#include "main/glheader.h"
#include "main/macros.h"
#include "shader/prog_instruction.h"
-#include "st_atom.h"
#include "st_context.h"
+#include "st_atom.h"
+#include "st_cb_accum.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
+#include "st_draw.h"
#include "st_program.h"
#include "st_public.h"
+#include "st_mesa_to_tgsi.h"
+
#include "pipe/p_context.h"
+#include "pipe/p_inlines.h"
+#include "pipe/p_state.h"
#include "pipe/p_defines.h"
-#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
-#include "vf/vf.h"
+#include "util/u_pack_color.h"
+#include "util/u_simple_shaders.h"
+#include "util/u_draw_quad.h"
+#include "cso_cache/cso_context.h"
-
-static GLuint
-color_value(GLuint pipeFormat, const GLfloat color[4])
+void
+st_init_clear(struct st_context *st)
{
- GLubyte r, g, b, a;
+ struct pipe_context *pipe = st->pipe;
+
+ /* rasterizer state: bypass clipping */
+ memset(&st->clear.raster, 0, sizeof(st->clear.raster));
+ st->clear.raster.gl_rasterization_rules = 1;
+ st->clear.raster.bypass_clipping = 1;
+
+ /* viewport state: identity since we're drawing in window coords */
+ st->clear.viewport.scale[0] = 1.0;
+ st->clear.viewport.scale[1] = 1.0;
+ st->clear.viewport.scale[2] = 1.0;
+ st->clear.viewport.scale[3] = 1.0;
+ st->clear.viewport.translate[0] = 0.0;
+ st->clear.viewport.translate[1] = 0.0;
+ st->clear.viewport.translate[2] = 0.0;
+ st->clear.viewport.translate[3] = 0.0;
- UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
- UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
- UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
- UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
+ /* fragment shader state: color pass-through program */
+ st->clear.fs =
+ util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
- switch (pipeFormat) {
- case PIPE_FORMAT_U_R8_G8_B8_A8:
- return (r << 24) | (g << 16) | (b << 8) | a;
- case PIPE_FORMAT_U_A8_R8_G8_B8:
- return (a << 24) | (r << 16) | (g << 8) | b;
- case PIPE_FORMAT_U_R5_G6_B5:
- return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
- default:
- return 0;
+ /* vertex shader state: color/position pass-through */
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR };
+ const uint semantic_indexes[] = { 0, 0 };
+ st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
+ semantic_names,
+ semantic_indexes,
+ &st->clear.vert_shader);
}
}
-
-static GLuint
-depth_value(GLuint pipeFormat, GLfloat value)
+
+void
+st_destroy_clear(struct st_context *st)
{
- GLuint val;
- switch (pipeFormat) {
- case PIPE_FORMAT_U_Z16:
- val = (GLuint) (value * 0xffffff);
- break;
- case PIPE_FORMAT_U_Z32:
- val = (GLuint) (value * 0xffffffff);
- break;
- case PIPE_FORMAT_S8_Z24:
- /*case PIPE_FORMAT_Z24_S8:*/
- val = (GLuint) (value * 0xffffff);
- break;
- default:
- assert(0);
+ struct pipe_context *pipe = st->pipe;
+
+ if (st->clear.vert_shader.tokens) {
+ 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);
+ st->clear.frag_shader.tokens = NULL;
+ }
+
+ if (st->clear.fs) {
+ cso_delete_fragment_shader(st->cso_context, st->clear.fs);
+ st->clear.fs = NULL;
+ }
+ if (st->clear.vs) {
+ cso_delete_vertex_shader(st->cso_context, st->clear.vs);
+ st->clear.vs = NULL;
+ }
+ if (st->clear.vbuf) {
+ pipe_buffer_destroy(pipe->screen, st->clear.vbuf);
+ st->clear.vbuf = NULL;
}
- return val;
}
static GLboolean
-is_depth_stencil_format(GLuint pipeFormat)
+is_depth_stencil_format(enum pipe_format pipeFormat)
{
switch (pipeFormat) {
- case PIPE_FORMAT_S8_Z24:
- /*case PIPE_FORMAT_Z24_S8:*/
+ case PIPE_FORMAT_S8Z24_UNORM:
+ case PIPE_FORMAT_Z24S8_UNORM:
return GL_TRUE;
default:
return GL_FALSE;
-/**
- * Create a simple fragment shader that just passes through the fragment color.
- */
-static struct st_fragment_program *
-make_color_shader(struct st_context *st)
-{
- GLcontext *ctx = st->ctx;
- struct st_fragment_program *stfp;
- struct gl_program *p;
- GLboolean b;
-
- p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
- if (!p)
- return NULL;
-
- p->NumInstructions = 2;
- p->Instructions = _mesa_alloc_instructions(2);
- if (!p->Instructions) {
- ctx->Driver.DeleteProgram(ctx, p);
- return NULL;
- }
- _mesa_init_instructions(p->Instructions, 2);
- /* MOV result.color, fragment.color; */
- p->Instructions[0].Opcode = OPCODE_MOV;
- p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
- p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
- /* END; */
- p->Instructions[1].Opcode = OPCODE_END;
-
- p->InputsRead = FRAG_BIT_COL0;
- p->OutputsWritten = (1 << FRAG_RESULT_COLR);
-
- stfp = (struct st_fragment_program *) p;
- /* compile into tgsi format */
- b = tgsi_mesa_compile_fp_program(&stfp->Base,
- stfp->tokens, ST_FP_MAX_TOKENS);
- assert(b);
-
- return stfp;
-}
-
-
-/**
- * Create a simple vertex shader that just passes through the
- * vertex position and color.
- */
-static struct st_vertex_program *
-make_vertex_shader(struct st_context *st)
-{
- GLcontext *ctx = st->ctx;
- struct st_vertex_program *stvp;
- struct gl_program *p;
- GLboolean b;
-
- p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
- if (!p)
- return NULL;
-
- p->NumInstructions = 3;
- p->Instructions = _mesa_alloc_instructions(3);
- if (!p->Instructions) {
- ctx->Driver.DeleteProgram(ctx, p);
- return NULL;
- }
- _mesa_init_instructions(p->Instructions, 3);
- /* MOV result.pos, vertex.pos; */
- p->Instructions[0].Opcode = OPCODE_MOV;
- p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
- p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
- /* MOV result.color, vertex.color; */
- p->Instructions[1].Opcode = OPCODE_MOV;
- p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
- p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
- p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
- p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
- /* END; */
- p->Instructions[2].Opcode = OPCODE_END;
-
- p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
- p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
- (1 << VERT_RESULT_HPOS));
-
- stvp = (struct st_vertex_program *) p;
- /* compile into tgsi format */
- b = tgsi_mesa_compile_vp_program(&stvp->Base,
- stvp->tokens, ST_FP_MAX_TOKENS);
- assert(b);
-
- return stvp;
-}
-
-
-
/**
* Draw a screen-aligned quadrilateral.
- * Coords are window coords.
- * XXX need to emit clip coords when using a vertex program!
+ * Coords are window coords with y=0=bottom. These coords will be transformed
+ * by the vertex shader and viewport transform (which will flip Y if needed).
*/
static void
draw_quad(GLcontext *ctx,
float x0, float y0, float x1, float y1, GLfloat z,
const GLfloat color[4])
{
- static const GLuint attribs[2] = {
- VF_ATTRIB_POS,
- VF_ATTRIB_COLOR0
- };
- GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
+ struct st_context *st = ctx->st;
+ struct pipe_context *pipe = st->pipe;
GLuint i;
+ void *buf;
+
+ if (!st->clear.vbuf) {
+ st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
+ sizeof(st->clear.vertices));
+ }
/* positions */
- verts[0][0][0] = x0;
- verts[0][0][1] = y0;
+ st->clear.vertices[0][0][0] = x0;
+ st->clear.vertices[0][0][1] = y0;
- verts[1][0][0] = x1;
- verts[1][0][1] = y0;
+ st->clear.vertices[1][0][0] = x1;
+ st->clear.vertices[1][0][1] = y0;
- verts[2][0][0] = x1;
- verts[2][0][1] = y1;
+ st->clear.vertices[2][0][0] = x1;
+ st->clear.vertices[2][0][1] = y1;
- verts[3][0][0] = x0;
- verts[3][0][1] = y1;
+ st->clear.vertices[3][0][0] = x0;
+ st->clear.vertices[3][0][1] = y1;
/* same for all verts: */
for (i = 0; i < 4; i++) {
- verts[i][0][2] = z;
- verts[i][0][3] = 1.0;
- verts[i][1][0] = color[0];
- verts[i][1][1] = color[1];
- verts[i][1][2] = color[2];
- verts[i][1][3] = color[3];
+ st->clear.vertices[i][0][2] = z;
+ st->clear.vertices[i][0][3] = 1.0;
+ st->clear.vertices[i][1][0] = color[0];
+ st->clear.vertices[i][1][1] = color[1];
+ st->clear.vertices[i][1][2] = color[2];
+ st->clear.vertices[i][1][3] = color[3];
}
- ctx->st->pipe->draw_vertices(ctx->st->pipe, PIPE_PRIM_QUADS,
- 4, (GLfloat *) verts, 2, attribs);
+ /* 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));
+ pipe_buffer_unmap(pipe->screen, st->clear.vbuf);
+
+ /* draw */
+ util_draw_vertex_buffer(pipe, st->clear.vbuf,
+ PIPE_PRIM_TRIANGLE_FAN,
+ 4, /* verts */
+ 2); /* attribs/vert */
}
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
- const GLfloat x0 = ctx->DrawBuffer->_Xmin;
- const GLfloat y0 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
- const GLfloat x1 = ctx->DrawBuffer->_Xmax;
- const GLfloat y1 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin;
+ const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
+ const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
+ GLfloat y0, y1;
- /* alpha state: disabled */
- {
- struct pipe_alpha_test_state alpha_test;
- memset(&alpha_test, 0, sizeof(alpha_test));
- st->pipe->set_alpha_test_state(st->pipe, &alpha_test);
+ if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
+ y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
+ y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
+ }
+ else {
+ y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
+ y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
}
+ /*
+ printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
+ color ? "color, " : "",
+ depth ? "depth, " : "",
+ stencil ? "stencil" : "",
+ x0, y0,
+ x1, y1);
+ */
+
+ cso_save_blend(st->cso_context);
+ cso_save_depth_stencil_alpha(st->cso_context);
+ cso_save_rasterizer(st->cso_context);
+ cso_save_viewport(st->cso_context);
+ cso_save_fragment_shader(st->cso_context);
+ cso_save_vertex_shader(st->cso_context);
+
/* blend state: RGBA masking */
{
struct pipe_blend_state blend;
memset(&blend, 0, sizeof(blend));
+ blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
+ blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
+ blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
if (color) {
if (ctx->Color.ColorMask[0])
blend.colormask |= PIPE_MASK_R;
if (st->ctx->Color.DitherFlag)
blend.dither = 1;
}
- st->pipe->set_blend_state(st->pipe, &blend);
+ cso_set_blend(st->cso_context, &blend);
}
- /* depth state: always pass */
+ /* depth_stencil state: always pass/set to ref value */
{
- struct pipe_depth_state depth_test;
- memset(&depth_test, 0, sizeof(depth_test));
+ struct pipe_depth_stencil_alpha_state depth_stencil;
+ memset(&depth_stencil, 0, sizeof(depth_stencil));
if (depth) {
- depth_test.enabled = 1;
- depth_test.writemask = 1;
- depth_test.func = PIPE_FUNC_ALWAYS;
+ depth_stencil.depth.enabled = 1;
+ depth_stencil.depth.writemask = 1;
+ depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
}
- st->pipe->set_depth_state(st->pipe, &depth_test);
- }
- /* setup state: nothing */
- {
- struct pipe_setup_state setup;
- memset(&setup, 0, sizeof(setup));
- if (ctx->Scissor.Enabled)
- setup.scissor = 1;
- st->pipe->set_setup_state(st->pipe, &setup);
- }
-
- /* stencil state: always set to ref value */
- {
- struct pipe_stencil_state stencil_test;
- memset(&stencil_test, 0, sizeof(stencil_test));
if (stencil) {
- stencil_test.front_enabled = 1;
- stencil_test.front_func = PIPE_FUNC_ALWAYS;
- stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE;
- stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
- stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
- stencil_test.ref_value[0] = ctx->Stencil.Clear;
- stencil_test.value_mask[0] = 0xff;
- stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
+ depth_stencil.stencil[0].enabled = 1;
+ depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
+ depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
+ 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;
}
- st->pipe->set_stencil_state(st->pipe, &stencil_test);
- }
- /* fragment shader state: color pass-through program */
- {
- static struct st_fragment_program *stfp = NULL;
- struct pipe_shader_state fs;
- if (!stfp) {
- stfp = make_color_shader(st);
- }
- memset(&fs, 0, sizeof(fs));
- fs.inputs_read = stfp->Base.Base.InputsRead;
- fs.tokens = &stfp->tokens[0];
- fs.constants = NULL;
- st->pipe->set_fs_state(st->pipe, &fs);
+ cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
+ cso_set_rasterizer(st->cso_context, &st->clear.raster);
+ cso_set_viewport(st->cso_context, &st->clear.viewport);
+
+ cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+ cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+
/* draw quad matching scissor rect (XXX verify coord round-off) */
- draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
+ draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
/* Restore pipe state */
- st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
- st->pipe->set_blend_state(st->pipe, &st->state.blend);
- st->pipe->set_depth_state(st->pipe, &st->state.depth);
- st->pipe->set_fs_state(st->pipe, &st->state.fs);
- st->pipe->set_setup_state(st->pipe, &st->state.setup);
- st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
- /* OR:
- st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
- */
+ cso_restore_blend(st->cso_context);
+ cso_restore_depth_stencil_alpha(st->cso_context);
+ cso_restore_rasterizer(st->cso_context);
+ cso_restore_viewport(st->cso_context);
+ cso_restore_fragment_shader(st->cso_context);
+ cso_restore_vertex_shader(st->cso_context);
}
-static void
-clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
+/**
+ * Determine if we need to clear the depth buffer by drawing a quad.
+ */
+static INLINE GLboolean
+check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
- if (ctx->Color.ColorMask[0] &&
- ctx->Color.ColorMask[1] &&
- ctx->Color.ColorMask[2] &&
- ctx->Color.ColorMask[3] &&
- !ctx->Scissor.Enabled)
- {
- /* clear whole buffer w/out masking */
- GLuint clearValue
- = color_value(strb->surface->format, ctx->Color.ClearColor);
- ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
- }
- else {
- /* masking or scissoring */
- clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
- }
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ if (!ctx->Color.ColorMask[0] ||
+ !ctx->Color.ColorMask[1] ||
+ !ctx->Color.ColorMask[2] ||
+ !ctx->Color.ColorMask[3])
+ return TRUE;
+
+ return FALSE;
}
-static void
-clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
+static INLINE GLboolean
+check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+{
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
+ const GLuint stencilMax = (1 << rb->StencilBits) - 1;
+ GLboolean maskStencil
+ = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ if (maskStencil)
+ return TRUE;
+
+ return FALSE;
+}
+
+
+/**
+ * Determine if we need to clear the depth buffer by drawing a quad.
+ */
+static INLINE GLboolean
+check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
+ const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ if (isDS &&
+ strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
+ ctx->DrawBuffer->Visual.stencilBits > 0)
+ return TRUE;
+
+ return FALSE;
+}
+
- if (!ctx->Scissor.Enabled) {
+/**
+ * Determine if we need to clear the stencil buffer by drawing a quad.
+ */
+static INLINE GLboolean
+check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+{
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
+ const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
+ const GLuint stencilMax = (1 << rb->StencilBits) - 1;
+ const GLboolean maskStencil
+ = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
+
+ if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
+ return FALSE;
+
+ if (maskStencil)
+ return TRUE;
+
+ if (ctx->Scissor.Enabled)
+ return TRUE;
+
+ /* This is correct, but it is necessary to look at the depth clear
+ * value held in the surface when it comes time to issue the clear,
+ * rather than taking depth and stencil clear values from the
+ * current state.
+ */
+ if (isDS &&
+ strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
+ ctx->DrawBuffer->Visual.depthBits > 0)
+ return TRUE;
+
+ return FALSE;
+}
+
+
+
+static void
+clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
+{
+ 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 */
- GLuint clearValue
- = color_value(strb->surface->format, ctx->Accum.ClearColor);
- /* Note that clearValue is 32 bits but the accum buffer will
- * typically be 64bpp...
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+ uint clearValue;
+ /* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
+ * at this time!
*/
+ util_pack_color(ctx->Color.ClearColor, PIPE_FORMAT_A8R8G8B8_UNORM, &clearValue);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
- else {
- /* scissoring */
- /* XXX point framebuffer.cbufs[0] at the accum buffer */
- clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
- }
}
static void
clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
- if (!ctx->Scissor.Enabled &&
- !is_depth_stencil_format(strb->surface->format)) {
- /* clear whole depth buffer w/out masking */
- GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
- ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
+ 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 {
- /* masking or scissoring or combined z/stencil buffer */
- clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
+ 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);
- const GLuint stencilMax = (1 << rb->StencilBits) - 1;
- GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
+ 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);
- if (!maskStencil && !ctx->Scissor.Enabled &&
- !is_depth_stencil_format(strb->surface->format)) {
- /* clear whole stencil buffer w/out masking */
+ /* simple clear of whole buffer */
GLuint clearValue = ctx->Stencil.Clear;
+
+ switch (strb->surface->format) {
+ case PIPE_FORMAT_S8Z24_UNORM:
+ clearValue <<= 24;
+ break;
+ default:
+ ; /* no-op, stencil value is in least significant bits */
+ }
+
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
- else {
- /* masking or scissoring */
- clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
- }
}
static void
clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct st_renderbuffer *strb = st_renderbuffer(rb);
- const GLuint stencilMax = 1 << rb->StencilBits;
- GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
- assert(is_depth_stencil_format(strb->surface->format));
+ 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);
- if (!maskStencil && !ctx->Scissor.Enabled) {
/* clear whole buffer w/out masking */
- GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
+ GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
switch (strb->surface->format) {
- case PIPE_FORMAT_S8_Z24:
+ case PIPE_FORMAT_S8Z24_UNORM:
clearValue |= ctx->Stencil.Clear << 24;
break;
-#if 0
- case PIPE_FORMAT_Z24_S8:
- clearValue = (clearValue << 8) | clearVal;
+ case PIPE_FORMAT_Z24S8_UNORM:
+ clearValue |= ctx->Stencil.Clear;
break;
-#endif
default:
assert(0);
}
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
- else {
- /* masking or scissoring */
- clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
- }
}
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
+ GLbitfield cmask = mask & BUFFER_BITS_COLOR;
/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );
* color/depth/stencil individually...
*/
- if (mask & BUFFER_BITS_COLOR) {
+ if (cmask) {
GLuint b;
- for (b = 0; b < BUFFER_COUNT; b++) {
- if (BUFFER_BITS_COLOR & mask & (1 << b)) {
+ for (b = 0; cmask; b++) {
+ if (cmask & (1 << b)) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
assert(rb);
clear_color_buffer(ctx, rb);
+ cmask &= ~(1 << b); /* turn off bit */
}
+ assert(b < BUFFER_COUNT);
}
}
if (mask & BUFFER_BIT_ACCUM) {
- clear_accum_buffer(ctx,
- ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
+ st_clear_accum_buffer(ctx,
+ ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
}
if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {