(svga_surface(dsv)->view_id != SVGA3D_INVALID_ID);
346
347 SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
348 clear_flags,
349 stencil, depth));
350 }
351 else {
352 /* To clear subtexture use software fallback */
353
354 util_blitter_save_framebuffer(svga->blitter,
355 &svga->curr.framebuffer);
356 begin_blit(svga);
357 util_blitter_clear_depth_stencil(svga->blitter,
358 dsv, clear_flags,
359 depth,stencil,
360 box->x, box->y,
361 box->width, box->height);
362 }
363 }
364 else {
365 /* non depth-stencil formats */
366
367 if (data == NULL) {
368 /* If data is NULL, the texture image is filled with zeros */
369 color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
370 }
371 else {
372 util_format_unpack_rgba(surface->format, &color, data, 1);
373 }
374
375 /* Setup render target view */
376 struct pipe_surface *rtv =
377 svga_validate_surface_view(svga, svga_surface_dst);
378
379 if (!rtv) {
380 pipe_surface_reference(&surface, NULL);
381 return;
382 }
383
384 if (box->x == 0 && box->y == 0 && box->width == surface->width &&
385 box->height == surface->height) {
386 struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
387 bool int_target = is_integer_target(curr, PIPE_CLEAR_COLOR);
388
389 if (int_target && !ints_fit_in_floats(&color)) {
390 /* To clear full texture with integer format */
391 clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
392 }
393 else {
394 float rgba[4];
395
396 if (int_target) {
397 rgba[0] = (float) color.i[0];
398 rgba[1] = (float) color.i[1];
399 rgba[2] = (float) color.i[2];
400 rgba[3] = (float) color.i[3];
401 }
402 else {
403 rgba[0] = color.f[0];
404 rgba[1] = color.f[1];
405 rgba[2] = color.f[2];
406 rgba[3] = color.f[3];
407 }
408
409 /* clearing whole surface using VGPU10 command */
410 assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
411 SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
412 rgba));
413 }
414 }
415 else {
416 /* To clear subtexture use software fallback */
417
418 /**
419 * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
420 * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
421 * util_clear_render_target() for PIPE_TEXTURE_3D.
422 */
423 if (rtv->texture->target != PIPE_TEXTURE_3D &&
424 pipe->screen->is_format_supported(pipe->screen, rtv->format,
425 rtv->texture->target,
426 rtv->texture->nr_samples,
427 rtv->texture->nr_storage_samples,
428 PIPE_BIND_RENDER_TARGET)) {
429 /* clear with quad drawing */
430 util_blitter_save_framebuffer(svga->blitter,
431 &svga->curr.framebuffer);
432 begin_blit(svga);
433 util_blitter_clear_render_target(svga->blitter,
434 rtv,
435 &color,
436 box->x, box->y,
437 box->width, box->height);
438 }
439 else {
440 /* clear with map/write/unmap */
441
442 /* store layer values */
443 unsigned first_layer = rtv->u.tex.first_layer;
444 unsigned last_layer = rtv->u.tex.last_layer;
445 unsigned box_depth = last_layer - first_layer + 1;
446
447 for (unsigned i = 0; i < box_depth; i++) {
448 rtv->u.tex.first_layer = rtv->u.tex.last_layer =
449 first_layer + i;
450 util_clear_render_target(pipe, rtv, &color, box->x, box->y,
451 box->width, box->height);
452 }
453 /* restore layer values */
454 rtv->u.tex.first_layer = first_layer;
455 rtv->u.tex.last_layer = last_layer;
456 }
457 }
458 }
459 pipe_surface_reference(&surface, NULL);
460 }
461
462 /**
463 * \brief Clear the whole render target using vgpu10 functionality
464 *
465 * \param svga[in] The svga context
466 * \param dst[in] The surface to clear
467 * \param color[in] Clear color
468 * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
469 * command submission resources.
470 */
471 static enum pipe_error
svga_try_clear_render_target(struct svga_context * svga,struct pipe_surface * dst,const union pipe_color_union * color)472 svga_try_clear_render_target(struct svga_context *svga,
473 struct pipe_surface *dst,
474 const union pipe_color_union *color)
475 {
476 struct pipe_surface *rtv =
477 svga_validate_surface_view(svga, svga_surface(dst));
478
479 if (!rtv)
480 return PIPE_ERROR_OUT_OF_MEMORY;
481
482 assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
483 return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
484 }
485
486 /**
487 * \brief Clear part of render target using gallium blitter utilities
488 *
489 * \param svga[in] The svga context
490 * \param dst[in] The surface to clear
491 * \param color[in] Clear color
492 * \param dstx[in] Clear region left
493 * \param dsty[in] Clear region top
494 * \param width[in] Clear region width
495 * \param height[in] Clear region height
496 */
497 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)498 svga_blitter_clear_render_target(struct svga_context *svga,
499 struct pipe_surface *dst,
500 const union pipe_color_union *color,
501 unsigned dstx, unsigned dsty,
502 unsigned width, unsigned height)
503 {
504 begin_blit(svga);
505 util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
506
507 util_blitter_clear_render_target(svga->blitter, dst, color,
508 dstx, dsty, width, height);
509 }
510
511
512 /**
513 * \brief Clear render target pipe callback
514 *
515 * \param pipe[in] The pipe context
516 * \param dst[in] The surface to clear
517 * \param color[in] Clear color
518 * \param dstx[in] Clear region left
519 * \param dsty[in] Clear region top
520 * \param width[in] Clear region width
521 * \param height[in] Clear region height
522 * \param render_condition_enabled[in] Whether to use conditional rendering
523 * to clear (if elsewhere enabled).
524 */
525 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)526 svga_clear_render_target(struct pipe_context *pipe,
527 struct pipe_surface *dst,
528 const union pipe_color_union *color,
529 unsigned dstx, unsigned dsty,
530 unsigned width, unsigned height,
531 bool render_condition_enabled)
532 {
533 struct svga_context *svga = svga_context( pipe );
534
535 svga_toggle_render_condition(svga, render_condition_enabled, false);
536 if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
537 width != dst->width || height != dst->height) {
538 svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
539 height);
540 } else {
541 enum pipe_error ret;
542
543 SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
544 color));
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_have_vgpu10(svga) ? svga_clear_texture : NULL;
554 svga->pipe.clear = svga_clear;
555 }
556