/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * Copyright 2009 Intel Corporation. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "main/glheader.h" #include "main/enums.h" #include "main/image.h" #include "main/mtypes.h" #include "main/attrib.h" #include "main/blend.h" #include "main/bufferobj.h" #include "main/buffers.h" #include "main/depth.h" #include "main/enable.h" #include "main/macros.h" #include "main/matrix.h" #include "main/polygon.h" #include "main/texstate.h" #include "main/shaders.h" #include "main/stencil.h" #include "main/varray.h" #include "glapi/dispatch.h" #include "swrast/swrast.h" #include "intel_context.h" #include "intel_blit.h" #include "intel_chipset.h" #include "intel_clear.h" #include "intel_fbo.h" #include "intel_pixel.h" #define FILE_DEBUG_FLAG DEBUG_BLIT #define TRI_CLEAR_COLOR_BITS (BUFFER_BIT_BACK_LEFT | \ BUFFER_BIT_FRONT_LEFT | \ BUFFER_BIT_COLOR0 | \ BUFFER_BIT_COLOR1 | \ BUFFER_BIT_COLOR2 | \ BUFFER_BIT_COLOR3 | \ BUFFER_BIT_COLOR4 | \ BUFFER_BIT_COLOR5 | \ BUFFER_BIT_COLOR6 | \ BUFFER_BIT_COLOR7) /** * Perform glClear where mask contains only color, depth, and/or stencil. * * The implementation is based on calling into Mesa to set GL state and * performing normal triangle rendering. The intent of this path is to * have as generic a path as possible, so that any driver could make use of * it. */ void intel_clear_tris(GLcontext *ctx, GLbitfield mask) { struct intel_context *intel = intel_context(ctx); GLfloat vertices[4][3]; GLfloat color[4][4]; GLfloat dst_z; struct gl_framebuffer *fb = ctx->DrawBuffer; int i; GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE; GLuint saved_shader_program = 0; unsigned int saved_active_texture; assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0); _mesa_PushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_TRANSFORM_BIT | GL_CURRENT_BIT); _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT); saved_active_texture = ctx->Texture.CurrentUnit; /* Disable existing GL state we don't want to apply to a clear. */ _mesa_Disable(GL_ALPHA_TEST); _mesa_Disable(GL_BLEND); _mesa_Disable(GL_CULL_FACE); _mesa_Disable(GL_FOG); _mesa_Disable(GL_POLYGON_SMOOTH); _mesa_Disable(GL_POLYGON_STIPPLE); _mesa_Disable(GL_POLYGON_OFFSET_FILL); _mesa_Disable(GL_LIGHTING); _mesa_Disable(GL_CLIP_PLANE0); _mesa_Disable(GL_CLIP_PLANE1); _mesa_Disable(GL_CLIP_PLANE2); _mesa_Disable(GL_CLIP_PLANE3); _mesa_Disable(GL_CLIP_PLANE4); _mesa_Disable(GL_CLIP_PLANE5); _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) { saved_fp_enable = GL_TRUE; _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB); } if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) { saved_vp_enable = GL_TRUE; _mesa_Disable(GL_VERTEX_PROGRAM_ARB); } if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) { saved_shader_program = ctx->Shader.CurrentProgram->Name; _mesa_UseProgramObjectARB(0); } if (ctx->Texture._EnabledUnits != 0) { int i; for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { _mesa_ActiveTextureARB(GL_TEXTURE0 + i); _mesa_Disable(GL_TEXTURE_1D); _mesa_Disable(GL_TEXTURE_2D); _mesa_Disable(GL_TEXTURE_3D); if (ctx->Extensions.ARB_texture_cube_map) _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB); if (ctx->Extensions.NV_texture_rectangle) _mesa_Disable(GL_TEXTURE_RECTANGLE_NV); if (ctx->Extensions.MESA_texture_array) { _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT); _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT); } } } #if FEATURE_ARB_vertex_buffer_object _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0); _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); #endif intel_meta_set_passthrough_transform(intel); for (i = 0; i < 4; i++) { color[i][0] = ctx->Color.ClearColor[0]; color[i][1] = ctx->Color.ClearColor[1]; color[i][2] = ctx->Color.ClearColor[2]; color[i][3] = ctx->Color.ClearColor[3]; } /* convert clear Z from [0,1] to NDC coord in [-1,1] */ dst_z = -1.0 + 2.0 * ctx->Depth.Clear; /* Prepare the vertices, which are the same regardless of which buffer we're * drawing to. */ vertices[0][0] = fb->_Xmin; vertices[0][1] = fb->_Ymin; vertices[0][2] = dst_z; vertices[1][0] = fb->_Xmax; vertices[1][1] = fb->_Ymin; vertices[1][2] = dst_z; vertices[2][0] = fb->_Xmax; vertices[2][1] = fb->_Ymax; vertices[2][2] = dst_z; vertices[3][0] = fb->_Xmin; vertices[3][1] = fb->_Ymax; vertices[3][2] = dst_z; _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color); _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices); _mesa_Enable(GL_COLOR_ARRAY); _mesa_Enable(GL_VERTEX_ARRAY); while (mask != 0) { GLuint this_mask = 0; GLuint color_bit; color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS); if (color_bit != 0) this_mask |= (1 << (color_bit - 1)); /* Clear depth/stencil in the same pass as color. */ this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)); /* Select the current color buffer and use the color write mask if * we have one, otherwise don't write any color channels. */ if (this_mask & BUFFER_BIT_FRONT_LEFT) _mesa_DrawBuffer(GL_FRONT_LEFT); else if (this_mask & BUFFER_BIT_BACK_LEFT) _mesa_DrawBuffer(GL_BACK_LEFT); else if (color_bit != 0) _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 + (color_bit - BUFFER_COLOR0 - 1)); else _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /* Control writing of the depth clear value to depth. */ if (this_mask & BUFFER_BIT_DEPTH) { _mesa_DepthFunc(GL_ALWAYS); _mesa_Enable(GL_DEPTH_TEST); } else { _mesa_Disable(GL_DEPTH_TEST); _mesa_DepthMask(GL_FALSE); } /* Control writing of the stencil clear value to stencil. */ if (this_mask & BUFFER_BIT_STENCIL) { _mesa_Enable(GL_STENCIL_TEST); _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); _mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear, ctx->Stencil.WriteMask[0]); } else { _mesa_Disable(GL_STENCIL_TEST); } CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4)); mask &= ~this_mask; } intel_meta_restore_transform(intel); _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture); if (saved_fp_enable) _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB); if (saved_vp_enable) _mesa_Enable(GL_VERTEX_PROGRAM_ARB); if (saved_shader_program) _mesa_UseProgramObjectARB(saved_shader_program); _mesa_PopClientAttrib(); _mesa_PopAttrib(); } static const char *buffer_names[] = { [BUFFER_FRONT_LEFT] = "front", [BUFFER_BACK_LEFT] = "back", [BUFFER_FRONT_RIGHT] = "front right", [BUFFER_BACK_RIGHT] = "back right", [BUFFER_DEPTH] = "depth", [BUFFER_STENCIL] = "stencil", [BUFFER_ACCUM] = "accum", [BUFFER_AUX0] = "aux0", [BUFFER_COLOR0] = "color0", [BUFFER_COLOR1] = "color1", [BUFFER_COLOR2] = "color2", [BUFFER_COLOR3] = "color3", [BUFFER_COLOR4] = "color4", [BUFFER_COLOR5] = "color5", [BUFFER_COLOR6] = "color6", [BUFFER_COLOR7] = "color7", }; /** * Called by ctx->Driver.Clear. */ static void intelClear(GLcontext *ctx, GLbitfield mask) { struct intel_context *intel = intel_context(ctx); const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask); GLbitfield tri_mask = 0; GLbitfield blit_mask = 0; GLbitfield swrast_mask = 0; struct gl_framebuffer *fb = ctx->DrawBuffer; GLuint i; if (0) fprintf(stderr, "%s\n", __FUNCTION__); /* HW color buffers (front, back, aux, generic FBO, etc) */ if (colorMask == ~0) { /* clear all R,G,B,A */ /* XXX FBO: need to check if colorbuffers are software RBOs! */ blit_mask |= (mask & BUFFER_BITS_COLOR); } else { /* glColorMask in effect */ tri_mask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)); } /* HW stencil */ if (mask & BUFFER_BIT_STENCIL) { const struct intel_region *stencilRegion = intel_get_rb_region(fb, BUFFER_STENCIL); if (stencilRegion) { /* have hw stencil */ if (IS_965(intel->intelScreen->deviceID) || (ctx->Stencil.WriteMask[0] & 0xff) != 0xff) { /* We have to use the 3D engine if we're clearing a partial mask * of the stencil buffer, or if we're on a 965 which has a tiled * depth/stencil buffer in a layout we can't blit to. */ tri_mask |= BUFFER_BIT_STENCIL; } else { /* clearing all stencil bits, use blitting */ blit_mask |= BUFFER_BIT_STENCIL; } } } /* HW depth */ if (mask & BUFFER_BIT_DEPTH) { /* clear depth with whatever method is used for stencil (see above) */ if (IS_965(intel->intelScreen->deviceID) || tri_mask & BUFFER_BIT_STENCIL) tri_mask |= BUFFER_BIT_DEPTH; else blit_mask |= BUFFER_BIT_DEPTH; } /* If we're doing a tri pass for depth/stencil, include a likely color * buffer with it. */ if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { int color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS); if (color_bit != 0) { tri_mask |= blit_mask & (1 << (color_bit - 1)); blit_mask &= ~(1 << (color_bit - 1)); } } /* SW fallback clearing */ swrast_mask = mask & ~tri_mask & ~blit_mask; for (i = 0; i < BUFFER_COUNT; i++) { GLuint bufBit = 1 << i; if ((blit_mask | tri_mask) & bufBit) { if (!fb->Attachment[i].Renderbuffer->ClassID) { blit_mask &= ~bufBit; tri_mask &= ~bufBit; swrast_mask |= bufBit; } } } if (blit_mask) { if (INTEL_DEBUG & DEBUG_BLIT) { DBG("blit clear:"); for (i = 0; i < BUFFER_COUNT; i++) { if (blit_mask & (1 << i)) DBG(" %s", buffer_names[i]); } DBG("\n"); } intelClearWithBlit(ctx, blit_mask); } if (tri_mask) { if (INTEL_DEBUG & DEBUG_BLIT) { DBG("tri clear:"); for (i = 0; i < BUFFER_COUNT; i++) { if (tri_mask & (1 << i)) DBG(" %s", buffer_names[i]); } DBG("\n"); } intel_clear_tris(ctx, tri_mask); } if (swrast_mask) { if (INTEL_DEBUG & DEBUG_BLIT) { DBG("swrast clear:"); for (i = 0; i < BUFFER_COUNT; i++) { if (swrast_mask & (1 << i)) DBG(" %s", buffer_names[i]); } DBG("\n"); } _swrast_Clear(ctx, swrast_mask); } } void intelInitClearFuncs(struct dd_function_table *functions) { functions->Clear = intelClear; }