1 /**************************************************************************
2  *
3  * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.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_clear.h"
45 #include "st_cb_fbo.h"
46 #include "st_format.h"
47 #include "st_program.h"
48 
49 #include "pipe/p_context.h"
50 #include "pipe/p_shader_tokens.h"
51 #include "pipe/p_state.h"
52 #include "pipe/p_defines.h"
53 #include "util/u_format.h"
54 #include "util/u_inlines.h"
55 #include "util/u_simple_shaders.h"
56 #include "util/u_draw_quad.h"
57 #include "util/u_upload_mgr.h"
58 
59 #include "cso_cache/cso_context.h"
60 
61 
62 /**
63  * Do per-context initialization for glClear.
64  */
65 void
st_init_clear(struct st_context * st)66 st_init_clear(struct st_context *st)
67 {
68    struct pipe_screen *pscreen = st->pipe->screen;
69 
70    memset(&st->clear, 0, sizeof(st->clear));
71 
72    st->clear.raster.gl_rasterization_rules = 1;
73    st->clear.raster.depth_clip = 1;
74    st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
75 }
76 
77 
78 /**
79  * Free per-context state for glClear.
80  */
81 void
st_destroy_clear(struct st_context * st)82 st_destroy_clear(struct st_context *st)
83 {
84    if (st->clear.fs) {
85       cso_delete_fragment_shader(st->cso_context, st->clear.fs);
86       st->clear.fs = NULL;
87    }
88    if (st->clear.vs) {
89       cso_delete_vertex_shader(st->cso_context, st->clear.vs);
90       st->clear.vs = NULL;
91    }
92 }
93 
94 
95 /**
96  * Helper function to set the fragment shaders.
97  */
98 static INLINE void
set_fragment_shader(struct st_context * st)99 set_fragment_shader(struct st_context *st)
100 {
101    if (!st->clear.fs)
102       st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
103 
104    cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
105 }
106 
107 
108 /**
109  * Helper function to set the vertex shader.
110  */
111 static INLINE void
set_vertex_shader(struct st_context * st)112 set_vertex_shader(struct st_context *st)
113 {
114    /* vertex shader - still required to provide the linkage between
115     * fragment shader input semantics and vertex_element/buffers.
116     */
117    if (!st->clear.vs)
118    {
119       const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
120                                       TGSI_SEMANTIC_COLOR };
121       const uint semantic_indexes[] = { 0, 0 };
122       st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
123                                                          semantic_names,
124                                                          semantic_indexes);
125    }
126 
127    cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
128 }
129 
130 
131 /**
132  * Draw a screen-aligned quadrilateral.
133  * Coords are clip coords with y=0=bottom.
134  */
135 static void
draw_quad(struct st_context * st,float x0,float y0,float x1,float y1,GLfloat z,const union pipe_color_union * color)136 draw_quad(struct st_context *st,
137           float x0, float y0, float x1, float y1, GLfloat z,
138           const union pipe_color_union *color)
139 {
140    struct pipe_context *pipe = st->pipe;
141    struct pipe_resource *vbuf = NULL;
142    GLuint i, offset;
143    float (*vertices)[2][4];  /**< vertex pos + color */
144 
145    if (u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]),
146                       &offset, &vbuf, (void **) &vertices) != PIPE_OK) {
147       return;
148    }
149 
150    /* positions */
151    vertices[0][0][0] = x0;
152    vertices[0][0][1] = y0;
153 
154    vertices[1][0][0] = x1;
155    vertices[1][0][1] = y0;
156 
157    vertices[2][0][0] = x1;
158    vertices[2][0][1] = y1;
159 
160    vertices[3][0][0] = x0;
161    vertices[3][0][1] = y1;
162 
163    /* same for all verts: */
164    for (i = 0; i < 4; i++) {
165       vertices[i][0][2] = z;
166       vertices[i][0][3] = 1.0;
167       vertices[i][1][0] = color->f[0];
168       vertices[i][1][1] = color->f[1];
169       vertices[i][1][2] = color->f[2];
170       vertices[i][1][3] = color->f[3];
171    }
172 
173    u_upload_unmap(st->uploader);
174 
175    /* draw */
176    util_draw_vertex_buffer(pipe,
177                            st->cso_context,
178                            vbuf, offset,
179                            PIPE_PRIM_TRIANGLE_FAN,
180                            4,  /* verts */
181                            2); /* attribs/vert */
182 
183    pipe_resource_reference(&vbuf, NULL);
184 }
185 
186 
187 
188 /**
189  * Do glClear by drawing a quadrilateral.
190  * The vertices of the quad will be computed from the
191  * ctx->DrawBuffer->_X/Ymin/max fields.
192  */
193 static void
clear_with_quad(struct gl_context * ctx,GLboolean color,GLboolean depth,GLboolean stencil)194 clear_with_quad(struct gl_context *ctx,
195                 GLboolean color, GLboolean depth, GLboolean stencil)
196 {
197    struct st_context *st = st_context(ctx);
198    const struct gl_framebuffer *fb = ctx->DrawBuffer;
199    const GLfloat fb_width = (GLfloat) fb->Width;
200    const GLfloat fb_height = (GLfloat) fb->Height;
201    const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
202    const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
203    const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
204    const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
205    union pipe_color_union clearColor;
206 
207    /*
208    printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
209 	  color ? "color, " : "",
210 	  depth ? "depth, " : "",
211 	  stencil ? "stencil" : "",
212 	  x0, y0,
213 	  x1, y1);
214    */
215 
216    cso_save_blend(st->cso_context);
217    cso_save_stencil_ref(st->cso_context);
218    cso_save_depth_stencil_alpha(st->cso_context);
219    cso_save_rasterizer(st->cso_context);
220    cso_save_sample_mask(st->cso_context);
221    cso_save_viewport(st->cso_context);
222    cso_save_fragment_shader(st->cso_context);
223    cso_save_stream_outputs(st->cso_context);
224    cso_save_vertex_shader(st->cso_context);
225    cso_save_geometry_shader(st->cso_context);
226    cso_save_vertex_elements(st->cso_context);
227    cso_save_vertex_buffers(st->cso_context);
228 
229    /* blend state: RGBA masking */
230    {
231       struct pipe_blend_state blend;
232       memset(&blend, 0, sizeof(blend));
233       blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
234       blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
235       blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
236       blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
237       if (color) {
238          if (ctx->Color.ColorMask[0][0])
239             blend.rt[0].colormask |= PIPE_MASK_R;
240          if (ctx->Color.ColorMask[0][1])
241             blend.rt[0].colormask |= PIPE_MASK_G;
242          if (ctx->Color.ColorMask[0][2])
243             blend.rt[0].colormask |= PIPE_MASK_B;
244          if (ctx->Color.ColorMask[0][3])
245             blend.rt[0].colormask |= PIPE_MASK_A;
246          if (st->ctx->Color.DitherFlag)
247             blend.dither = 1;
248       }
249       cso_set_blend(st->cso_context, &blend);
250    }
251 
252    /* depth_stencil state: always pass/set to ref value */
253    {
254       struct pipe_depth_stencil_alpha_state depth_stencil;
255       memset(&depth_stencil, 0, sizeof(depth_stencil));
256       if (depth) {
257          depth_stencil.depth.enabled = 1;
258          depth_stencil.depth.writemask = 1;
259          depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
260       }
261 
262       if (stencil) {
263          struct pipe_stencil_ref stencil_ref;
264          memset(&stencil_ref, 0, sizeof(stencil_ref));
265          depth_stencil.stencil[0].enabled = 1;
266          depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
267          depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
268          depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
269          depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
270          depth_stencil.stencil[0].valuemask = 0xff;
271          depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
272          stencil_ref.ref_value[0] = ctx->Stencil.Clear;
273          cso_set_stencil_ref(st->cso_context, &stencil_ref);
274       }
275 
276       cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
277    }
278 
279    cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
280    cso_set_stream_outputs(st->cso_context, 0, NULL, 0);
281    cso_set_sample_mask(st->cso_context, ~0);
282    cso_set_rasterizer(st->cso_context, &st->clear.raster);
283 
284    /* viewport state: viewport matching window dims */
285    {
286       const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
287       struct pipe_viewport_state vp;
288       vp.scale[0] = 0.5f * fb_width;
289       vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
290       vp.scale[2] = 1.0f;
291       vp.scale[3] = 1.0f;
292       vp.translate[0] = 0.5f * fb_width;
293       vp.translate[1] = 0.5f * fb_height;
294       vp.translate[2] = 0.0f;
295       vp.translate[3] = 0.0f;
296       cso_set_viewport(st->cso_context, &vp);
297    }
298 
299    set_fragment_shader(st);
300    set_vertex_shader(st);
301    cso_set_geometry_shader_handle(st->cso_context, NULL);
302 
303    if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
304       struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
305       GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat);
306 
307       st_translate_color(&ctx->Color.ClearColor,
308                          &clearColor,
309                          ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
310                          is_integer);
311    }
312 
313    /* draw quad matching scissor rect */
314    draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
315 
316    /* Restore pipe state */
317    cso_restore_blend(st->cso_context);
318    cso_restore_stencil_ref(st->cso_context);
319    cso_restore_depth_stencil_alpha(st->cso_context);
320    cso_restore_rasterizer(st->cso_context);
321    cso_restore_sample_mask(st->cso_context);
322    cso_restore_viewport(st->cso_context);
323    cso_restore_fragment_shader(st->cso_context);
324    cso_restore_vertex_shader(st->cso_context);
325    cso_restore_geometry_shader(st->cso_context);
326    cso_restore_vertex_elements(st->cso_context);
327    cso_restore_vertex_buffers(st->cso_context);
328    cso_restore_stream_outputs(st->cso_context);
329 }
330 
331 
332 /**
333  * Determine if we need to clear the depth buffer by drawing a quad.
334  */
335 static INLINE GLboolean
check_clear_color_with_quad(struct gl_context * ctx,struct gl_renderbuffer * rb)336 check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
337 {
338    if (ctx->Scissor.Enabled &&
339        (ctx->Scissor.X != 0 ||
340         ctx->Scissor.Y != 0 ||
341         ctx->Scissor.Width < rb->Width ||
342         ctx->Scissor.Height < rb->Height))
343       return GL_TRUE;
344 
345    if (!ctx->Color.ColorMask[0][0] ||
346        !ctx->Color.ColorMask[0][1] ||
347        !ctx->Color.ColorMask[0][2] ||
348        !ctx->Color.ColorMask[0][3])
349       return GL_TRUE;
350 
351    return GL_FALSE;
352 }
353 
354 
355 /**
356  * Determine if we need to clear the combiend depth/stencil buffer by
357  * drawing a quad.
358  */
359 static INLINE GLboolean
check_clear_depth_stencil_with_quad(struct gl_context * ctx,struct gl_renderbuffer * rb)360 check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
361 {
362    const GLuint stencilMax = 0xff;
363    GLboolean maskStencil
364       = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
365 
366    assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
367 
368    if (ctx->Scissor.Enabled &&
369        (ctx->Scissor.X != 0 ||
370         ctx->Scissor.Y != 0 ||
371         ctx->Scissor.Width < rb->Width ||
372         ctx->Scissor.Height < rb->Height))
373       return GL_TRUE;
374 
375    if (maskStencil)
376       return GL_TRUE;
377 
378    return GL_FALSE;
379 }
380 
381 
382 /**
383  * Determine if we need to clear the depth buffer by drawing a quad.
384  */
385 static INLINE GLboolean
check_clear_depth_with_quad(struct gl_context * ctx,struct gl_renderbuffer * rb,boolean ds_separate)386 check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
387                             boolean ds_separate)
388 {
389    const struct st_renderbuffer *strb = st_renderbuffer(rb);
390    const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
391 
392    if (ctx->Scissor.Enabled &&
393        (ctx->Scissor.X != 0 ||
394         ctx->Scissor.Y != 0 ||
395         ctx->Scissor.Width < rb->Width ||
396         ctx->Scissor.Height < rb->Height))
397       return GL_TRUE;
398 
399    if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
400       return GL_TRUE;
401 
402    return GL_FALSE;
403 }
404 
405 
406 /**
407  * Determine if we need to clear the stencil buffer by drawing a quad.
408  */
409 static INLINE GLboolean
check_clear_stencil_with_quad(struct gl_context * ctx,struct gl_renderbuffer * rb,boolean ds_separate)410 check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
411                               boolean ds_separate)
412 {
413    const struct st_renderbuffer *strb = st_renderbuffer(rb);
414    const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
415    const GLuint stencilMax = 0xff;
416    const GLboolean maskStencil
417       = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
418 
419    assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
420 
421    if (maskStencil)
422       return GL_TRUE;
423 
424    if (ctx->Scissor.Enabled &&
425        (ctx->Scissor.X != 0 ||
426         ctx->Scissor.Y != 0 ||
427         ctx->Scissor.Width < rb->Width ||
428         ctx->Scissor.Height < rb->Height))
429       return GL_TRUE;
430 
431    /* This is correct, but it is necessary to look at the depth clear
432     * value held in the surface when it comes time to issue the clear,
433     * rather than taking depth and stencil clear values from the
434     * current state.
435     */
436    if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
437       return GL_TRUE;
438 
439    return GL_FALSE;
440 }
441 
442 
443 /**
444  * Called via ctx->Driver.Clear()
445  */
446 static void
st_Clear(struct gl_context * ctx,GLbitfield mask)447 st_Clear(struct gl_context *ctx, GLbitfield mask)
448 {
449    static const GLbitfield BUFFER_BITS_DS
450       = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
451    struct st_context *st = st_context(ctx);
452    struct gl_renderbuffer *depthRb
453       = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
454    struct gl_renderbuffer *stencilRb
455       = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
456    GLbitfield quad_buffers = 0x0;
457    GLbitfield clear_buffers = 0x0;
458    GLuint i;
459 
460    /* This makes sure the pipe has the latest scissor, etc values */
461    st_validate_state( st );
462 
463    if (mask & BUFFER_BITS_COLOR) {
464       for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
465          GLuint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
466 
467          if (mask & (1 << b)) {
468             struct gl_renderbuffer *rb
469                = ctx->DrawBuffer->Attachment[b].Renderbuffer;
470             struct st_renderbuffer *strb = st_renderbuffer(rb);
471 
472             if (!strb || !strb->surface)
473                continue;
474 
475             if (check_clear_color_with_quad( ctx, rb ))
476                quad_buffers |= PIPE_CLEAR_COLOR;
477             else
478                clear_buffers |= PIPE_CLEAR_COLOR;
479          }
480       }
481    }
482 
483    if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
484       /* clearing combined depth + stencil */
485       struct st_renderbuffer *strb = st_renderbuffer(depthRb);
486 
487       if (strb->surface) {
488          if (check_clear_depth_stencil_with_quad(ctx, depthRb))
489             quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
490          else
491             clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
492       }
493    }
494    else {
495       /* separate depth/stencil clears */
496       /* I don't think truly separate buffers are actually possible in gallium or hw? */
497       if (mask & BUFFER_BIT_DEPTH) {
498          struct st_renderbuffer *strb = st_renderbuffer(depthRb);
499 
500          if (strb->surface) {
501             if (check_clear_depth_with_quad(ctx, depthRb,
502                                             st->clear.enable_ds_separate))
503                quad_buffers |= PIPE_CLEAR_DEPTH;
504             else
505                clear_buffers |= PIPE_CLEAR_DEPTH;
506          }
507       }
508       if (mask & BUFFER_BIT_STENCIL) {
509          struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
510 
511          if (strb->surface) {
512             if (check_clear_stencil_with_quad(ctx, stencilRb,
513                                               st->clear.enable_ds_separate))
514                quad_buffers |= PIPE_CLEAR_STENCIL;
515             else
516                clear_buffers |= PIPE_CLEAR_STENCIL;
517          }
518       }
519    }
520 
521    /*
522     * If we're going to use clear_with_quad() for any reason, use it for
523     * everything possible.
524     */
525    if (quad_buffers) {
526       quad_buffers |= clear_buffers;
527       clear_with_quad(ctx,
528                       quad_buffers & PIPE_CLEAR_COLOR,
529                       quad_buffers & PIPE_CLEAR_DEPTH,
530                       quad_buffers & PIPE_CLEAR_STENCIL);
531    } else if (clear_buffers) {
532       /* driver cannot know it can clear everything if the buffer
533        * is a combined depth/stencil buffer but this wasn't actually
534        * required from the visual. Hence fix this up to avoid potential
535        * read-modify-write in the driver.
536        */
537       union pipe_color_union clearColor;
538 
539       if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
540           ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
541           (depthRb == stencilRb) &&
542           (ctx->DrawBuffer->Visual.depthBits == 0 ||
543            ctx->DrawBuffer->Visual.stencilBits == 0))
544          clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
545 
546       if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
547          struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
548          GLboolean is_integer = _mesa_is_enum_format_integer(rb->InternalFormat);
549 
550          st_translate_color(&ctx->Color.ClearColor,
551                             &clearColor,
552 			    ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
553 			    is_integer);
554       }
555 
556       st->pipe->clear(st->pipe, clear_buffers, &clearColor,
557                       ctx->Depth.Clear, ctx->Stencil.Clear);
558    }
559    if (mask & BUFFER_BIT_ACCUM)
560       _mesa_clear_accum_buffer(ctx);
561 }
562 
563 
564 void
st_init_clear_functions(struct dd_function_table * functions)565 st_init_clear_functions(struct dd_function_table *functions)
566 {
567    functions->Clear = st_Clear;
568 }
569