1/**********************************************************
2 * Copyright 2008-2009 VMware, Inc.  All rights reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person
5 * obtaining a copy of this software and associated documentation
6 * files (the "Software"), to deal in the Software without
7 * restriction, including without limitation the rights to use, copy,
8 * modify, merge, publish, distribute, sublicense, and/or sell copies
9 * of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice shall be
13 * included in all copies or substantial portions of the Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
19 * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
20 * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 *
24 **********************************************************/
25
26#include "svga_cmd.h"
27#include "svga_debug.h"
28
29#include "pipe/p_defines.h"
30#include "util/u_pack_color.h"
31#include "util/u_surface.h"
32
33#include "svga_context.h"
34#include "svga_state.h"
35#include "svga_surface.h"
36
37
38/**
39 * Saving blitter states before doing any blitter operation
40 */
41static void
42begin_blit(struct svga_context *svga)
43{
44   util_blitter_save_vertex_buffer_slot(svga->blitter, svga->curr.vb);
45   util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);
46   util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);
47   util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);
48   util_blitter_save_tessctrl_shader(svga->blitter, svga->curr.tcs);
49   util_blitter_save_tesseval_shader(svga->blitter, svga->curr.tes);
50   util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,
51                     (struct pipe_stream_output_target**)svga->so_targets);
52   util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);
53   util_blitter_save_viewport(svga->blitter, &svga->curr.viewport[0]);
54   util_blitter_save_scissor(svga->blitter, &svga->curr.scissor[0]);
55   util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);
56   util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);
57   util_blitter_save_depth_stencil_alpha(svga->blitter,
58                                         (void*)svga->curr.depth);
59   util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);
60   util_blitter_save_sample_mask(svga->blitter, svga->curr.sample_mask, 0);
61   util_blitter_save_fragment_constant_buffer_slot(svga->blitter,
62                                                   &svga->curr.constbufs[PIPE_SHADER_FRAGMENT][0]);
63}
64
65
66/**
67 * Clear the whole color buffer(s) by drawing a quad.  For VGPU10 we use
68 * this when clearing integer render targets.  We'll also clear the
69 * depth and/or stencil buffers if the clear_buffers mask specifies them.
70 */
71static void
72clear_buffers_with_quad(struct svga_context *svga,
73                        unsigned clear_buffers,
74                        const union pipe_color_union *color,
75                        double depth, unsigned stencil)
76{
77   const struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
78
79   begin_blit(svga);
80   util_blitter_clear(svga->blitter,
81                      fb->width, fb->height,
82                      1, /* num_layers */
83                      clear_buffers, color,
84                      depth, stencil,
85                      util_framebuffer_get_num_samples(fb) > 1);
86}
87
88
89/**
90 * Check if any of the color buffers are integer buffers.
91 */
92static boolean
93is_integer_target(struct pipe_framebuffer_state *fb, unsigned buffers)
94{
95   unsigned i;
96
97   for (i = 0; i < fb->nr_cbufs; i++) {
98      if ((buffers & (PIPE_CLEAR_COLOR0 << i)) &&
99          fb->cbufs[i] &&
100          util_format_is_pure_integer(fb->cbufs[i]->format)) {
101         return TRUE;
102      }
103   }
104   return FALSE;
105}
106
107
108/**
109 * Check if the integer values in the clear color can be represented
110 * by floats.  If so, we can use the VGPU10 ClearRenderTargetView command.
111 * Otherwise, we need to clear with a quad.
112 */
113static boolean
114ints_fit_in_floats(const union pipe_color_union *color)
115{
116   const int max = 1 << 24;
117   return (color->i[0] <= max &&
118           color->i[1] <= max &&
119           color->i[2] <= max &&
120           color->i[3] <= max);
121}
122
123
124static enum pipe_error
125try_clear(struct svga_context *svga,
126          unsigned buffers,
127          const union pipe_color_union *color,
128          double depth,
129          unsigned stencil)
130{
131   enum pipe_error ret = PIPE_OK;
132   SVGA3dRect rect = { 0, 0, 0, 0 };
133   boolean restore_viewport = FALSE;
134   SVGA3dClearFlag flags = 0;
135   struct pipe_framebuffer_state *fb = &svga->curr.framebuffer;
136   union util_color uc = {0};
137
138   ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR);
139   if (ret != PIPE_OK)
140      return ret;
141
142   if (svga->rebind.flags.rendertargets) {
143      ret = svga_reemit_framebuffer_bindings(svga);
144      if (ret != PIPE_OK) {
145         return ret;
146      }
147   }
148
149   if (buffers & PIPE_CLEAR_COLOR) {
150      flags |= SVGA3D_CLEAR_COLOR;
151      util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
152
153      rect.w = fb->width;
154      rect.h = fb->height;
155   }
156
157   if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) {
158      if (buffers & PIPE_CLEAR_DEPTH)
159         flags |= SVGA3D_CLEAR_DEPTH;
160
161      if (buffers & PIPE_CLEAR_STENCIL)
162         flags |= SVGA3D_CLEAR_STENCIL;
163
164      rect.w = MAX2(rect.w, fb->zsbuf->width);
165      rect.h = MAX2(rect.h, fb->zsbuf->height);
166   }
167
168   if (!svga_have_vgpu10(svga) &&
169       !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) {
170      restore_viewport = TRUE;
171      ret = SVGA3D_SetViewport(svga->swc, &rect);
172      if (ret != PIPE_OK)
173         return ret;
174   }
175
176   if (svga_have_vgpu10(svga)) {
177      if (flags & SVGA3D_CLEAR_COLOR) {
178         unsigned i;
179         bool int_target = is_integer_target(fb, buffers);
180
181         if (int_target && !ints_fit_in_floats(color)) {
182            clear_buffers_with_quad(svga, buffers, color, depth, stencil);
183            /* We also cleared depth/stencil, so that's done */
184            flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL);
185         }
186         else {
187            struct pipe_surface *rtv;
188            float rgba[4];
189
190            if (int_target) {
191               rgba[0] = (float) color->i[0];
192               rgba[1] = (float) color->i[1];
193               rgba[2] = (float) color->i[2];
194               rgba[3] = (float) color->i[3];
195            }
196            else {
197               rgba[0] = color->f[0];
198               rgba[1] = color->f[1];
199               rgba[2] = color->f[2];
200               rgba[3] = color->f[3];
201            }
202
203            /* Issue VGPU10 Clear commands */
204            for (i = 0; i < fb->nr_cbufs; i++) {
205               if ((fb->cbufs[i] == NULL) ||
206                   !(buffers & (PIPE_CLEAR_COLOR0 << i)))
207                  continue;
208
209               rtv = svga_validate_surface_view(svga,
210                                                svga_surface(fb->cbufs[i]));
211               if (!rtv)
212                  return PIPE_ERROR_OUT_OF_MEMORY;
213
214               ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, rgba);
215               if (ret != PIPE_OK)
216                  return ret;
217            }
218         }
219      }
220      if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) {
221         struct pipe_surface *dsv =
222            svga_validate_surface_view(svga, svga_surface(fb->zsbuf));
223         if (!dsv)
224            return PIPE_ERROR_OUT_OF_MEMORY;
225
226         ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags,
227                                                   stencil, (float) depth);
228         if (ret != PIPE_OK)
229            return ret;
230      }
231   }
232   else {
233      ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil,
234                             rect.x, rect.y, rect.w, rect.h);
235      if (ret != PIPE_OK)
236         return ret;
237   }
238
239   if (restore_viewport) {
240      ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport);
241   }
242
243   return ret;
244}
245
246/**
247 * Clear the given surface to the specified value.
248 * No masking, no scissor (clear entire buffer).
249 */
250static void
251svga_clear(struct pipe_context *pipe, unsigned buffers, const struct pipe_scissor_state *scissor_state,
252           const union pipe_color_union *color,
253	   double depth, unsigned stencil)
254{
255   struct svga_context *svga = svga_context( pipe );
256   enum pipe_error ret;
257
258   if (buffers & PIPE_CLEAR_COLOR) {
259      struct svga_winsys_surface *h = NULL;
260      if (svga->curr.framebuffer.cbufs[0]) {
261         h = svga_surface(svga->curr.framebuffer.cbufs[0])->handle;
262      }
263      SVGA_DBG(DEBUG_DMA, "clear sid %p\n", h);
264   }
265
266   /* flush any queued prims (don't want them to appear after the clear!) */
267   svga_hwtnl_flush_retry(svga);
268
269   SVGA_RETRY_OOM(svga, ret, try_clear( svga, buffers, color, depth, stencil));
270
271   /*
272    * Mark target surfaces as dirty
273    * TODO Mark only cleared surfaces.
274    */
275   svga_mark_surfaces_dirty(svga);
276
277   assert (ret == PIPE_OK);
278}
279
280
281static void
282svga_clear_texture(struct pipe_context *pipe,
283                   struct pipe_resource *res,
284                   unsigned level,
285                   const struct pipe_box *box,
286                   const void *data)
287{
288   struct svga_context *svga = svga_context(pipe);
289   struct svga_surface *svga_surface_dst;
290   struct pipe_surface tmpl;
291   struct pipe_surface *surface;
292
293   memset(&tmpl, 0, sizeof(tmpl));
294   tmpl.format = res->format;
295   tmpl.u.tex.first_layer = box->z;
296   tmpl.u.tex.last_layer = box->z + box->depth - 1;
297   tmpl.u.tex.level = level;
298
299   surface = pipe->create_surface(pipe, res, &tmpl);
300   if (surface == NULL) {
301      debug_printf("failed to create surface\n");
302      return;
303   }
304   svga_surface_dst = svga_surface(surface);
305
306   union pipe_color_union color;
307   const struct util_format_description *desc =
308      util_format_description(surface->format);
309
310   if (util_format_is_depth_or_stencil(surface->format)) {
311      float depth;
312      uint8_t stencil;
313      unsigned clear_flags = 0;
314
315      /* If data is NULL, then set depthValue and stencilValue to zeros */
316      if (data == NULL) {
317         depth = 0.0;
318         stencil = 0;
319      }
320      else {
321         util_format_unpack_z_float(surface->format, &depth, data, 1);
322         util_format_unpack_s_8uint(surface->format, &stencil, data, 1);
323      }
324
325      if (util_format_has_depth(desc)) {
326         clear_flags |= PIPE_CLEAR_DEPTH;
327      }
328      if (util_format_has_stencil(desc)) {
329         clear_flags |= PIPE_CLEAR_STENCIL;
330      }
331
332      /* Setup depth stencil view */
333      struct pipe_surface *dsv =
334         svga_validate_surface_view(svga, svga_surface_dst);
335
336      if (!dsv) {
337         pipe_surface_reference(&surface, NULL);
338         return;
339      }
340
341      if (box->x == 0 && box->y == 0 && box->width == surface->width &&
342          box->height == surface->height) {
343         /* clearing whole surface, use direct VGPU10 command */
344         assert(svga_surface(dsv)->view_id != SVGA3D_INVALID_ID);
345
346         SVGA_RETRY(svga, SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv,
347                                                              clear_flags,
348                                                              stencil, depth));
349      }
350      else {
351         /* To clear subtexture use software fallback */
352
353         util_blitter_save_framebuffer(svga->blitter,
354                                       &svga->curr.framebuffer);
355         begin_blit(svga);
356         util_blitter_clear_depth_stencil(svga->blitter,
357                                          dsv, clear_flags,
358                                          depth,stencil,
359                                          box->x, box->y,
360                                          box->width, box->height);
361      }
362   }
363   else {
364      /* non depth-stencil formats */
365
366      if (data == NULL) {
367         /* If data is NULL, the texture image is filled with zeros */
368         color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0;
369      }
370      else {
371         util_format_unpack_rgba(surface->format, &color, data, 1);
372      }
373
374      /* Setup render target view */
375      struct pipe_surface *rtv =
376         svga_validate_surface_view(svga, svga_surface_dst);
377
378      if (!rtv) {
379         pipe_surface_reference(&surface, NULL);
380         return;
381      }
382
383      if (box->x == 0 && box->y == 0 && box->width == surface->width &&
384          box->height == surface->height) {
385         struct pipe_framebuffer_state *curr =  &svga->curr.framebuffer;
386         bool int_target = is_integer_target(curr, PIPE_CLEAR_COLOR);
387
388         if (int_target && !ints_fit_in_floats(&color)) {
389            /* To clear full texture with integer format */
390            clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0);
391         }
392         else {
393            float rgba[4];
394
395            if (int_target) {
396               rgba[0] = (float) color.i[0];
397               rgba[1] = (float) color.i[1];
398               rgba[2] = (float) color.i[2];
399               rgba[3] = (float) color.i[3];
400            }
401            else {
402               rgba[0] = color.f[0];
403               rgba[1] = color.f[1];
404               rgba[2] = color.f[2];
405               rgba[3] = color.f[3];
406            }
407
408            /* clearing whole surface using VGPU10 command */
409            assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
410            SVGA_RETRY(svga, SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv,
411                                                                 rgba));
412         }
413      }
414      else {
415         /* To clear subtexture use software fallback */
416
417         /**
418          * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D
419          * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use
420          * util_clear_render_target() for PIPE_TEXTURE_3D.
421          */
422         if (rtv->texture->target != PIPE_TEXTURE_3D &&
423             pipe->screen->is_format_supported(pipe->screen, rtv->format,
424                                               rtv->texture->target,
425                                               rtv->texture->nr_samples,
426                                               rtv->texture->nr_storage_samples,
427                                               PIPE_BIND_RENDER_TARGET)) {
428            /* clear with quad drawing */
429            util_blitter_save_framebuffer(svga->blitter,
430                                          &svga->curr.framebuffer);
431            begin_blit(svga);
432            util_blitter_clear_render_target(svga->blitter,
433                                             rtv,
434                                             &color,
435                                             box->x, box->y,
436                                             box->width, box->height);
437         }
438         else {
439            /* clear with map/write/unmap */
440
441            /* store layer values */
442            unsigned first_layer = rtv->u.tex.first_layer;
443            unsigned last_layer = rtv->u.tex.last_layer;
444            unsigned box_depth = last_layer - first_layer + 1;
445
446            for (unsigned i = 0; i < box_depth; i++) {
447               rtv->u.tex.first_layer = rtv->u.tex.last_layer =
448                  first_layer + i;
449               util_clear_render_target(pipe, rtv, &color, box->x, box->y,
450                                        box->width, box->height);
451            }
452            /* restore layer values */
453            rtv->u.tex.first_layer = first_layer;
454            rtv->u.tex.last_layer = last_layer;
455         }
456      }
457   }
458   pipe_surface_reference(&surface, NULL);
459}
460
461/**
462 * \brief  Clear the whole render target using vgpu10 functionality
463 *
464 * \param svga[in]  The svga context
465 * \param dst[in]  The surface to clear
466 * \param color[in]  Clear color
467 * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of
468 * command submission resources.
469 */
470static enum pipe_error
471svga_try_clear_render_target(struct svga_context *svga,
472                             struct pipe_surface *dst,
473                             const union pipe_color_union *color)
474{
475   struct pipe_surface *rtv =
476      svga_validate_surface_view(svga, svga_surface(dst));
477
478   if (!rtv)
479      return PIPE_ERROR_OUT_OF_MEMORY;
480
481   assert(svga_surface(rtv)->view_id != SVGA3D_INVALID_ID);
482   return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f);
483 }
484
485/**
486 * \brief  Clear part of render target using gallium blitter utilities
487 *
488 * \param svga[in]  The svga context
489 * \param dst[in]  The surface to clear
490 * \param color[in]  Clear color
491 * \param dstx[in]  Clear region left
492 * \param dsty[in]  Clear region top
493 * \param width[in]  Clear region width
494 * \param height[in]  Clear region height
495 */
496static void
497svga_blitter_clear_render_target(struct svga_context *svga,
498                                 struct pipe_surface *dst,
499                                 const union pipe_color_union *color,
500                                 unsigned dstx, unsigned dsty,
501                                 unsigned width, unsigned height)
502{
503   begin_blit(svga);
504   util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);
505
506   util_blitter_clear_render_target(svga->blitter, dst, color,
507                                    dstx, dsty, width, height);
508}
509
510
511/**
512 * \brief Clear render target pipe callback
513 *
514 * \param pipe[in]  The pipe context
515 * \param dst[in]  The surface to clear
516 * \param color[in]  Clear color
517 * \param dstx[in]  Clear region left
518 * \param dsty[in]  Clear region top
519 * \param width[in]  Clear region width
520 * \param height[in]  Clear region height
521 * \param render_condition_enabled[in]  Whether to use conditional rendering
522 * to clear (if elsewhere enabled).
523 */
524static void
525svga_clear_render_target(struct pipe_context *pipe,
526                         struct pipe_surface *dst,
527                         const union pipe_color_union *color,
528                         unsigned dstx, unsigned dsty,
529                         unsigned width, unsigned height,
530                         bool render_condition_enabled)
531{
532    struct svga_context *svga = svga_context( pipe );
533
534    svga_toggle_render_condition(svga, render_condition_enabled, FALSE);
535    if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||
536        width != dst->width || height != dst->height) {
537       svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,
538                                        height);
539    } else {
540       enum pipe_error ret;
541
542       SVGA_RETRY_OOM(svga, ret, svga_try_clear_render_target(svga, dst,
543                                                              color));
544       assert (ret == PIPE_OK);
545    }
546    svga_toggle_render_condition(svga, render_condition_enabled, TRUE);
547}
548
549void svga_init_clear_functions(struct svga_context *svga)
550{
551   svga->pipe.clear_render_target = svga_clear_render_target;
552   svga->pipe.clear_texture = svga_clear_texture;
553   svga->pipe.clear = svga_clear;
554}
555