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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/glheader.h"
37 #include "main/accum.h"
38 #include "main/formats.h"
39 #include "main/macros.h"
40 #include "main/glformats.h"
41 #include "program/prog_instruction.h"
42 #include "st_context.h"
43 #include "st_atom.h"
44 #include "st_cb_bitmap.h"
45 #include "st_cb_clear.h"
46 #include "st_cb_fbo.h"
47 #include "st_draw.h"
48 #include "st_format.h"
49 #include "st_program.h"
50 
51 #include "pipe/p_context.h"
52 #include "pipe/p_shader_tokens.h"
53 #include "pipe/p_state.h"
54 #include "pipe/p_defines.h"
55 #include "util/u_format.h"
56 #include "util/u_framebuffer.h"
57 #include "util/u_inlines.h"
58 #include "util/u_simple_shaders.h"
59 
60 #include "cso_cache/cso_context.h"
61 
62 
63 /**
64  * Do per-context initialization for glClear.
65  */
66 void
st_init_clear(struct st_context * st)67 st_init_clear(struct st_context *st)
68 {
69    memset(&st->clear, 0, sizeof(st->clear));
70 
71    st->clear.raster.half_pixel_center = 1;
72    st->clear.raster.bottom_edge_rule = 1;
73    st->clear.raster.depth_clip = 1;
74 }
75 
76 
77 /**
78  * Free per-context state for glClear.
79  */
80 void
st_destroy_clear(struct st_context * st)81 st_destroy_clear(struct st_context *st)
82 {
83    if (st->clear.fs) {
84       cso_delete_fragment_shader(st->cso_context, st->clear.fs);
85       st->clear.fs = NULL;
86    }
87    if (st->clear.vs) {
88       cso_delete_vertex_shader(st->cso_context, st->clear.vs);
89       st->clear.vs = NULL;
90    }
91    if (st->clear.vs_layered) {
92       cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered);
93       st->clear.vs_layered = NULL;
94    }
95    if (st->clear.gs_layered) {
96       cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered);
97       st->clear.gs_layered = NULL;
98    }
99 }
100 
101 
102 /**
103  * Helper function to set the fragment shaders.
104  */
105 static inline void
set_fragment_shader(struct st_context * st)106 set_fragment_shader(struct st_context *st)
107 {
108    if (!st->clear.fs)
109       st->clear.fs =
110          util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
111                                                TGSI_INTERPOLATE_CONSTANT,
112                                                TRUE);
113 
114    cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
115 }
116 
117 
118 /**
119  * Helper function to set the vertex shader.
120  */
121 static inline void
set_vertex_shader(struct st_context * st)122 set_vertex_shader(struct st_context *st)
123 {
124    /* vertex shader - still required to provide the linkage between
125     * fragment shader input semantics and vertex_element/buffers.
126     */
127    if (!st->clear.vs)
128    {
129       const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
130                                       TGSI_SEMANTIC_GENERIC };
131       const uint semantic_indexes[] = { 0, 0 };
132       st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
133                                                          semantic_names,
134                                                          semantic_indexes,
135                                                          FALSE);
136    }
137 
138    cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
139    cso_set_geometry_shader_handle(st->cso_context, NULL);
140 }
141 
142 
143 static void
set_vertex_shader_layered(struct st_context * st)144 set_vertex_shader_layered(struct st_context *st)
145 {
146    struct pipe_context *pipe = st->pipe;
147 
148    if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
149       assert(!"Got layered clear, but VS instancing is unsupported");
150       set_vertex_shader(st);
151       return;
152    }
153 
154    if (!st->clear.vs_layered) {
155       bool vs_layer =
156          pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
157       if (vs_layer) {
158          st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
159       } else {
160          st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
161          st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
162       }
163    }
164 
165    cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
166    cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered);
167 }
168 
169 
170 /**
171  * Do glClear by drawing a quadrilateral.
172  * The vertices of the quad will be computed from the
173  * ctx->DrawBuffer->_X/Ymin/max fields.
174  */
175 static void
clear_with_quad(struct gl_context * ctx,unsigned clear_buffers)176 clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
177 {
178    struct st_context *st = st_context(ctx);
179    struct cso_context *cso = st->cso_context;
180    const struct gl_framebuffer *fb = ctx->DrawBuffer;
181    const GLfloat fb_width = (GLfloat) fb->Width;
182    const GLfloat fb_height = (GLfloat) fb->Height;
183    const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
184    const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
185    const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
186    const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
187    unsigned num_layers =
188       util_framebuffer_get_num_layers(&st->state.framebuffer);
189 
190    /*
191    printf("%s %s%s%s %f,%f %f,%f\n", __func__,
192 	  color ? "color, " : "",
193 	  depth ? "depth, " : "",
194 	  stencil ? "stencil" : "",
195 	  x0, y0,
196 	  x1, y1);
197    */
198 
199    cso_save_state(cso, (CSO_BIT_BLEND |
200                         CSO_BIT_STENCIL_REF |
201                         CSO_BIT_DEPTH_STENCIL_ALPHA |
202                         CSO_BIT_RASTERIZER |
203                         CSO_BIT_SAMPLE_MASK |
204                         CSO_BIT_MIN_SAMPLES |
205                         CSO_BIT_VIEWPORT |
206                         CSO_BIT_STREAM_OUTPUTS |
207                         CSO_BIT_VERTEX_ELEMENTS |
208                         CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
209                         CSO_BIT_PAUSE_QUERIES |
210                         CSO_BITS_ALL_SHADERS));
211 
212    /* blend state: RGBA masking */
213    {
214       struct pipe_blend_state blend;
215       memset(&blend, 0, sizeof(blend));
216       if (clear_buffers & PIPE_CLEAR_COLOR) {
217          int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
218                            ctx->DrawBuffer->_NumColorDrawBuffers : 1;
219          int i;
220 
221          blend.independent_blend_enable = num_buffers > 1;
222 
223          for (i = 0; i < num_buffers; i++) {
224             if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
225                continue;
226 
227             if (ctx->Color.ColorMask[i][0])
228                blend.rt[i].colormask |= PIPE_MASK_R;
229             if (ctx->Color.ColorMask[i][1])
230                blend.rt[i].colormask |= PIPE_MASK_G;
231             if (ctx->Color.ColorMask[i][2])
232                blend.rt[i].colormask |= PIPE_MASK_B;
233             if (ctx->Color.ColorMask[i][3])
234                blend.rt[i].colormask |= PIPE_MASK_A;
235          }
236 
237          if (ctx->Color.DitherFlag)
238             blend.dither = 1;
239       }
240       cso_set_blend(cso, &blend);
241    }
242 
243    /* depth_stencil state: always pass/set to ref value */
244    {
245       struct pipe_depth_stencil_alpha_state depth_stencil;
246       memset(&depth_stencil, 0, sizeof(depth_stencil));
247       if (clear_buffers & PIPE_CLEAR_DEPTH) {
248          depth_stencil.depth.enabled = 1;
249          depth_stencil.depth.writemask = 1;
250          depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
251       }
252 
253       if (clear_buffers & PIPE_CLEAR_STENCIL) {
254          struct pipe_stencil_ref stencil_ref;
255          memset(&stencil_ref, 0, sizeof(stencil_ref));
256          depth_stencil.stencil[0].enabled = 1;
257          depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
258          depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
259          depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
260          depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
261          depth_stencil.stencil[0].valuemask = 0xff;
262          depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
263          stencil_ref.ref_value[0] = ctx->Stencil.Clear;
264          cso_set_stencil_ref(cso, &stencil_ref);
265       }
266 
267       cso_set_depth_stencil_alpha(cso, &depth_stencil);
268    }
269 
270    cso_set_vertex_elements(cso, 2, st->util_velems);
271    cso_set_stream_outputs(cso, 0, NULL, NULL);
272    cso_set_sample_mask(cso, ~0);
273    cso_set_min_samples(cso, 1);
274    cso_set_rasterizer(cso, &st->clear.raster);
275 
276    /* viewport state: viewport matching window dims */
277    cso_set_viewport_dims(st->cso_context, fb_width, fb_height,
278                          st_fb_orientation(fb) == Y_0_TOP);
279 
280    set_fragment_shader(st);
281    cso_set_tessctrl_shader_handle(cso, NULL);
282    cso_set_tesseval_shader_handle(cso, NULL);
283 
284    if (num_layers > 1)
285       set_vertex_shader_layered(st);
286    else
287       set_vertex_shader(st);
288 
289    /* draw quad matching scissor rect.
290     *
291     * Note: if we're only clearing depth/stencil we still setup vertices
292     * with color, but they'll be ignored.
293     *
294     * We can't translate the clear color to the colorbuffer format,
295     * because different colorbuffers may have different formats.
296     */
297    if (!st_draw_quad(st, x0, y0, x1, y1,
298                      ctx->Depth.Clear * 2.0f - 1.0f,
299                      0.0f, 0.0f, 0.0f, 0.0f,
300                      (const float *) &ctx->Color.ClearColor.f,
301                      num_layers)) {
302       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
303    }
304 
305    /* Restore pipe state */
306    cso_restore_state(cso);
307 }
308 
309 
310 /**
311  * Return if the scissor must be enabled during the clear.
312  */
313 static inline GLboolean
is_scissor_enabled(struct gl_context * ctx,struct gl_renderbuffer * rb)314 is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
315 {
316    const struct gl_scissor_rect *scissor = &ctx->Scissor.ScissorArray[0];
317 
318    return (ctx->Scissor.EnableFlags & 1) &&
319           (scissor->X > 0 ||
320            scissor->Y > 0 ||
321            scissor->X + scissor->Width < (int)rb->Width ||
322            scissor->Y + scissor->Height < (int)rb->Height);
323 }
324 
325 /**
326  * Return if window rectangles must be enabled during the clear.
327  */
328 static inline bool
is_window_rectangle_enabled(struct gl_context * ctx)329 is_window_rectangle_enabled(struct gl_context *ctx)
330 {
331    if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
332       return false;
333    return ctx->Scissor.NumWindowRects > 0 ||
334       ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
335 }
336 
337 
338 /**
339  * Return if all of the color channels are masked.
340  */
341 static inline GLboolean
is_color_disabled(struct gl_context * ctx,int i)342 is_color_disabled(struct gl_context *ctx, int i)
343 {
344    return !ctx->Color.ColorMask[i][0] &&
345           !ctx->Color.ColorMask[i][1] &&
346           !ctx->Color.ColorMask[i][2] &&
347           !ctx->Color.ColorMask[i][3];
348 }
349 
350 
351 /**
352  * Return if any of the color channels are masked.
353  */
354 static inline GLboolean
is_color_masked(struct gl_context * ctx,int i)355 is_color_masked(struct gl_context *ctx, int i)
356 {
357    return !ctx->Color.ColorMask[i][0] ||
358           !ctx->Color.ColorMask[i][1] ||
359           !ctx->Color.ColorMask[i][2] ||
360           !ctx->Color.ColorMask[i][3];
361 }
362 
363 
364 /**
365  * Return if all of the stencil bits are masked.
366  */
367 static inline GLboolean
is_stencil_disabled(struct gl_context * ctx,struct gl_renderbuffer * rb)368 is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
369 {
370    const GLuint stencilMax = 0xff;
371 
372    assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
373    return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
374 }
375 
376 
377 /**
378  * Return if any of the stencil bits are masked.
379  */
380 static inline GLboolean
is_stencil_masked(struct gl_context * ctx,struct gl_renderbuffer * rb)381 is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
382 {
383    const GLuint stencilMax = 0xff;
384 
385    assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
386    return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
387 }
388 
389 
390 /**
391  * Called via ctx->Driver.Clear()
392  */
393 static void
st_Clear(struct gl_context * ctx,GLbitfield mask)394 st_Clear(struct gl_context *ctx, GLbitfield mask)
395 {
396    struct st_context *st = st_context(ctx);
397    struct gl_renderbuffer *depthRb
398       = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
399    struct gl_renderbuffer *stencilRb
400       = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
401    GLbitfield quad_buffers = 0x0;
402    GLbitfield clear_buffers = 0x0;
403    GLuint i;
404 
405    st_flush_bitmap_cache(st);
406    st_invalidate_readpix_cache(st);
407 
408    /* This makes sure the pipe has the latest scissor, etc values */
409    st_validate_state( st, ST_PIPELINE_RENDER );
410 
411    if (mask & BUFFER_BITS_COLOR) {
412       for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
413          GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
414 
415          if (b >= 0 && mask & (1 << b)) {
416             struct gl_renderbuffer *rb
417                = ctx->DrawBuffer->Attachment[b].Renderbuffer;
418             struct st_renderbuffer *strb = st_renderbuffer(rb);
419             int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
420 
421             if (!strb || !strb->surface)
422                continue;
423 
424             if (is_color_disabled(ctx, colormask_index))
425                continue;
426 
427             if (is_scissor_enabled(ctx, rb) ||
428                 is_window_rectangle_enabled(ctx) ||
429                 is_color_masked(ctx, colormask_index))
430                quad_buffers |= PIPE_CLEAR_COLOR0 << i;
431             else
432                clear_buffers |= PIPE_CLEAR_COLOR0 << i;
433          }
434       }
435    }
436 
437    if (mask & BUFFER_BIT_DEPTH) {
438       struct st_renderbuffer *strb = st_renderbuffer(depthRb);
439 
440       if (strb->surface && ctx->Depth.Mask) {
441          if (is_scissor_enabled(ctx, depthRb) ||
442              is_window_rectangle_enabled(ctx))
443             quad_buffers |= PIPE_CLEAR_DEPTH;
444          else
445             clear_buffers |= PIPE_CLEAR_DEPTH;
446       }
447    }
448    if (mask & BUFFER_BIT_STENCIL) {
449       struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
450 
451       if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
452          if (is_scissor_enabled(ctx, stencilRb) ||
453              is_window_rectangle_enabled(ctx) ||
454              is_stencil_masked(ctx, stencilRb))
455             quad_buffers |= PIPE_CLEAR_STENCIL;
456          else
457             clear_buffers |= PIPE_CLEAR_STENCIL;
458       }
459    }
460 
461    /* Always clear depth and stencil together.
462     * This can only happen when the stencil writemask is not a full mask.
463     */
464    if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
465        clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
466       quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
467       clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
468    }
469 
470    /* Only use quad-based clearing for the renderbuffers which cannot
471     * use pipe->clear. We want to always use pipe->clear for the other
472     * renderbuffers, because it's likely to be faster.
473     */
474    if (quad_buffers) {
475       clear_with_quad(ctx, quad_buffers);
476    }
477    if (clear_buffers) {
478       /* We can't translate the clear color to the colorbuffer format,
479        * because different colorbuffers may have different formats.
480        */
481       st->pipe->clear(st->pipe, clear_buffers,
482                       (union pipe_color_union*)&ctx->Color.ClearColor,
483                       ctx->Depth.Clear, ctx->Stencil.Clear);
484    }
485    if (mask & BUFFER_BIT_ACCUM)
486       _mesa_clear_accum_buffer(ctx);
487 }
488 
489 
490 void
st_init_clear_functions(struct dd_function_table * functions)491 st_init_clear_functions(struct dd_function_table *functions)
492 {
493    functions->Clear = st_Clear;
494 }
495