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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/svga/svga_pipe_clear.c
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/**********************************************************
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* Copyright 2008-2009 VMware, Inc. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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**********************************************************/
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#include "svga_cmd.h"
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#include "svga_debug.h"
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#include "pipe/p_defines.h"
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#include "util/u_pack_color.h"
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#include "util/u_surface.h"
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#include "svga_context.h"
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#include "svga_state.h"
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#include "svga_surface.h"
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/**
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* Saving blitter states before doing any blitter operation
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*/
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static void
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begin_blit(struct svga_context *svga)
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{
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util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
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util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
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util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
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util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
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util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
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util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
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util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
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(struct pipe_stream_output_target**)svga->so_targets);
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util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
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util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
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util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
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util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
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util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
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util_blitter_save_depth_stencil_alpha(svga->blitter,
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(void*)svga->curr.depth);
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util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
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util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask);
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}
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/**
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* Clear the whole color buffer(s) by drawing a quad. For VGPU10 we use
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* this when clearing integer render targets. We'll also clear the
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* depth and/or stencil buffers if the clear_buffers mask specifies them.
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*/
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static void
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clear_buffers_with_quad(struct svga_context *svga,
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unsigned clear_buffers,
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const union pipe_color_union *color,
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double depth, unsigned stencil)
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{
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const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
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begin_blit(svga);
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util_blitter_clear(svga->blitter,
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fb->width, fb->height,
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1, /* num_layers */
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clear_buffers, color,
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depth, stencil,
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util_framebuffer_get_num_samples(fb) > 1);
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}
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/**
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* Check if any of the color buffers are integer buffers.
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*/
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static boolean
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is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
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{
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unsigned i;
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for (i = 0; i < fb->nr_cbufs; i++) {
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if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
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fb->cbufs[i] &&
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util_format_is_pure_integer(fb->cbufs[i]->format)) {
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return TRUE;
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}
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}
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return FALSE;
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}
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/**
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* Check if the integer values in the clear color can be represented
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* by floats. If so, we can use the VGPU10 ClearRenderTargetView command.
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* Otherwise, we need to clear with a quad.
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*/
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static boolean
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ints_fit_in_floats(const union pipe_color_union *color)
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{
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const int max = 1 << 24;
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return (color->i[0] <= max &&
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color->i[1] <= max &&
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color->i[2] <= max &&
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color->i[3] <= max);
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}
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static enum pipe_error
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try_clear(struct svga_context *svga,
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unsigned buffers,
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const union pipe_color_union *color,
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double depth,
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unsigned stencil)
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{
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enum pipe_error ret = PIPE_OK;
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SVGA3dRect rect = { 0, 0, 0, 0 };
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boolean restore_viewport = FALSE;
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SVGA3dClearFlag flags = 0;
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struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
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union util_color uc = {0};
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ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
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if (ret != PIPE_OK)
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return ret;
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if (svga->rebind.flags.rendertargets) {
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ret = svga_reemit_framebuffer_bindings(svga);
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if (ret != PIPE_OK) {
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return ret;
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}
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}
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if (buffers & PIPE_CLEAR_COLOR) {
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flags |= SVGA3D_CLEAR_COLOR;
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util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
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rect.w = fb->width;
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rect.h = fb->height;
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}
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if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
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if (buffers & PIPE_CLEAR_DEPTH)
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flags |= SVGA3D_CLEAR_DEPTH;
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if (buffers & PIPE_CLEAR_STENCIL)
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flags |= SVGA3D_CLEAR_STENCIL;
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rect.w = MAX2(rect.w, fb->zsbuf->width);
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rect.h = MAX2(rect.h, fb->zsbuf->height);
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}
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if (!svga_have_vgpu10(svga) &&
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!svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
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restore_viewport = TRUE;
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ret = SVGA3D_SetViewport(svga->swc, &rect);
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if (ret != PIPE_OK)
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return ret;
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}
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if (svga_have_vgpu10(svga)) {
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if (flags & SVGA3D_CLEAR_COLOR) {
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unsigned i;
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if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) {
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clear_buffers_with_quad(svga, buffers, color, depth, stencil);
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/* We also cleared depth/stencil, so that's done */
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flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
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}
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else {
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struct pipe_surface *rtv;
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/* Issue VGPU10 Clear commands */
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for (i = 0; i < fb->nr_cbufs; i++) {
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if ((fb->cbufs[i] == NULL) ||
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!(buffers & (PIPE_CLEAR_COLOR0 << i)))
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continue;
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rtv = svga_validate_surface_view(svga,
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svga_surface(fb->cbufs[i]));
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if (!rtv)
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return PIPE_ERROR_OUT_OF_MEMORY;
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ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc,
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rtv, color->f);
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if (ret != PIPE_OK)
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return ret;
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}
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}
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}
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if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
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struct pipe_surface *dsv =
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svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
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if (!dsv)
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return PIPE_ERROR_OUT_OF_MEMORY;
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ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
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stencil, (float) depth);
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if (ret != PIPE_OK)
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return ret;
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}
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}
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else {
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ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
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rect.x, rect.y, rect.w, rect.h);
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if (ret != PIPE_OK)
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return ret;
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}
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if (restore_viewport) {
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ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
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}
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return ret;
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}
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/**
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* Clear the given surface to the specified value.
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* No masking, no scissor (clear entire buffer).
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*/
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static void
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svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
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const union pipe_color_union *color,
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double depth, unsigned stencil)
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{
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struct svga_context *svga = svga_context( pipe );
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enum pipe_error ret;
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if (buffers & PIPE_CLEAR_COLOR) {
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struct svga_winsys_surface *h = NULL;
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if (svga->curr.framebuffer.cbufs[0]) {
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h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
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}
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SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
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}
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/* flush any queued prims (don't want them to appear after the clear!) */
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svga_hwtnl_flush_retry(svga);
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SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
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/*
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* Mark target surfaces as dirty
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* TODO Mark only cleared surfaces.
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*/
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svga_mark_surfaces_dirty(svga);
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assert (ret == PIPE_OK);
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}
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static void
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svga_clear_texture(struct pipe_context *pipe,
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struct pipe_resource *res,
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unsigned level,
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const struct pipe_box *box,
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const void *data)
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{
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struct svga_context *svga = svga_context(pipe);
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struct svga_surface *svga_surface_dst;
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struct pipe_surface tmpl;
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struct pipe_surface *surface;
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memset(&tmpl, 0, sizeof(tmpl));
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tmpl.format = res->format;
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tmpl.u.tex.first_layer = box->z;
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tmpl.u.tex.last_layer = box->z + box->depth - 1;
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tmpl.u.tex.level = level;
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surface = pipe->create_surface(pipe, res, &tmpl);
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if (surface == NULL) {
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debug_printf("failed to create surface\n");
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return;
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}
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svga_surface_dst = svga_surface(surface);
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union pipe_color_union color;
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const struct util_format_description *desc =
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util_format_description(surface->format);
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if (util_format_is_depth_or_stencil(surface->format)) {
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float depth;
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uint8_t stencil;
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unsigned clear_flags = 0;
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/* If data is NULL, then set depthValue and stencilValue to zeros */
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if (data == NULL) {
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depth = 0.0;
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stencil = 0;
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}
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else {
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util_format_unpack_z_float(surface->format, &depth, data, 1);
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util_format_unpack_s_8uint(surface->format, &stencil, data, 1);
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}
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if (util_format_has_depth(desc)) {
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clear_flags |= PIPE_CLEAR_DEPTH;
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}
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if (util_format_has_stencil(desc)) {
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clear_flags |= PIPE_CLEAR_STENCIL;
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}
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/* Setup depth stencil view */
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struct pipe_surface *dsv =
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svga_validate_surface_view(svga, svga_surface_dst);
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if (!dsv) {
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pipe_surface_reference(&surface, NULL);
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return;
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}
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if (box->x == 0 && box->y == 0 && box->width == surface->width &&
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box->height == surface->height) {
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/* clearing whole surface, use direct VGPU10 command */
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SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
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clear_flags,
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stencil, depth));
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}
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else {
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/* To clear subtexture use software fallback */
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util_blitter_save_framebuffer(svga->blitter,
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&svga->curr.framebuffer);
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begin_blit(svga);
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util_blitter_clear_depth_stencil(svga->blitter,
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dsv, clear_flags,
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depth,stencil,
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box->x, box->y,
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box->width, box->height);
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}
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}
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else {
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/* non depth-stencil formats */
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if (data == NULL) {
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/* If data is NULL, the texture image is filled with zeros */
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color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
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}
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else {
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util_format_unpack_rgba(surface->format, &color, data, 1);
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}
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/* Setup render target view */
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struct pipe_surface *rtv =
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svga_validate_surface_view(svga, svga_surface_dst);
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if (!rtv) {
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pipe_surface_reference(&surface, NULL);
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return;
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}
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if (box->x == 0 && box->y == 0 && box->width == surface->width &&
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box->height == surface->height) {
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struct pipe_framebuffer_state *curr = &svga->curr.framebuffer;
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if (is_integer_target(curr, PIPE_CLEAR_COLOR) &&
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!ints_fit_in_floats(&color)) {
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/* To clear full texture with integer format */
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clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
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}
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else {
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/* clearing whole surface using VGPU10 command */
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SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
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color.f));
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}
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}
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else {
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/* To clear subtexture use software fallback */
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/**
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* util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
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* It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
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* util_clear_render_target() for PIPE_TEXTURE_3D.
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*/
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if (rtv->texture->target != PIPE_TEXTURE_3D &&
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pipe->screen->is_format_supported(pipe->screen, rtv->format,
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rtv->texture->target,
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rtv->texture->nr_samples,
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rtv->texture->nr_storage_samples,
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PIPE_BIND_RENDER_TARGET)) {
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/* clear with quad drawing */
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util_blitter_save_framebuffer(svga->blitter,
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&svga->curr.framebuffer);
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begin_blit(svga);
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util_blitter_clear_render_target(svga->blitter,
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rtv,
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&color,
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box->x, box->y,
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box->width, box->height);
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}
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else {
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/* clear with map/write/unmap */
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/* store layer values */
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unsigned first_layer = rtv->u.tex.first_layer;
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unsigned last_layer = rtv->u.tex.last_layer;
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unsigned box_depth = last_layer - first_layer + 1;
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for (unsigned i = 0; i < box_depth; i++) {
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rtv->u.tex.first_layer = rtv->u.tex.last_layer =
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first_layer + i;
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util_clear_render_target(pipe, rtv, &color, box->x, box->y,
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box->width, box->height);
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}
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/* restore layer values */
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rtv->u.tex.first_layer = first_layer;
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rtv->u.tex.last_layer = last_layer;
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}
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}
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}
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pipe_surface_reference(&surface, NULL);
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}
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/**
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* \brief Clear the whole render target using vgpu10 functionality
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*
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* \param svga[in] The svga context
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* \param dst[in] The surface to clear
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* \param color[in] Clear color
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* \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
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* command submission resources.
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*/
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static enum pipe_error
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svga_try_clear_render_target(struct svga_context *svga,
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struct pipe_surface *dst,
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const union pipe_color_union *color)
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{
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struct pipe_surface *rtv =
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svga_validate_surface_view(svga, svga_surface(dst));
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if (!rtv)
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return PIPE_ERROR_OUT_OF_MEMORY;
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return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
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}
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/**
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* \brief Clear part of render target using gallium blitter utilities
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*
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* \param svga[in] The svga context
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* \param dst[in] The surface to clear
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* \param color[in] Clear color
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* \param dstx[in] Clear region left
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* \param dsty[in] Clear region top
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* \param width[in] Clear region width
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* \param height[in] Clear region height
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*/
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static void
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svga_blitter_clear_render_target(struct svga_context *svga,
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struct pipe_surface *dst,
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const union pipe_color_union *color,
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unsigned dstx, unsigned dsty,
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unsigned width, unsigned height)
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{
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begin_blit(svga);
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util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
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util_blitter_clear_render_target(svga->blitter, dst, color,
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dstx, dsty, width, height);
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}
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/**
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* \brief Clear render target pipe callback
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*
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* \param pipe[in] The pipe context
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* \param dst[in] The surface to clear
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* \param color[in] Clear color
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* \param dstx[in] Clear region left
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* \param dsty[in] Clear region top
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* \param width[in] Clear region width
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* \param height[in] Clear region height
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* \param render_condition_enabled[in] Whether to use conditional rendering
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* to clear (if elsewhere enabled).
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*/
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static void
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svga_clear_render_target(struct pipe_context *pipe,
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struct pipe_surface *dst,
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const union pipe_color_union *color,
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unsigned dstx, unsigned dsty,
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unsigned width, unsigned height,
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bool render_condition_enabled)
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{
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struct svga_context *svga = svga_context( pipe );
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svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
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if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
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width != dst->width || height != dst->height) {
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svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
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height);
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} else {
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enum pipe_error ret;
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509
SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
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color));
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assert (ret == PIPE_OK);
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}
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svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
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}
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void svga_init_clear_functions(struct svga_context *svga)
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{
518
svga->pipe.clear_render_target = svga_clear_render_target;
519
svga->pipe.clear_texture = svga_clear_texture;
520
svga->pipe.clear = svga_clear;
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}
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