/************************************************************************** * * Copyright 2003 VMware, Inc. * 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 VMWARE 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/mtypes.h" #include "main/condrender.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" #include "intel_context.h" #include "intel_blit.h" #include "intel_clear.h" #include "intel_fbo.h" #include "intel_regions.h" #define FILE_DEBUG_FLAG DEBUG_BLIT 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", }; static void debug_mask(const char *name, GLbitfield mask) { GLuint i; if (unlikely(INTEL_DEBUG & DEBUG_BLIT)) { DBG("%s clear:", name); for (i = 0; i < BUFFER_COUNT; i++) { if (mask & (1 << i)) DBG(" %s", buffer_names[i]); } DBG("\n"); } } /** * Called by ctx->Driver.Clear. */ static void intelClear(struct gl_context *ctx, GLbitfield mask) { struct intel_context *intel = intel_context(ctx); GLuint colorMask; GLbitfield tri_mask = 0; GLbitfield blit_mask = 0; GLbitfield swrast_mask = 0; struct gl_framebuffer *fb = ctx->DrawBuffer; struct intel_renderbuffer *irb; int i; memcpy(&colorMask, &ctx->Color.ColorMask[0], sizeof(colorMask)); if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) { intel->front_buffer_dirty = true; } if (0) fprintf(stderr, "%s\n", __func__); /* Get SW clears out of the way: Anything without an intel_renderbuffer */ for (i = 0; i < BUFFER_COUNT; i++) { if (!(mask & (1 << i))) continue; irb = intel_get_renderbuffer(fb, i); if (unlikely(!irb)) { swrast_mask |= (1 << i); mask &= ~(1 << i); } } if (unlikely(swrast_mask)) { debug_mask("swrast", swrast_mask); _swrast_Clear(ctx, swrast_mask); } /* HW color buffers (front, back, aux, generic FBO, etc) */ if (colorMask == ~0) { /* clear all R,G,B,A */ blit_mask |= (mask & BUFFER_BITS_COLOR); } else { /* glColorMask in effect */ tri_mask |= (mask & BUFFER_BITS_COLOR); } /* Make sure we have up to date buffers before we start looking at * the tiling bits to determine how to clear. */ intel_prepare_render(intel); /* 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 (stencilRegion->tiling == I915_TILING_Y || (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) { const struct intel_region *irb = intel_get_rb_region(fb, BUFFER_DEPTH); /* clear depth with whatever method is used for stencil (see above) */ if (irb->tiling == I915_TILING_Y || 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 = ffs(mask & BUFFER_BITS_COLOR); if (color_bit != 0) { tri_mask |= blit_mask & (1 << (color_bit - 1)); blit_mask &= ~(1 << (color_bit - 1)); } } /* Anything left, just use tris */ tri_mask |= mask & ~blit_mask; if (blit_mask) { debug_mask("blit", blit_mask); tri_mask |= intelClearWithBlit(ctx, blit_mask); } if (tri_mask) { debug_mask("tri", tri_mask); if (!ctx->Extensions.ARB_fragment_shader) _mesa_meta_Clear(&intel->ctx, tri_mask); else _mesa_meta_glsl_Clear(&intel->ctx, tri_mask); } } void intelInitClearFuncs(struct dd_function_table *functions) { functions->Clear = intelClear; }