Commit 47e3896d authored by Luca Barbieri's avatar Luca Barbieri Committed by Marek Olšák

gallium: implement clamping controls (ARB_color_buffer_float)

BTW this changes the gallium interface.
Some rather cosmetic changes by Marek.

Squashed commit of the following:

commit 513b37d4
Author: Luca Barbieri <luca@luca-barbieri.com>
Date:   Thu Aug 26 18:17:54 2010 +0200

    mesa/st: respect fragment clamping in st_DrawPixels

commit 546a31e4
Author: Luca Barbieri <luca@luca-barbieri.com>
Date:   Thu Aug 26 18:17:28 2010 +0200

    mesa/st: support fragment and vertex color clamping

commit c406514a
Author: Luca Barbieri <luca@luca-barbieri.com>
Date:   Tue Aug 24 21:56:37 2010 +0200

    mesa/st: expose ARB_color_buffer_float if unclamping is supported

commit d0c5ea11
Author: Luca Barbieri <luca@luca-barbieri.com>
Date:   Thu Aug 26 17:53:41 2010 +0200

    mesa/st: use unclamped colors

    This assumes that Gallium is to be interpreted as given drivers the
    responsibility to clamp these colors if necessary.

commit aef5c3c6
Author: Luca Barbieri <luca@luca-barbieri.com>
Date:   Thu Aug 26 18:12:34 2010 +0200

    mesa, mesa/st: handle read color clamping properly

    We set IMAGE_CLAMP_BIT in the caller based on _ClampReadColor, where
    the operation mandates it. (see the removed XXX comment. -Marek)

    TODO: did I get the set of operations mandating it right?

commit 76bdfcfe
Author: Luca Barbieri <luca@luca-barbieri.com>
Date:   Thu Aug 26 18:18:25 2010 +0200

    gallium: add color clamping to the interface
parent e5c6a92a
......@@ -7,6 +7,30 @@ The rasterizer state controls the rendering of points, lines and triangles.
Attributes include polygon culling state, line width, line stipple,
multisample state, scissoring and flat/smooth shading.
Linkage
clamp_vertex_color
^^^^^^^^^^^^^^^^^^
If set, TGSI_SEMANTIC_COLOR registers are clamped to the [0, 1] range after
the execution of the vertex shader, before being passed to the geometry
shader or fragment shader.
OpenGL: glClampColor(GL_CLAMP_VERTEX_COLOR) in GL 3.0 or GL_ARB_color_buffer_float
D3D11: seems always disabled
clamp_fragment_color
^^^^^^^^^^^^^^^^^^^^
Controls whether TGSI_SEMANTIC_COLOR outputs of the fragment shader
are clamped to [0, 1].
OpenGL: glClampColor(GL_CLAMP_FRAGMENT_COLOR) in GL 3.0 or ARB_color_buffer_float
D3D11: seems always disabled
Shading
-------
......
......@@ -463,6 +463,8 @@ enum pipe_cap {
PIPE_CAP_SHADER_STENCIL_EXPORT,
PIPE_CAP_TGSI_INSTANCEID,
PIPE_CAP_VERTEX_ELEMENT_INSTANCE_DIVISOR,
PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL,
PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL
};
/* Shader caps not specific to any single stage */
......
......@@ -81,6 +81,8 @@ struct pipe_rasterizer_state
{
unsigned flatshade:1;
unsigned light_twoside:1;
unsigned clamp_vertex_color:1;
unsigned clamp_fragment_color:1;
unsigned front_ccw:1;
unsigned cull_face:2; /**< PIPE_FACE_x */
unsigned fill_front:2; /**< PIPE_POLYGON_MODE_x */
......
......@@ -286,7 +286,7 @@ update_blend( struct st_context *st )
{
struct pipe_blend_color bc;
COPY_4FV(bc.color, st->ctx->Color.BlendColor);
COPY_4FV(bc.color, st->ctx->Color.BlendColorUnclamped);
cso_set_blend_color(st->cso_context, &bc);
}
}
......
......@@ -142,7 +142,7 @@ update_depth_stencil_alpha(struct st_context *st)
if (ctx->Color.AlphaEnabled) {
dsa->alpha.enabled = 1;
dsa->alpha.func = st_compare_func_to_pipe(ctx->Color.AlphaFunc);
dsa->alpha.ref_value = ctx->Color.AlphaRef;
dsa->alpha.ref_value = ctx->Color.AlphaRefUnclamped;
}
cso_set_depth_stencil_alpha(st->cso_context, dsa);
......
......@@ -112,6 +112,8 @@ static void update_raster_state( struct st_context *st )
raster->light_twoside = 1;
}
raster->clamp_vertex_color = ctx->Light._ClampVertexColor;
/* _NEW_POLYGON
*/
if (ctx->Polygon.CullFlag) {
......@@ -252,6 +254,9 @@ static void update_raster_state( struct st_context *st )
if (ctx->Scissor.Enabled)
raster->scissor = 1;
/* _NEW_FRAG_CLAMP */
raster->clamp_fragment_color = ctx->Color._ClampFragmentColor;
raster->gl_rasterization_rules = 1;
cso_set_rasterizer(st->cso_context, raster);
......@@ -267,7 +272,8 @@ const struct st_tracked_state st_update_rasterizer = {
_NEW_POINT |
_NEW_POLYGON |
_NEW_PROGRAM |
_NEW_SCISSOR), /* mesa state dependencies*/
_NEW_SCISSOR |
_NEW_FRAG_CLAMP), /* mesa state dependencies*/
ST_NEW_VERTEX_PROGRAM, /* state tracker dependencies */
},
update_raster_state /* update function */
......
......@@ -323,7 +323,7 @@ clear_with_quad(struct gl_context *ctx,
set_vertex_shader(st);
if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
st_translate_color(ctx->Color.ClearColor,
st_translate_color(ctx->Color.ClearColorUnclamped,
ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
clearColor);
}
......@@ -585,7 +585,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
clearColor);
}
st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColor,
st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColorUnclamped,
ctx->Depth.Clear, ctx->Stencil.Clear);
}
if (mask & BUFFER_BIT_ACCUM)
......
......@@ -582,6 +582,7 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
{
struct pipe_rasterizer_state rasterizer;
memset(&rasterizer, 0, sizeof(rasterizer));
rasterizer.clamp_fragment_color = ctx->Color._ClampFragmentColor;
rasterizer.gl_rasterization_rules = 1;
rasterizer.scissor = ctx->Scissor.Enabled;
cso_set_rasterizer(cso, &rasterizer);
......
......@@ -331,7 +331,7 @@ st_readpixels(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei h
struct st_context *st = st_context(ctx);
struct pipe_context *pipe = st->pipe;
GLfloat (*temp)[4];
const GLbitfield transferOps = ctx->_ImageTransferState;
GLbitfield transferOps = ctx->_ImageTransferState;
GLsizei i, j;
GLint yStep, dfStride;
GLfloat *df;
......@@ -391,7 +391,10 @@ st_readpixels(struct gl_context *ctx, GLint x, GLint y, GLsizei width, GLsizei h
return;
}
if (format == GL_RGBA && type == GL_FLOAT) {
if(ctx->Color._ClampReadColor)
transferOps |= IMAGE_CLAMP_BIT;
if (format == GL_RGBA && type == GL_FLOAT && !transferOps) {
/* write tile(row) directly into user's buffer */
df = (GLfloat *) _mesa_image_address2d(&clippedPacking, dest, width,
height, format, type, 0, 0);
......
......@@ -508,6 +508,13 @@ void st_init_extensions(struct st_context *st)
ctx->Extensions.ARB_depth_clamp = GL_TRUE;
}
/* this extension does not actually require support of floating point
* render targets, just clamping controls
*/
if(screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMP_CONTROL) &&
screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMP_CONTROL))
ctx->Extensions.ARB_color_buffer_float = GL_TRUE;
if (screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT)) {
ctx->Extensions.ARB_shader_stencil_export = GL_TRUE;
}
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment