#include "tnl/t_pipeline.h"
#include "swrast_setup/swrast_setup.h"
+#include "main/blend.h"
+#include "main/bufferobj.h"
+#include "main/buffers.h"
+#include "main/depth.h"
+#include "main/polygon.h"
+#include "main/shaders.h"
+#include "main/texstate.h"
+#include "main/varray.h"
+#include "glapi/dispatch.h"
+#include "swrast/swrast.h"
+#include "main/stencil.h"
+#include "main/matrix.h"
+#include "main/attrib.h"
+#include "main/enable.h"
+#include "main/viewport.h"
+
#include "dri_util.h"
#include "vblank.h"
}
}
-static void radeon_get_cliprects(radeonContextPtr radeon,
- struct drm_clip_rect **cliprects,
- unsigned int *num_cliprects,
- int *x_off, int *y_off)
+void radeon_get_cliprects(radeonContextPtr radeon,
+ struct drm_clip_rect **cliprects,
+ unsigned int *num_cliprects,
+ int *x_off, int *y_off)
{
__DRIdrawablePrivate *dPriv = radeon->dri.drawable;
struct radeon_framebuffer *rfb = dPriv->driverPrivate;
static void radeonWaitForIdle(radeonContextPtr radeon)
{
- LOCK_HARDWARE(radeon);
- radeonWaitForIdleLocked(radeon);
- UNLOCK_HARDWARE(radeon);
+ if (!radeon->radeonScreen->driScreen->dri2.enabled) {
+ LOCK_HARDWARE(radeon);
+ radeonWaitForIdleLocked(radeon);
+ UNLOCK_HARDWARE(radeon);
+ }
}
static void radeon_flip_renderbuffers(struct radeon_framebuffer *rfb)
radeonContextPtr radeon = RADEON_CONTEXT(ctx);
struct radeon_renderbuffer *rrbDepth = NULL, *rrbStencil = NULL,
*rrbColor = NULL;
+ uint32_t offset = 0;
if (!fb) {
/* none */
if (fb->Name == 0) {
if (fb->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT) {
- rrbColor = (void *)fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer;
+ rrbColor = radeon_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
radeon->front_cliprects = GL_TRUE;
+ radeon->front_buffer_dirty = GL_TRUE;
} else {
- rrbColor = (void *)fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer;
+ rrbColor = radeon_renderbuffer(fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer);
radeon->front_cliprects = GL_FALSE;
}
} else {
/* user FBO in theory */
struct radeon_renderbuffer *rrb;
- rrb = (void *)fb->_ColorDrawBuffers[0];
- rrbColor = rrb;
+ rrb = radeon_renderbuffer(fb->_ColorDrawBuffers[0]);
+ if (rrb) {
+ offset = rrb->draw_offset;
+ rrbColor = rrb;
+ }
radeon->constant_cliprect = GL_TRUE;
}
radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DRAW_BUFFER, GL_FALSE);
-
if (fb->_DepthBuffer && fb->_DepthBuffer->Wrapped) {
- rrbDepth = (struct radeon_renderbuffer *)fb->_DepthBuffer->Wrapped;
+ rrbDepth = radeon_renderbuffer(fb->_DepthBuffer->Wrapped);
if (rrbDepth && rrbDepth->bo) {
radeon->vtbl.fallback(ctx, RADEON_FALLBACK_DEPTH_BUFFER, GL_FALSE);
} else {
rrbDepth = NULL;
}
- /* TODO stencil things */
if (fb->_StencilBuffer && fb->_StencilBuffer->Wrapped) {
- rrbStencil = (struct radeon_renderbuffer *)fb->_DepthBuffer->Wrapped;
+ rrbStencil = radeon_renderbuffer(fb->_DepthBuffer->Wrapped);
if (rrbStencil && rrbStencil->bo) {
radeon->vtbl.fallback(ctx, RADEON_FALLBACK_STENCIL_BUFFER, GL_FALSE);
/* need to re-compute stencil hw state */
- if (ctx->Driver.Enable != NULL)
- ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
- else
- ctx->NewState |= _NEW_STENCIL;
if (!rrbDepth)
rrbDepth = rrbStencil;
} else {
* Update depth test state
*/
if (ctx->Driver.Enable) {
- if (ctx->Depth.Test && fb->Visual.depthBits > 0) {
- ctx->Driver.Enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- } else {
- ctx->Driver.Enable(ctx, GL_DEPTH_TEST, GL_FALSE);
- }
+ ctx->Driver.Enable(ctx, GL_DEPTH_TEST,
+ (ctx->Depth.Test && fb->Visual.depthBits > 0));
+ ctx->Driver.Enable(ctx, GL_STENCIL_TEST,
+ (ctx->Stencil._Enabled && fb->Visual.stencilBits > 0));
} else {
- ctx->NewState |= _NEW_DEPTH;
+ ctx->NewState |= (_NEW_DEPTH | _NEW_STENCIL);
}
radeon->state.depth.rrb = rrbDepth;
-
radeon->state.color.rrb = rrbColor;
+ radeon->state.color.draw_offset = offset;
+#if 0
/* update viewport since it depends on window size */
if (ctx->Driver.Viewport) {
ctx->Driver.Viewport(ctx, ctx->Viewport.X, ctx->Viewport.Y,
ctx->Viewport.Width, ctx->Viewport.Height);
} else {
- ctx->NewState |= _NEW_VIEWPORT;
+
}
+#endif
+ ctx->NewState |= _NEW_VIEWPORT;
/* Set state we know depends on drawable parameters:
*/
ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height);
radeon->NewGLState |= _NEW_SCISSOR;
+
+ if (ctx->Driver.DepthRange)
+ ctx->Driver.DepthRange(ctx,
+ ctx->Viewport.Near,
+ ctx->Viewport.Far);
+
+ /* Update culling direction which changes depending on the
+ * orientation of the buffer:
+ */
+ if (ctx->Driver.FrontFace)
+ ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
+ else
+ ctx->NewState |= _NEW_POLYGON;
}
/**
*/
void radeonDrawBuffer( GLcontext *ctx, GLenum mode )
{
- radeonContextPtr radeon = RADEON_CONTEXT(ctx);
-
if (RADEON_DEBUG & DEBUG_DRI)
fprintf(stderr, "%s %s\n", __FUNCTION__,
_mesa_lookup_enum_by_nr( mode ));
-
- radeon_firevertices(radeon); /* don't pipeline cliprect changes */
+
+ if (ctx->DrawBuffer->Name == 0) {
+ radeonContextPtr radeon = RADEON_CONTEXT(ctx);
+
+ const GLboolean was_front_buffer_rendering =
+ radeon->is_front_buffer_rendering;
+
+ radeon->is_front_buffer_rendering = (mode == GL_FRONT_LEFT) ||
+ (mode == GL_FRONT);
+
+ /* If we weren't front-buffer rendering before but we are now, make sure
+ * that the front-buffer has actually been allocated.
+ */
+ if (!was_front_buffer_rendering && radeon->is_front_buffer_rendering) {
+ radeon_update_renderbuffers(radeon->dri.context,
+ radeon->dri.context->driDrawablePriv);
+ }
+ }
radeon_draw_buffer(ctx, ctx->DrawBuffer);
}
void radeon_window_moved(radeonContextPtr radeon)
{
- GLcontext *ctx = radeon->glCtx;
- __DRIdrawablePrivate *dPriv = radeon->dri.drawable;
- struct radeon_framebuffer *rfb = dPriv->driverPrivate;
-
if (!radeon->radeonScreen->driScreen->dri2.enabled) {
radeonUpdatePageFlipping(radeon);
}
radeon_window_moved(radeon);
radeon_draw_buffer(ctx, radeon->glCtx->DrawBuffer);
ctx->Driver.Viewport = old_viewport;
-
-
}
-static void radeon_print_state_atom(radeonContextPtr radeon, struct radeon_state_atom *state )
-{
- int i;
- int dwords = (*state->check)(radeon->glCtx, state);
-
- fprintf(stderr, "emit %s %d/%d\n", state->name, state->cmd_size, dwords);
- if (RADEON_DEBUG & DEBUG_VERBOSE)
- for (i = 0 ; i < dwords; i++)
- fprintf(stderr, "\t%s[%d]: %x\n", state->name, i, state->cmd[i]);
+static void radeon_print_state_atom(radeonContextPtr radeon, struct radeon_state_atom *state)
+{
+ int i, j, reg;
+ int dwords = (*state->check) (radeon->glCtx, state);
+ drm_r300_cmd_header_t cmd;
+
+ fprintf(stderr, " emit %s %d/%d\n", state->name, dwords, state->cmd_size);
+
+ if (RADEON_DEBUG & DEBUG_VERBOSE) {
+ for (i = 0; i < dwords;) {
+ cmd = *((drm_r300_cmd_header_t *) &state->cmd[i]);
+ reg = (cmd.packet0.reghi << 8) | cmd.packet0.reglo;
+ fprintf(stderr, " %s[%d]: cmdpacket0 (first reg=0x%04x, count=%d)\n",
+ state->name, i, reg, cmd.packet0.count);
+ ++i;
+ for (j = 0; j < cmd.packet0.count && i < dwords; j++) {
+ fprintf(stderr, " %s[%d]: 0x%04x = %08x\n",
+ state->name, i, reg, state->cmd[i]);
+ reg += 4;
+ ++i;
+ }
+ }
+ }
+}
+static void radeon_print_state_atom_kmm(radeonContextPtr radeon, struct radeon_state_atom *state)
+{
+ int i, j, reg, count;
+ int dwords = (*state->check) (radeon->glCtx, state);
+ uint32_t packet0;
+
+ fprintf(stderr, " emit %s %d/%d\n", state->name, dwords, state->cmd_size);
+
+ if (RADEON_DEBUG & DEBUG_VERBOSE) {
+ for (i = 0; i < dwords;) {
+ packet0 = state->cmd[i];
+ reg = (packet0 & 0x1FFF) << 2;
+ count = ((packet0 & 0x3FFF0000) >> 16) + 1;
+ fprintf(stderr, " %s[%d]: cmdpacket0 (first reg=0x%04x, count=%d)\n",
+ state->name, i, reg, count);
+ ++i;
+ for (j = 0; j < count && i < dwords; j++) {
+ fprintf(stderr, " %s[%d]: 0x%04x = %08x\n",
+ state->name, i, reg, state->cmd[i]);
+ reg += 4;
+ ++i;
+ }
+ }
+ }
}
static INLINE void radeonEmitAtoms(radeonContextPtr radeon, GLboolean dirty)
dwords = (*atom->check) (radeon->glCtx, atom);
if (dwords) {
if (DEBUG_CMDBUF && RADEON_DEBUG & DEBUG_STATE) {
- radeon_print_state_atom(radeon, atom);
+ if (radeon->radeonScreen->kernel_mm)
+ radeon_print_state_atom_kmm(radeon, atom);
+ else
+ radeon_print_state_atom(radeon, atom);
}
if (atom->emit) {
(*atom->emit)(radeon->glCtx, atom);
COMMIT_BATCH();
}
+GLboolean radeon_revalidate_bos(GLcontext *ctx)
+{
+ radeonContextPtr radeon = RADEON_CONTEXT(ctx);
+ int flushed = 0;
+ int ret;
+again:
+ ret = radeon_cs_space_check(radeon->cmdbuf.cs, radeon->state.bos, radeon->state.validated_bo_count);
+ if (ret == RADEON_CS_SPACE_OP_TO_BIG)
+ return GL_FALSE;
+ if (ret == RADEON_CS_SPACE_FLUSH) {
+ radeonFlush(ctx);
+ if (flushed)
+ return GL_FALSE;
+ flushed = 1;
+ goto again;
+ }
+ return GL_TRUE;
+}
+
+void radeon_validate_reset_bos(radeonContextPtr radeon)
+{
+ int i;
+
+ for (i = 0; i < radeon->state.validated_bo_count; i++) {
+ radeon_bo_unref(radeon->state.bos[i].bo);
+ radeon->state.bos[i].bo = NULL;
+ radeon->state.bos[i].read_domains = 0;
+ radeon->state.bos[i].write_domain = 0;
+ radeon->state.bos[i].new_accounted = 0;
+ }
+ radeon->state.validated_bo_count = 0;
+}
+
+void radeon_validate_bo(radeonContextPtr radeon, struct radeon_bo *bo, uint32_t read_domains, uint32_t write_domain)
+{
+ radeon_bo_ref(bo);
+ radeon->state.bos[radeon->state.validated_bo_count].bo = bo;
+ radeon->state.bos[radeon->state.validated_bo_count].read_domains = read_domains;
+ radeon->state.bos[radeon->state.validated_bo_count].write_domain = write_domain;
+ radeon->state.bos[radeon->state.validated_bo_count].new_accounted = 0;
+ radeon->state.validated_bo_count++;
+
+ assert(radeon->state.validated_bo_count < RADEON_MAX_BOS);
+}
+
void radeonEmitState(radeonContextPtr radeon)
{
if (RADEON_DEBUG & (DEBUG_STATE|DEBUG_PRIMS))
if (RADEON_DEBUG & DEBUG_IOCTL)
fprintf(stderr, "%s %d\n", __FUNCTION__, radeon->cmdbuf.cs->cdw);
+ /* okay if we have no cmds in the buffer &&
+ we have no DMA flush &&
+ we have no DMA buffer allocated.
+ then no point flushing anything at all.
+ */
+ if (!radeon->dma.flush && !radeon->cmdbuf.cs->cdw && !radeon->dma.current)
+ return;
+
if (radeon->dma.flush)
radeon->dma.flush( ctx );
if (radeon->cmdbuf.cs->cdw)
rcommonFlushCmdBuf(radeon, __FUNCTION__);
+
+ if ((ctx->DrawBuffer->Name == 0) && radeon->front_buffer_dirty) {
+ __DRIscreen *const screen = radeon->radeonScreen->driScreen;
+
+ if (screen->dri2.loader && (screen->dri2.loader->base.version >= 2)
+ && (screen->dri2.loader->flushFrontBuffer != NULL)) {
+ (*screen->dri2.loader->flushFrontBuffer)(radeon->dri.drawable,
+ radeon->dri.drawable->loaderPrivate);
+
+ /* Only clear the dirty bit if front-buffer rendering is no longer
+ * enabled. This is done so that the dirty bit can only be set in
+ * glDrawBuffer. Otherwise the dirty bit would have to be set at
+ * each of N places that do rendering. This has worse performances,
+ * but it is much easier to get correct.
+ */
+ if (radeon->is_front_buffer_rendering) {
+ radeon->front_buffer_dirty = GL_FALSE;
+ }
+ }
+ }
}
/* Make sure all commands have been sent to the hardware and have
if (radeon->radeonScreen->kernel_mm) {
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
struct radeon_renderbuffer *rrb;
- rrb = (struct radeon_renderbuffer *)fb->_ColorDrawBuffers[i];
- if (rrb->bo)
+ rrb = radeon_renderbuffer(fb->_ColorDrawBuffers[i]);
+ if (rrb && rrb->bo)
+ radeon_bo_wait(rrb->bo);
+ }
+ {
+ struct radeon_renderbuffer *rrb;
+ rrb = radeon_get_depthbuffer(radeon);
+ if (rrb && rrb->bo)
radeon_bo_wait(rrb->bo);
}
} else if (radeon->do_irqs) {
}
radeon_cs_erase(rmesa->cmdbuf.cs);
rmesa->cmdbuf.flushing = 0;
+
+ if (radeon_revalidate_bos(rmesa->glCtx) == GL_FALSE) {
+ fprintf(stderr,"failed to revalidate buffers\n");
+ }
+
return ret;
}
radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_VRAM, rmesa->radeonScreen->texSize[0]);
radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_GTT, rmesa->radeonScreen->gartTextures.size);
} else {
- struct drm_radeon_gem_info mminfo;
+ struct drm_radeon_gem_info mminfo = { 0 };
if (!drmCommandWriteRead(rmesa->dri.fd, DRM_RADEON_GEM_INFO, &mminfo, sizeof(mminfo)))
{
- radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_VRAM, mminfo.vram_size);
+ radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_VRAM, mminfo.vram_visible);
radeon_cs_set_limit(rmesa->cmdbuf.cs, RADEON_GEM_DOMAIN_GTT, mminfo.gart_size);
}
}
+static void
+radeon_meta_set_passthrough_transform(radeonContextPtr radeon)
+{
+ GLcontext *ctx = radeon->glCtx;
+
+ radeon->meta.saved_vp_x = ctx->Viewport.X;
+ radeon->meta.saved_vp_y = ctx->Viewport.Y;
+ radeon->meta.saved_vp_width = ctx->Viewport.Width;
+ radeon->meta.saved_vp_height = ctx->Viewport.Height;
+ radeon->meta.saved_matrix_mode = ctx->Transform.MatrixMode;
+
+ _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
+
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+ _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
+
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PushMatrix();
+ _mesa_LoadIdentity();
+}
+
+static void
+radeon_meta_restore_transform(radeonContextPtr radeon)
+{
+ _mesa_MatrixMode(GL_PROJECTION);
+ _mesa_PopMatrix();
+ _mesa_MatrixMode(GL_MODELVIEW);
+ _mesa_PopMatrix();
+
+ _mesa_MatrixMode(radeon->meta.saved_matrix_mode);
+
+ _mesa_Viewport(radeon->meta.saved_vp_x, radeon->meta.saved_vp_y,
+ radeon->meta.saved_vp_width, radeon->meta.saved_vp_height);
+}
+
+
+/**
+ * Perform glClear where mask contains only color, depth, and/or stencil.
+ *
+ * The implementation is based on calling into Mesa to set GL state and
+ * performing normal triangle rendering. The intent of this path is to
+ * have as generic a path as possible, so that any driver could make use of
+ * it.
+ */
+
+
+void radeon_clear_tris(GLcontext *ctx, GLbitfield mask)
+{
+ radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
+ GLfloat vertices[4][3];
+ GLfloat color[4][4];
+ GLfloat dst_z;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ int i;
+ GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
+ GLboolean saved_shader_program = 0;
+ unsigned int saved_active_texture;
+
+ assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
+ BUFFER_BIT_STENCIL)) == 0);
+
+ _mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
+ GL_CURRENT_BIT |
+ GL_DEPTH_BUFFER_BIT |
+ GL_ENABLE_BIT |
+ GL_POLYGON_BIT |
+ GL_STENCIL_BUFFER_BIT |
+ GL_TRANSFORM_BIT |
+ GL_CURRENT_BIT);
+ _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
+ saved_active_texture = ctx->Texture.CurrentUnit;
+
+ /* Disable existing GL state we don't want to apply to a clear. */
+ _mesa_Disable(GL_ALPHA_TEST);
+ _mesa_Disable(GL_BLEND);
+ _mesa_Disable(GL_CULL_FACE);
+ _mesa_Disable(GL_FOG);
+ _mesa_Disable(GL_POLYGON_SMOOTH);
+ _mesa_Disable(GL_POLYGON_STIPPLE);
+ _mesa_Disable(GL_POLYGON_OFFSET_FILL);
+ _mesa_Disable(GL_LIGHTING);
+ _mesa_Disable(GL_CLIP_PLANE0);
+ _mesa_Disable(GL_CLIP_PLANE1);
+ _mesa_Disable(GL_CLIP_PLANE2);
+ _mesa_Disable(GL_CLIP_PLANE3);
+ _mesa_Disable(GL_CLIP_PLANE4);
+ _mesa_Disable(GL_CLIP_PLANE5);
+ _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
+ saved_fp_enable = GL_TRUE;
+ _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
+ }
+ if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
+ saved_vp_enable = GL_TRUE;
+ _mesa_Disable(GL_VERTEX_PROGRAM_ARB);
+ }
+ if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
+ saved_shader_program = ctx->Shader.CurrentProgram->Name;
+ _mesa_UseProgramObjectARB(0);
+ }
+
+ if (ctx->Texture._EnabledUnits != 0) {
+ int i;
+
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
+ _mesa_Disable(GL_TEXTURE_1D);
+ _mesa_Disable(GL_TEXTURE_2D);
+ _mesa_Disable(GL_TEXTURE_3D);
+ if (ctx->Extensions.ARB_texture_cube_map)
+ _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (ctx->Extensions.NV_texture_rectangle)
+ _mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
+ if (ctx->Extensions.MESA_texture_array) {
+ _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
+ _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
+ }
+ }
+ }
+
+#if FEATURE_ARB_vertex_buffer_object
+ _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+#endif
+
+ radeon_meta_set_passthrough_transform(rmesa);
+
+ for (i = 0; i < 4; i++) {
+ color[i][0] = ctx->Color.ClearColor[0];
+ color[i][1] = ctx->Color.ClearColor[1];
+ color[i][2] = ctx->Color.ClearColor[2];
+ color[i][3] = ctx->Color.ClearColor[3];
+ }
+
+ /* convert clear Z from [0,1] to NDC coord in [-1,1] */
+
+ dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
+ /* Prepare the vertices, which are the same regardless of which buffer we're
+ * drawing to.
+ */
+ vertices[0][0] = fb->_Xmin;
+ vertices[0][1] = fb->_Ymin;
+ vertices[0][2] = dst_z;
+ vertices[1][0] = fb->_Xmax;
+ vertices[1][1] = fb->_Ymin;
+ vertices[1][2] = dst_z;
+ vertices[2][0] = fb->_Xmax;
+ vertices[2][1] = fb->_Ymax;
+ vertices[2][2] = dst_z;
+ vertices[3][0] = fb->_Xmin;
+ vertices[3][1] = fb->_Ymax;
+ vertices[3][2] = dst_z;
+
+ _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
+ _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices);
+ _mesa_Enable(GL_COLOR_ARRAY);
+ _mesa_Enable(GL_VERTEX_ARRAY);
+
+ while (mask != 0) {
+ GLuint this_mask = 0;
+ GLuint color_bit;
+
+ color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
+ if (color_bit != 0)
+ this_mask |= (1 << (color_bit - 1));
+
+ /* Clear depth/stencil in the same pass as color. */
+ this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
+
+ /* Select the current color buffer and use the color write mask if
+ * we have one, otherwise don't write any color channels.
+ */
+ if (this_mask & BUFFER_BIT_FRONT_LEFT)
+ _mesa_DrawBuffer(GL_FRONT_LEFT);
+ else if (this_mask & BUFFER_BIT_BACK_LEFT)
+ _mesa_DrawBuffer(GL_BACK_LEFT);
+ else if (color_bit != 0)
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
+ (color_bit - BUFFER_COLOR0 - 1));
+ else
+ _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ /* Control writing of the depth clear value to depth. */
+ if (this_mask & BUFFER_BIT_DEPTH) {
+ _mesa_DepthFunc(GL_ALWAYS);
+ _mesa_DepthMask(GL_TRUE);
+ _mesa_Enable(GL_DEPTH_TEST);
+ } else {
+ _mesa_Disable(GL_DEPTH_TEST);
+ _mesa_DepthMask(GL_FALSE);
+ }
+
+ /* Control writing of the stencil clear value to stencil. */
+ if (this_mask & BUFFER_BIT_STENCIL) {
+ _mesa_Enable(GL_STENCIL_TEST);
+ _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, ctx->Stencil.Clear,
+ ctx->Stencil.WriteMask[0]);
+ } else {
+ _mesa_Disable(GL_STENCIL_TEST);
+ }
+
+ CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+
+ mask &= ~this_mask;
+ }
+
+ radeon_meta_restore_transform(rmesa);
+
+ _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
+ if (saved_fp_enable)
+ _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
+ if (saved_vp_enable)
+ _mesa_Enable(GL_VERTEX_PROGRAM_ARB);
+
+ if (saved_shader_program)
+ _mesa_UseProgramObjectARB(saved_shader_program);
+
+ _mesa_PopClientAttrib();
+ _mesa_PopAttrib();
+}