/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "main/glheader.h" #include "main/macros.h" #include "shader/prog_instruction.h" #include "st_atom.h" #include "st_context.h" #include "st_cb_clear.h" #include "st_cb_fbo.h" #include "st_program.h" #include "st_public.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" #include "pipe/tgsi/mesa/mesa_to_tgsi.h" #include "vf/vf.h" static GLuint color_value(GLuint pipeFormat, const GLfloat color[4]) { GLubyte r, g, b, a; UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]); UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]); UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]); UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]); switch (pipeFormat) { case PIPE_FORMAT_U_R8_G8_B8_A8: return (r << 24) | (g << 16) | (b << 8) | a; case PIPE_FORMAT_U_A8_R8_G8_B8: return (a << 24) | (r << 16) | (g << 8) | b; case PIPE_FORMAT_U_R5_G6_B5: return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3); default: return 0; } } static GLuint depth_value(GLuint pipeFormat, GLfloat value) { GLuint val; switch (pipeFormat) { case PIPE_FORMAT_U_Z16: val = (GLuint) (value * 0xffffff); break; case PIPE_FORMAT_U_Z32: val = (GLuint) (value * 0xffffffff); break; case PIPE_FORMAT_S8_Z24: /*case PIPE_FORMAT_Z24_S8:*/ val = (GLuint) (value * 0xffffff); break; default: assert(0); } return val; } static GLboolean is_depth_stencil_format(GLuint pipeFormat) { switch (pipeFormat) { case PIPE_FORMAT_S8_Z24: /*case PIPE_FORMAT_Z24_S8:*/ return GL_TRUE; default: return GL_FALSE; } } /** * Create a simple fragment shader that just passes through the fragment color. */ static struct st_fragment_program * make_color_shader(struct st_context *st) { GLcontext *ctx = st->ctx; struct st_fragment_program *stfp; struct gl_program *p; GLboolean b; p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0); if (!p) return NULL; p->NumInstructions = 2; p->Instructions = _mesa_alloc_instructions(2); if (!p->Instructions) { ctx->Driver.DeleteProgram(ctx, p); return NULL; } _mesa_init_instructions(p->Instructions, 2); /* MOV result.color, fragment.color; */ p->Instructions[0].Opcode = OPCODE_MOV; p->Instructions[0].DstReg.File = PROGRAM_OUTPUT; p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR; p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT; p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0; /* END; */ p->Instructions[1].Opcode = OPCODE_END; p->InputsRead = FRAG_BIT_COL0; p->OutputsWritten = (1 << FRAG_RESULT_COLR); stfp = (struct st_fragment_program *) p; /* compile into tgsi format */ b = tgsi_mesa_compile_fp_program(&stfp->Base, stfp->tokens, ST_FP_MAX_TOKENS); assert(b); return stfp; } /** * Draw a screen-aligned quadrilateral. * Coords are window coords. */ static void draw_quad(GLcontext *ctx, float x0, float y0, float x1, float y1, GLfloat z, const GLfloat color[4]) { static const GLuint attribs[2] = { VF_ATTRIB_POS, VF_ATTRIB_COLOR0 }; GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */ GLuint i; /* positions */ verts[0][0][0] = x0; verts[0][0][1] = y0; verts[1][0][0] = x1; verts[1][0][1] = y0; verts[2][0][0] = x1; verts[2][0][1] = y1; verts[3][0][0] = x0; verts[3][0][1] = y1; /* same for all verts: */ for (i = 0; i < 4; i++) { verts[i][0][2] = z; verts[i][0][3] = 1.0; verts[i][1][0] = color[0]; verts[i][1][1] = color[1]; verts[i][1][2] = color[2]; verts[i][1][3] = color[3]; } ctx->st->pipe->draw_vertices(ctx->st->pipe, GL_QUADS, 4, (GLfloat *) verts, 2, attribs); } /** * Do glClear by drawing a quadrilateral. */ static void clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0, GLuint x1, GLuint y1, GLboolean color, GLboolean depth, GLboolean stencil) { static struct st_fragment_program *stfp = NULL; struct st_context *st = ctx->st; struct pipe_alpha_test_state alpha_test; struct pipe_blend_state blend; struct pipe_depth_state depth_test; struct pipe_stencil_state stencil_test; struct pipe_setup_state setup; struct pipe_fs_state fs; /* alpha state: disabled */ memset(&alpha_test, 0, sizeof(alpha_test)); st->pipe->set_alpha_test_state(st->pipe, &alpha_test); /* blend state: RGBA masking */ memset(&blend, 0, sizeof(blend)); if (color) { if (ctx->Color.ColorMask[0]) blend.colormask |= PIPE_MASK_R; if (ctx->Color.ColorMask[1]) blend.colormask |= PIPE_MASK_G; if (ctx->Color.ColorMask[2]) blend.colormask |= PIPE_MASK_B; if (ctx->Color.ColorMask[3]) blend.colormask |= PIPE_MASK_A; if (st->ctx->Color.DitherFlag) blend.dither = 1; } st->pipe->set_blend_state(st->pipe, &blend); /* depth state: always pass */ memset(&depth_test, 0, sizeof(depth_test)); if (depth) { depth_test.enabled = 1; depth_test.writemask = 1; depth_test.func = PIPE_FUNC_ALWAYS; } st->pipe->set_depth_state(st->pipe, &depth_test); /* setup state: nothing */ memset(&setup, 0, sizeof(setup)); if (ctx->Scissor.Enabled) setup.scissor = 1; st->pipe->set_setup_state(st->pipe, &setup); /* stencil state: always set to ref value */ memset(&stencil_test, 0, sizeof(stencil_test)); if (stencil) { stencil_test.front_enabled = 1; stencil_test.front_func = PIPE_FUNC_ALWAYS; stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE; stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE; stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE; stencil_test.ref_value[0] = ctx->Stencil.Clear; stencil_test.value_mask[0] = 0xff; stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff; } st->pipe->set_stencil_state(st->pipe, &stencil_test); /* fragment shader state: color pass-through program */ if (!stfp) { stfp = make_color_shader(st); } memset(&fs, 0, sizeof(fs)); fs.inputs_read = stfp->Base.Base.InputsRead; fs.tokens = &stfp->tokens[0]; fs.constants = NULL; st->pipe->set_fs_state(st->pipe, &fs); /* draw quad matching scissor rect (XXX verify coord round-off) */ draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor); /* Restore pipe state */ st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test); st->pipe->set_blend_state(st->pipe, &st->state.blend); st->pipe->set_depth_state(st->pipe, &st->state.depth); st->pipe->set_fs_state(st->pipe, &st->state.fs); st->pipe->set_setup_state(st->pipe, &st->state.setup); st->pipe->set_stencil_state(st->pipe, &st->state.stencil); /* OR: st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL); */ } static void clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); if (ctx->Color.ColorMask[0] && ctx->Color.ColorMask[1] && ctx->Color.ColorMask[2] && ctx->Color.ColorMask[3] && !ctx->Scissor.Enabled) { /* clear whole buffer w/out masking */ GLuint clearValue = color_value(strb->surface->format, ctx->Color.ClearColor); ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue); } else { /* masking or scissoring */ clear_with_quad(ctx, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmax, ctx->DrawBuffer->_Ymax, GL_TRUE, GL_FALSE, GL_FALSE); } } static void clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); if (!ctx->Scissor.Enabled) { /* clear whole buffer w/out masking */ GLuint clearValue = color_value(strb->surface->format, ctx->Accum.ClearColor); /* Note that clearValue is 32 bits but the accum buffer will * typically be 64bpp... */ ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue); } else { /* scissoring */ /* XXX point framebuffer.cbufs[0] at the accum buffer */ clear_with_quad(ctx, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmax, ctx->DrawBuffer->_Ymax, GL_TRUE, GL_FALSE, GL_FALSE); } } static void clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); if (!ctx->Scissor.Enabled && !is_depth_stencil_format(strb->surface->format)) { /* clear whole depth buffer w/out masking */ GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear); ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue); } else { /* masking or scissoring or combined z/stencil buffer */ clear_with_quad(ctx, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmax, ctx->DrawBuffer->_Ymax, GL_FALSE, GL_TRUE, GL_FALSE); } } static void clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); const GLuint stencilMax = (1 << rb->StencilBits) - 1; GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax; if (!maskStencil && !ctx->Scissor.Enabled && !is_depth_stencil_format(strb->surface->format)) { /* clear whole stencil buffer w/out masking */ GLuint clearValue = ctx->Stencil.Clear; ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue); } else { /* masking or scissoring */ clear_with_quad(ctx, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmax, ctx->DrawBuffer->_Ymax, GL_FALSE, GL_FALSE, GL_TRUE); } } static void clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb) { struct st_renderbuffer *strb = st_renderbuffer(rb); const GLuint stencilMax = 1 << rb->StencilBits; GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax; assert(is_depth_stencil_format(strb->surface->format)); if (!maskStencil && !ctx->Scissor.Enabled) { /* clear whole buffer w/out masking */ GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear); switch (strb->surface->format) { case PIPE_FORMAT_S8_Z24: clearValue |= ctx->Stencil.Clear << 24; break; #if 0 case PIPE_FORMAT_Z24_S8: clearValue = (clearValue << 8) | clearVal; break; #endif default: assert(0); } ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue); } else { /* masking or scissoring */ clear_with_quad(ctx, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmin, ctx->DrawBuffer->_Xmax, ctx->DrawBuffer->_Ymax, GL_FALSE, GL_TRUE, GL_TRUE); } } /** * Called via ctx->Driver.Clear() * XXX: doesn't pick up the differences between front/back/left/right * clears. Need to sort that out... */ static void st_clear(GLcontext *ctx, GLbitfield mask) { static const GLbitfield BUFFER_BITS_DS = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); struct st_context *st = ctx->st; struct gl_renderbuffer *depthRb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; struct gl_renderbuffer *stencilRb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; /* This makes sure the softpipe has the latest scissor, etc values */ st_validate_state( st ); /* * XXX TO-DO: * If we're going to use clear_with_quad() for any reason, use it to * clear as many other buffers as possible. * As it is now, we sometimes call clear_with_quad() three times to clear * color/depth/stencil individually... */ if (mask & BUFFER_BITS_COLOR) { GLuint b; for (b = 0; b < BUFFER_COUNT; b++) { if (BUFFER_BITS_COLOR & mask & (1 << b)) { clear_color_buffer(ctx, ctx->DrawBuffer->Attachment[b].Renderbuffer); } } } if (mask & BUFFER_BIT_ACCUM) { clear_accum_buffer(ctx, ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer); } if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) { /* clearing combined depth + stencil */ clear_depth_stencil_buffer(ctx, depthRb); } else { /* separate depth/stencil clears */ if (mask & BUFFER_BIT_DEPTH) { clear_depth_buffer(ctx, depthRb); } if (mask & BUFFER_BIT_STENCIL) { clear_stencil_buffer(ctx, stencilRb); } } } void st_init_clear_functions(struct dd_function_table *functions) { functions->Clear = st_clear; }