struct pipe_context *pipe = st->pipe;
if (st->clear.vert_shader.tokens) {
- FREE((void *) st->clear.vert_shader.tokens);
+ _mesa_free((void *) st->clear.vert_shader.tokens);
st->clear.vert_shader.tokens = NULL;
}
if (st->clear.frag_shader.tokens) {
- FREE((void *) st->clear.frag_shader.tokens);
+ _mesa_free((void *) st->clear.frag_shader.tokens);
st->clear.frag_shader.tokens = NULL;
}
st->clear.vs = NULL;
}
if (st->clear.vbuf) {
- pipe_buffer_destroy(pipe->screen, st->clear.vbuf);
+ pipe_buffer_reference(pipe->screen, &st->clear.vbuf, NULL);
st->clear.vbuf = NULL;
}
}
{
struct st_context *st = ctx->st;
struct pipe_context *pipe = st->pipe;
+ const GLuint max_slots = 1024 / sizeof(st->clear.vertices);
GLuint i;
void *buf;
+ if (st->clear.vbuf_slot >= max_slots) {
+ pipe_buffer_reference(pipe->screen, &st->clear.vbuf, NULL);
+ st->clear.vbuf_slot = 0;
+ }
+
if (!st->clear.vbuf) {
st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
- sizeof(st->clear.vertices));
+ max_slots * sizeof(st->clear.vertices));
}
/* positions */
/* put vertex data into vbuf */
buf = pipe_buffer_map(pipe->screen, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
- memcpy(buf, st->clear.vertices, sizeof(st->clear.vertices));
+
+ memcpy((char *)buf + st->clear.vbuf_slot * sizeof(st->clear.vertices),
+ st->clear.vertices,
+ sizeof(st->clear.vertices));
+
pipe_buffer_unmap(pipe->screen, st->clear.vbuf);
/* draw */
- util_draw_vertex_buffer(pipe, st->clear.vbuf,
+ util_draw_vertex_buffer(pipe,
+ st->clear.vbuf,
+ st->clear.vbuf_slot * sizeof(st->clear.vertices),
PIPE_PRIM_TRIANGLE_FAN,
4, /* verts */
2); /* attribs/vert */
+
+ /* Increment slot */
+ st->clear.vbuf_slot++;
}
depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
depth_stencil.stencil[0].ref_value = ctx->Stencil.Clear;
- depth_stencil.stencil[0].value_mask = 0xff;
- depth_stencil.stencil[0].write_mask = ctx->Stencil.WriteMask[0] & 0xff;
+ depth_stencil.stencil[0].valuemask = 0xff;
+ depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
}
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
static void
clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
+
if (check_clear_color_with_quad( ctx, rb )) {
/* masking or scissoring */
clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
}
else {
/* clear whole buffer w/out masking */
- struct st_renderbuffer *strb = st_renderbuffer(rb);
uint clearValue;
/* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
* at this time!
static void
clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
+
if (check_clear_depth_with_quad(ctx, rb)) {
/* scissoring or we have a combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
}
else {
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
/* simple clear of whole buffer */
uint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
static void
clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
+
if (check_clear_stencil_with_quad(ctx, rb)) {
/* masking or scissoring or combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
}
else {
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
/* simple clear of whole buffer */
GLuint clearValue = ctx->Stencil.Clear;
static void
clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
if (check_clear_depth_stencil_with_quad(ctx, rb)) {
/* masking or scissoring */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
}
else {
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
/* clear whole buffer w/out masking */
GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
}
+void st_flush_clear( struct st_context *st )
+{
+ /* Release vertex buffer to avoid synchronous rendering if we were
+ * to map it in the next frame.
+ */
+ pipe_buffer_reference(st->pipe->screen, &st->clear.vbuf, NULL);
+ st->clear.vbuf_slot = 0;
+}
+
+
/**
* Called via ctx->Driver.Clear()