/** * \brief Clear the whole render target using vgpu10 functionality * * \param svga[in] The svga context * \param dst[in] The surface to clear * \param color[in] Clear color * \return PIPE_OK if all well, PIPE_ERROR_OUT_OF_MEMORY if ran out of * command submission resources. */ static enum pipe_error svga_try_clear_render_target(struct svga_context *svga, struct pipe_surface *dst, const union pipe_color_union *color) { struct pipe_surface *rtv = svga_validate_surface_view(svga, svga_surface(dst)); if (!rtv) return PIPE_ERROR_OUT_OF_MEMORY; return SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f); }
static enum pipe_error emit_fb_vgpu10(struct svga_context *svga) { const struct svga_screen *ss = svga_screen(svga->pipe.screen); struct pipe_surface *rtv[SVGA3D_MAX_RENDER_TARGETS]; struct pipe_surface *dsv; struct pipe_framebuffer_state *curr = &svga->curr.framebuffer; struct pipe_framebuffer_state *hw = &svga->state.hw_clear.framebuffer; const unsigned num_color = MAX2(curr->nr_cbufs, hw->nr_cbufs); unsigned i; enum pipe_error ret; assert(svga_have_vgpu10(svga)); /* Setup render targets array. Note that we loop over the max of the * number of previously bound buffers and the new buffers to unbind * any previously bound buffers when the new number of buffers is less * than the old number of buffers. */ for (i = 0; i < num_color; i++) { if (curr->cbufs[i]) { rtv[i] = svga_validate_surface_view(svga, svga_surface(curr->cbufs[i])); if (rtv[i] == NULL) { return PIPE_ERROR_OUT_OF_MEMORY; } assert(svga_surface(rtv[i])->view_id != SVGA3D_INVALID_ID); } else { rtv[i] = NULL; } } /* Setup depth stencil view */ if (curr->zsbuf) { dsv = svga_validate_surface_view(svga, svga_surface(curr->zsbuf)); if (!dsv) { return PIPE_ERROR_OUT_OF_MEMORY; } } else { dsv = NULL; } ret = SVGA3D_vgpu10_SetRenderTargets(svga->swc, num_color, rtv, dsv); if (ret != PIPE_OK) return ret; for (i = 0; i < ss->max_color_buffers; i++) { if (hw->cbufs[i] != curr->cbufs[i]) { /* propagate the backed view surface before unbinding it */ if (hw->cbufs[i] && svga_surface(hw->cbufs[i])->backed) { svga_propagate_surface(svga, &svga_surface(hw->cbufs[i])->backed->base); } pipe_surface_reference(&hw->cbufs[i], curr->cbufs[i]); } } hw->nr_cbufs = curr->nr_cbufs; if (hw->zsbuf != curr->zsbuf) { /* propagate the backed view surface before unbinding it */ if (hw->zsbuf && svga_surface(hw->zsbuf)->backed) { svga_propagate_surface(svga, &svga_surface(hw->zsbuf)->backed->base); } pipe_surface_reference(&hw->zsbuf, curr->zsbuf); } return ret; }
static void svga_clear_texture(struct pipe_context *pipe, struct pipe_resource *res, unsigned level, const struct pipe_box *box, const void *data) { struct svga_context *svga = svga_context(pipe); struct svga_surface *svga_surface_dst; enum pipe_error ret; struct pipe_surface tmpl; struct pipe_surface *surface; memset(&tmpl, 0, sizeof(tmpl)); tmpl.format = res->format; tmpl.u.tex.first_layer = box->z; tmpl.u.tex.last_layer = box->z + box->depth - 1; tmpl.u.tex.level = level; surface = pipe->create_surface(pipe, res, &tmpl); if (surface == NULL) { debug_printf("failed to create surface\n"); return; } svga_surface_dst = svga_surface(surface); union pipe_color_union color; const struct util_format_description *desc = util_format_description(surface->format); if (util_format_is_depth_or_stencil(surface->format)) { float depth; uint8_t stencil; unsigned clear_flags = 0; /* If data is NULL, then set depthValue and stencilValue to zeros */ if (data == NULL) { depth = 0.0; stencil = 0; } else { desc->unpack_z_float(&depth, 0, data, 0, 1, 1); desc->unpack_s_8uint(&stencil, 0, data, 0, 1, 1); } if (util_format_has_depth(desc)) { clear_flags |= PIPE_CLEAR_DEPTH; } if (util_format_has_stencil(desc)) { clear_flags |= PIPE_CLEAR_STENCIL; } /* Setup depth stencil view */ struct pipe_surface *dsv = svga_validate_surface_view(svga, svga_surface_dst); if (!dsv) { pipe_surface_reference(&surface, NULL); return; } if (box->x == 0 && box->y == 0 && box->width == surface->width && box->height == surface->height) { /* clearing whole surface, use direct VGPU10 command */ ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, clear_flags, stencil, depth); if (ret != PIPE_OK) { /* flush and try again */ svga_context_flush(svga, NULL); ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, clear_flags, stencil, depth); assert(ret == PIPE_OK); } } else { /* To clear subtexture use software fallback */ util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); begin_blit(svga); util_blitter_clear_depth_stencil(svga->blitter, dsv, clear_flags, depth,stencil, box->x, box->y, box->width, box->height); } } else { /* non depth-stencil formats */ if (data == NULL) { /* If data is NULL, the texture image is filled with zeros */ color.f[0] = color.f[1] = color.f[2] = color.f[3] = 0; } else { if (util_format_is_pure_sint(surface->format)) { /* signed integer */ desc->unpack_rgba_sint(color.i, 0, data, 0, 1, 1); } else if (util_format_is_pure_uint(surface->format)) { /* unsigned integer */ desc->unpack_rgba_uint(color.ui, 0, data, 0, 1, 1); } else { /* floating point */ desc->unpack_rgba_float(color.f, 0, data, 0, 1, 1); } } /* Setup render target view */ struct pipe_surface *rtv = svga_validate_surface_view(svga, svga_surface_dst); if (!rtv) { pipe_surface_reference(&surface, NULL); return; } if (box->x == 0 && box->y == 0 && box->width == surface->width && box->height == surface->height) { struct pipe_framebuffer_state *curr = &svga->curr.framebuffer; if (is_integer_target(curr, PIPE_CLEAR_COLOR) && !ints_fit_in_floats(&color)) { /* To clear full texture with integer format */ clear_buffers_with_quad(svga, PIPE_CLEAR_COLOR, &color, 0.0, 0); } else { /* clearing whole surface using VGPU10 command */ ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color.f); if (ret != PIPE_OK) { svga_context_flush(svga,NULL); ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color.f); assert(ret == PIPE_OK); } } } else { /* To clear subtexture use software fallback */ /** * util_blitter_clear_render_target doesn't support PIPE_TEXTURE_3D * It tries to draw quad with depth 0 for PIPE_TEXTURE_3D so use * util_clear_render_target() for PIPE_TEXTURE_3D. */ if (rtv->texture->target != PIPE_TEXTURE_3D && pipe->screen->is_format_supported(pipe->screen, rtv->format, rtv->texture->target, rtv->texture->nr_samples, PIPE_BIND_RENDER_TARGET)) { /* clear with quad drawing */ util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); begin_blit(svga); util_blitter_clear_render_target(svga->blitter, rtv, &color, box->x, box->y, box->width, box->height); } else { /* clear with map/write/unmap */ /* store layer values */ unsigned first_layer = rtv->u.tex.first_layer; unsigned last_layer = rtv->u.tex.last_layer; unsigned box_depth = last_layer - first_layer + 1; for (unsigned i = 0; i < box_depth; i++) { rtv->u.tex.first_layer = rtv->u.tex.last_layer = first_layer + i; util_clear_render_target(pipe, rtv, &color, box->x, box->y, box->width, box->height); } /* restore layer values */ rtv->u.tex.first_layer = first_layer; rtv->u.tex.last_layer = last_layer; } } } pipe_surface_reference(&surface, NULL); }
static enum pipe_error try_clear(struct svga_context *svga, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { enum pipe_error ret = PIPE_OK; SVGA3dRect rect = { 0, 0, 0, 0 }; boolean restore_viewport = FALSE; SVGA3dClearFlag flags = 0; struct pipe_framebuffer_state *fb = &svga->curr.framebuffer; union util_color uc = {0}; ret = svga_update_state(svga, SVGA_STATE_HW_CLEAR); if (ret != PIPE_OK) return ret; if (svga->rebind.flags.rendertargets) { ret = svga_reemit_framebuffer_bindings(svga); if (ret != PIPE_OK) { return ret; } } if (buffers & PIPE_CLEAR_COLOR) { flags |= SVGA3D_CLEAR_COLOR; util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &uc); rect.w = fb->width; rect.h = fb->height; } if ((buffers & PIPE_CLEAR_DEPTHSTENCIL) && fb->zsbuf) { if (buffers & PIPE_CLEAR_DEPTH) flags |= SVGA3D_CLEAR_DEPTH; if (buffers & PIPE_CLEAR_STENCIL) flags |= SVGA3D_CLEAR_STENCIL; rect.w = MAX2(rect.w, fb->zsbuf->width); rect.h = MAX2(rect.h, fb->zsbuf->height); } if (!svga_have_vgpu10(svga) && !svga_rects_equal(&rect, &svga->state.hw_clear.viewport)) { restore_viewport = TRUE; ret = SVGA3D_SetViewport(svga->swc, &rect); if (ret != PIPE_OK) return ret; } if (svga_have_vgpu10(svga)) { if (flags & SVGA3D_CLEAR_COLOR) { unsigned i; if (is_integer_target(fb, buffers) && !ints_fit_in_floats(color)) { clear_buffers_with_quad(svga, buffers, color, depth, stencil); /* We also cleared depth/stencil, so that's done */ flags &= ~(SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL); } else { struct pipe_surface *rtv; /* Issue VGPU10 Clear commands */ for (i = 0; i < fb->nr_cbufs; i++) { if ((fb->cbufs[i] == NULL) || !(buffers & (PIPE_CLEAR_COLOR0 << i))) continue; rtv = svga_validate_surface_view(svga, svga_surface(fb->cbufs[i])); if (!rtv) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_vgpu10_ClearRenderTargetView(svga->swc, rtv, color->f); if (ret != PIPE_OK) return ret; } } } if (flags & (SVGA3D_CLEAR_DEPTH | SVGA3D_CLEAR_STENCIL)) { struct pipe_surface *dsv = svga_validate_surface_view(svga, svga_surface(fb->zsbuf)); if (!dsv) return PIPE_ERROR_OUT_OF_MEMORY; ret = SVGA3D_vgpu10_ClearDepthStencilView(svga->swc, dsv, flags, stencil, (float) depth); if (ret != PIPE_OK) return ret; } } else { ret = SVGA3D_ClearRect(svga->swc, flags, uc.ui[0], (float) depth, stencil, rect.x, rect.y, rect.w, rect.h); if (ret != PIPE_OK) return ret; } if (restore_viewport) { ret = SVGA3D_SetViewport(svga->swc, &svga->state.hw_clear.viewport); } return ret; }