/* Clear a region of a depth stencil surface. */ static void r300_clear_depth_stencil(struct pipe_context *pipe, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height, bool render_condition_enabled) { struct r300_context *r300 = r300_context(pipe); struct pipe_framebuffer_state *fb = (struct pipe_framebuffer_state*)r300->fb_state.state; if (r300->zmask_in_use && !r300->locked_zbuffer) { if (fb->zsbuf->texture == dst->texture) { r300_decompress_zmask(r300); } } /* XXX Do not decompress ZMask of the currently-set zbuffer. */ r300_blitter_begin(r300, R300_CLEAR_SURFACE | (render_condition_enabled ? 0 : R300_IGNORE_RENDER_COND)); util_blitter_clear_depth_stencil(r300->blitter, dst, clear_flags, depth, stencil, dstx, dsty, width, height); r300_blitter_end(r300); }
static void svga_clear_depth_stencil(struct pipe_context *pipe, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height, bool render_condition_enabled) { struct svga_context *svga = svga_context( pipe ); svga_toggle_render_condition(svga, render_condition_enabled, FALSE); /* Use software fallback */ begin_blit(svga); util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer); util_blitter_clear_depth_stencil(svga->blitter, dst, clear_flags, depth, stencil, dstx, dsty, width, height); svga_toggle_render_condition(svga, render_condition_enabled, TRUE); }
static void r600_clear_depth_stencil(struct pipe_context *ctx, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct r600_context *rctx = (struct r600_context *)ctx; r600_blitter_begin(ctx, R600_CLEAR_SURFACE); util_blitter_clear_depth_stencil(rctx->blitter, dst, clear_flags, depth, stencil, dstx, dsty, width, height); r600_blitter_end(ctx); }
/* Clear a region of a depth stencil surface. */ static void r300_clear_depth_stencil(struct pipe_context *pipe, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height) { struct r300_context *r300 = r300_context(pipe); r300_blitter_begin(r300, R300_CLEAR_SURFACE); util_blitter_clear_depth_stencil(r300->blitter, dst, clear_flags, depth, stencil, dstx, dsty, width, height); r300_blitter_end(r300); }
bool ilo_blitter_pipe_clear_zs(struct ilo_blitter *blitter, struct pipe_surface *zs, unsigned clear_flags, double depth, unsigned stencil, unsigned x, unsigned y, unsigned width, unsigned height) { ilo_blitter_pipe_begin(blitter, ILO_BLITTER_PIPE_CLEAR, false); util_blitter_clear_depth_stencil(blitter->pipe_blitter, zs, clear_flags, depth, stencil, x, y, width, height); ilo_blitter_pipe_end(blitter); return true; }
static void si_clear_depth_stencil(struct pipe_context *ctx, struct pipe_surface *dst, unsigned clear_flags, double depth, unsigned stencil, unsigned dstx, unsigned dsty, unsigned width, unsigned height, bool render_condition_enabled) { struct si_context *sctx = (struct si_context *)ctx; si_blitter_begin(sctx, SI_CLEAR_SURFACE | (render_condition_enabled ? 0 : SI_DISABLE_RENDER_COND)); util_blitter_clear_depth_stencil(sctx->blitter, dst, clear_flags, depth, stencil, dstx, dsty, width, height); si_blitter_end(sctx); }
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); }