+void
+i915_clear_emit(struct pipe_context *pipe, unsigned buffers,
+ const union pipe_color_union *color,
+ double depth, unsigned stencil,
+ unsigned destx, unsigned desty, unsigned width, unsigned height)
+{
+ struct i915_context *i915 = i915_context(pipe);
+ uint32_t clear_params, clear_color, clear_depth, clear_stencil,
+ clear_color8888, packed_z_stencil;
+ union util_color u_color;
+ float f_depth = depth;
+ struct i915_texture *cbuf_tex, *depth_tex;
+ int depth_clear_bbp, color_clear_bbp;
+
+ cbuf_tex = depth_tex = NULL;
+ clear_params = 0;
+ depth_clear_bbp = color_clear_bbp = 0;
+
+ if (buffers & PIPE_CLEAR_COLOR) {
+ struct pipe_surface *cbuf = i915->framebuffer.cbufs[0];
+
+ clear_params |= CLEARPARAM_WRITE_COLOR;
+ cbuf_tex = i915_texture(cbuf->texture);
+
+ util_pack_color(color->f, cbuf->format, &u_color);
+ if (util_format_get_blocksize(cbuf_tex->b.b.format) == 4) {
+ clear_color = u_color.ui[0];
+ color_clear_bbp = 32;
+ } else {
+ clear_color = (u_color.ui[0] & 0xffff) | (u_color.ui[0] << 16);
+ color_clear_bbp = 16;
+ }
+
+ /* correctly swizzle clear value */
+ if (i915->current.target_fixup_format)
+ util_pack_color(color->f, cbuf->format, &u_color);
+ else
+ util_pack_color(color->f, PIPE_FORMAT_B8G8R8A8_UNORM, &u_color);
+ clear_color8888 = u_color.ui[0];
+ } else
+ clear_color = clear_color8888 = 0;
+
+ clear_depth = clear_stencil = 0;
+ if (buffers & PIPE_CLEAR_DEPTH) {
+ struct pipe_surface *zbuf = i915->framebuffer.zsbuf;
+
+ clear_params |= CLEARPARAM_WRITE_DEPTH;
+ depth_tex = i915_texture(zbuf->texture);
+ packed_z_stencil = util_pack_z_stencil(depth_tex->b.b.format, depth, stencil);
+
+ if (util_format_get_blocksize(depth_tex->b.b.format) == 4) {
+ /* Avoid read-modify-write if there's no stencil. */
+ if (buffers & PIPE_CLEAR_STENCIL
+ || depth_tex->b.b.format != PIPE_FORMAT_Z24_UNORM_S8_UINT) {
+ clear_params |= CLEARPARAM_WRITE_STENCIL;
+ clear_stencil = packed_z_stencil >> 24;
+ }
+
+ clear_depth = packed_z_stencil & 0xffffff;
+ depth_clear_bbp = 32;
+ } else {
+ clear_depth = (packed_z_stencil & 0xffff) | (packed_z_stencil << 16);
+ depth_clear_bbp = 16;
+ }
+ } else if (buffers & PIPE_CLEAR_STENCIL) {
+ struct pipe_surface *zbuf = i915->framebuffer.zsbuf;
+
+ clear_params |= CLEARPARAM_WRITE_STENCIL;
+ depth_tex = i915_texture(zbuf->texture);
+ assert(depth_tex->b.b.format == PIPE_FORMAT_Z24_UNORM_S8_UINT);
+
+ packed_z_stencil = util_pack_z_stencil(depth_tex->b.b.format, depth, stencil);
+ depth_clear_bbp = 32;
+ clear_stencil = packed_z_stencil >> 24;
+ }
+
+ /* hw can't fastclear both depth and color if their bbp mismatch. */
+ if (color_clear_bbp && depth_clear_bbp
+ && color_clear_bbp != depth_clear_bbp) {
+ if (i915->hardware_dirty)
+ i915_emit_hardware_state(i915);
+
+ if (!BEGIN_BATCH(1 + 2*(7 + 7))) {
+ FLUSH_BATCH(NULL, I915_FLUSH_ASYNC);
+
+ i915_emit_hardware_state(i915);
+ i915->vbo_flushed = 1;
+
+ assert(BEGIN_BATCH(1 + 2*(7 + 7)));
+ }
+
+ OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);
+
+ OUT_BATCH(_3DSTATE_CLEAR_PARAMETERS);
+ OUT_BATCH(CLEARPARAM_WRITE_COLOR | CLEARPARAM_CLEAR_RECT);
+ /* Used for zone init prim */
+ OUT_BATCH(clear_color);
+ OUT_BATCH(clear_depth);
+ /* Used for clear rect prim */
+ OUT_BATCH(clear_color8888);
+ OUT_BATCH_F(f_depth);
+ OUT_BATCH(clear_stencil);
+
+ OUT_BATCH(_3DPRIMITIVE | PRIM3D_CLEAR_RECT | 5);
+ OUT_BATCH_F(destx + width);
+ OUT_BATCH_F(desty + height);
+ OUT_BATCH_F(destx);
+ OUT_BATCH_F(desty + height);
+ OUT_BATCH_F(destx);
+ OUT_BATCH_F(desty);
+
+ OUT_BATCH(_3DSTATE_CLEAR_PARAMETERS);
+ OUT_BATCH((clear_params & ~CLEARPARAM_WRITE_COLOR) |
+ CLEARPARAM_CLEAR_RECT);
+ /* Used for zone init prim */
+ OUT_BATCH(clear_color);
+ OUT_BATCH(clear_depth);
+ /* Used for clear rect prim */
+ OUT_BATCH(clear_color8888);
+ OUT_BATCH_F(f_depth);
+ OUT_BATCH(clear_stencil);
+
+ OUT_BATCH(_3DPRIMITIVE | PRIM3D_CLEAR_RECT | 5);
+ OUT_BATCH_F(destx + width);
+ OUT_BATCH_F(desty + height);
+ OUT_BATCH_F(destx);
+ OUT_BATCH_F(desty + height);
+ OUT_BATCH_F(destx);
+ OUT_BATCH_F(desty);
+ } else {
+ if (i915->hardware_dirty)
+ i915_emit_hardware_state(i915);
+
+ if (!BEGIN_BATCH(1 + 7 + 7)) {
+ FLUSH_BATCH(NULL, I915_FLUSH_ASYNC);
+
+ i915_emit_hardware_state(i915);
+ i915->vbo_flushed = 1;
+
+ assert(BEGIN_BATCH(1 + 7 + 7));
+ }
+
+ OUT_BATCH(_3DSTATE_SCISSOR_ENABLE_CMD | DISABLE_SCISSOR_RECT);
+
+ OUT_BATCH(_3DSTATE_CLEAR_PARAMETERS);
+ OUT_BATCH(clear_params | CLEARPARAM_CLEAR_RECT);
+ /* Used for zone init prim */
+ OUT_BATCH(clear_color);
+ OUT_BATCH(clear_depth);
+ /* Used for clear rect prim */
+ OUT_BATCH(clear_color8888);
+ OUT_BATCH_F(f_depth);
+ OUT_BATCH(clear_stencil);
+
+ OUT_BATCH(_3DPRIMITIVE | PRIM3D_CLEAR_RECT | 5);
+ OUT_BATCH_F(destx + width);
+ OUT_BATCH_F(desty + height);
+ OUT_BATCH_F(destx);
+ OUT_BATCH_F(desty + height);
+ OUT_BATCH_F(destx);
+ OUT_BATCH_F(desty);
+ }
+
+ /* Flush after clear, its expected to be a costly operation.
+ * This is not required, just a heuristic, but without the flush we'd need to
+ * clobber the SCISSOR_ENABLE dynamic state. */
+ FLUSH_BATCH(NULL, I915_FLUSH_ASYNC);
+
+ i915->last_fired_vertices = i915->fired_vertices;
+ i915->fired_vertices = 0;
+}