/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* Brian Paul
*/
-#include "st_context.h"
-#include "glheader.h"
-#include "macros.h"
-#include "enums.h"
-#include "st_context.h"
+#include "main/glheader.h"
+#include "main/macros.h"
+#include "shader/prog_instruction.h"
#include "st_atom.h"
+#include "st_context.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_state.h"
+#include "pipe/p_defines.h"
+#include "pipe/p_winsys.h"
+#include "cso_cache/cso_context.h"
-/* XXX: doesn't pick up the differences between front/back/left/right
- * clears. Need to sort that out...
+/* XXX for testing draw module vertex passthrough: */
+#define TEST_DRAW_PASSTHROUGH 0
+
+
+static GLuint
+color_value(enum pipe_format pipeFormat, const GLfloat color[4])
+{
+ GLubyte r, g, b, a;
+
+ 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]);
+
+ switch (pipeFormat) {
+ case PIPE_FORMAT_R8G8B8A8_UNORM:
+ return (r << 24) | (g << 16) | (b << 8) | a;
+ case PIPE_FORMAT_A8R8G8B8_UNORM:
+ return (a << 24) | (r << 16) | (g << 8) | b;
+ case PIPE_FORMAT_B8G8R8A8_UNORM:
+ return (b << 24) | (g << 16) | (r << 8) | a;
+ case PIPE_FORMAT_R5G6B5_UNORM:
+ return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
+ default:
+ assert(0);
+ return 0;
+ }
+}
+
+
+static uint
+depth_value(enum pipe_format pipeFormat, GLfloat value)
+{
+ switch (pipeFormat) {
+ case PIPE_FORMAT_Z16_UNORM:
+ return (uint) (value * 0xffff);
+ case PIPE_FORMAT_Z32_UNORM:
+ /* special-case to avoid overflow */
+ if (value == 1.0)
+ return 0xffffffff;
+ else
+ return (uint) (value * 0xffffffff);
+ case PIPE_FORMAT_S8Z24_UNORM:
+ return (uint) (value * 0xffffff);
+ case PIPE_FORMAT_Z24S8_UNORM:
+ return ((uint) (value * 0xffffff)) << 8;
+ default:
+ assert(0);
+ return 0;
+ }
+}
+
+
+static GLboolean
+is_depth_stencil_format(enum pipe_format pipeFormat)
+{
+ switch (pipeFormat) {
+ 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 void st_clear(GLcontext *ctx, GLbitfield mask)
+static struct st_fragment_program *
+make_frag_shader(struct st_context *st)
+{
+ GLcontext *ctx = st->ctx;
+ struct st_fragment_program *stfp;
+ struct gl_program *p;
+ GLuint interpMode[16];
+ GLuint i;
+
+ /* XXX temporary */
+ for (i = 0; i < 16; i++)
+ interpMode[i] = TGSI_INTERPOLATE_LINEAR;
+
+ 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;
+ st_translate_fragment_program(st, stfp, NULL);
+
+ 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;
+
+ 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;
+ st_translate_vertex_program(st, stvp, NULL);
+#if 0
+ assert(stvp->cso);
+#endif
+
+ return stvp;
+}
+
+
+
+/**
+ * Draw a screen-aligned quadrilateral.
+ * 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])
+{
+ GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
+ GLuint i;
+
+#if TEST_DRAW_PASSTHROUGH
+ /* invert Y coords (may be off by one pixel) */
+ y0 = ctx->DrawBuffer->Height - y0;
+ y1 = ctx->DrawBuffer->Height - y1;
+#endif
+
+ /* positions */
+ verts[0][0][0] = x0;
+ verts[0][0][1] = y0;
+
+ verts[1][0][0] = x1;
+ verts[1][0][1] = y0;
+
+ verts[2][0][0] = x1;
+ verts[2][0][1] = y1;
+
+ verts[3][0][0] = x0;
+ verts[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_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, GL_FALSE);
+}
+
+
+
+/**
+ * Do glClear by drawing a quadrilateral.
+ * The vertices of the quad will be computed from the
+ * ctx->DrawBuffer->_X/Ymin/max fields.
+ */
+static void
+clear_with_quad(GLcontext *ctx,
+ GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
- GLboolean color = (mask & BUFFER_BITS_COLOR) ? GL_TRUE : GL_FALSE;
- GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE;
- GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE;
- GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE;
- GLboolean fullscreen = 1; /* :-) */
+ struct pipe_context *pipe = st->pipe;
+ const GLfloat x0 = ctx->DrawBuffer->_Xmin;
+ const GLfloat y0 = ctx->DrawBuffer->_Ymin;
+ const GLfloat x1 = ctx->DrawBuffer->_Xmax;
+ const GLfloat y1 = ctx->DrawBuffer->_Ymax;
- /* This makes sure the softpipe has the latest scissor, etc values */
- st_validate_state( st );
+ /*
+ printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
+ color ? "color, " : "",
+ depth ? "depth, " : "",
+ stencil ? "stencil" : "",
+ x0, y0,
+ x1, y1);
+ */
+
+ /* blend state: RGBA masking */
+ {
+ struct pipe_blend_state blend;
+ memset(&blend, 0, sizeof(blend));
+ if (color) {
+ if (ctx->Color.ColorMask[0])
+ blend.colormask |= PIPE_MASK_R;
+ if (ctx->Color.ColorMask[1])
+ blend.colormask |= PIPE_MASK_G;
+ if (ctx->Color.ColorMask[2])
+ blend.colormask |= PIPE_MASK_B;
+ if (ctx->Color.ColorMask[3])
+ blend.colormask |= PIPE_MASK_A;
+ if (st->ctx->Color.DitherFlag)
+ blend.dither = 1;
+ }
+ cso_set_blend(st->cso_context, &blend);
+ }
- if (fullscreen) {
- /* pipe->clear() should clear a particular surface, so that we
- * can iterate over render buffers at this level and clear the
- * ones GL is asking for.
- *
- * Will probably need something like pipe->clear_z_stencil() to
- * cope with the special case of paired and unpaired z/stencil
- * buffers, though could perhaps deal with them explicitly at
- * this level.
+ /* depth_stencil state: always pass/set to ref value */
+ {
+ struct pipe_depth_stencil_alpha_state depth_stencil;
+ memset(&depth_stencil, 0, sizeof(depth_stencil));
+ if (depth) {
+ depth_stencil.depth.enabled = 1;
+ depth_stencil.depth.writemask = 1;
+ depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
+ }
+
+ if (stencil) {
+ 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;
+ }
+
+ cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
+ }
+
+ /* rasterizer state: nothing */
+ {
+ struct pipe_rasterizer_state raster;
+ memset(&raster, 0, sizeof(raster));
+#if 0
+ /* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
+ * that matches the scissor bounds.
*/
- st->pipe->clear(st->pipe, color, depth, stencil, accum);
+ if (ctx->Scissor.Enabled)
+ raster.scissor = 1;
+#endif
+#if TEST_DRAW_PASSTHROUGH
+ raster.bypass_clipping = 1;
+ raster.bypass_vs = 1;
+#endif
+ cso_set_rasterizer(st->cso_context, &raster);
+ }
+
+ /* fragment shader state: color pass-through program */
+ {
+ static struct st_fragment_program *stfp = NULL;
+ if (!stfp) {
+ stfp = make_frag_shader(st);
+ }
+ pipe->bind_fs_state(pipe, stfp->driver_shader);
+ }
+
+#if !TEST_DRAW_PASSTHROUGH
+ /* vertex shader state: color/position pass-through */
+ {
+ static struct st_vertex_program *stvp = NULL;
+ if (!stvp) {
+ stvp = make_vertex_shader(st);
+ }
+ pipe->bind_vs_state(pipe, stvp->driver_shader);
+ }
+#endif
+
+#if !TEST_DRAW_PASSTHROUGH
+ /* viewport state: viewport matching window dims */
+ {
+ const float width = ctx->DrawBuffer->Width;
+ const float height = ctx->DrawBuffer->Height;
+ struct pipe_viewport_state vp;
+ vp.scale[0] = 0.5 * width;
+ vp.scale[1] = -0.5 * height;
+ vp.scale[2] = 1.0;
+ vp.scale[3] = 1.0;
+ vp.translate[0] = 0.5 * width;
+ vp.translate[1] = 0.5 * height;
+ vp.translate[2] = 0.0;
+ vp.translate[3] = 0.0;
+ pipe->set_viewport_state(pipe, &vp);
+ }
+#endif
+
+ /* draw quad matching scissor rect (XXX verify coord round-off) */
+ draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
+
+#if 0
+ /* Can't depend on old state objects still existing -- may have
+ * been deleted to make room in the hash, etc. (Should get
+ * fixed...)
+ */
+ st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
+#else
+ /* Restore pipe state */
+ cso_set_rasterizer(st->cso_context, &st->state.rasterizer);
+ pipe->bind_fs_state(pipe, st->fp->driver_shader);
+ pipe->bind_vs_state(pipe, st->vp->driver_shader);
+#endif
+ pipe->set_viewport_state(pipe, &st->state.viewport);
+}
+
+
+/**
+ * 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)
+{
+ const struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ 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 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)
+{
+ 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;
+}
+
+
+/**
+ * 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 {
- /* Convert to geometry, etc:
- */
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ /* clear whole buffer w/out masking */
+ uint clearValue = color_value(strb->surface->format, ctx->Color.ClearColor);
+ ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
}
}
-void st_init_cb_clear( struct st_context *st )
+static void
+clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
- struct dd_function_table *functions = &st->ctx->Driver;
+ 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);
- functions->Clear = st_clear;
+ /* simple clear of whole buffer */
+ uint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
+ ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
+ }
}
-void st_destroy_cb_clear( struct st_context *st )
+static void
+clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ 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;
+
+ 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);
+ }
+}
+
+
+static void
+clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
+{
+
+ 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 = depth_value(strb->surface->format, ctx->Depth.Clear);
+
+ switch (strb->surface->format) {
+ case PIPE_FORMAT_S8Z24_UNORM:
+ clearValue |= ctx->Stencil.Clear << 24;
+ break;
+ case PIPE_FORMAT_Z24S8_UNORM:
+ clearValue |= ctx->Stencil.Clear;
+ break;
+ default:
+ assert(0);
+ }
+
+ ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
+ }
+}
+
+
+
+/**
+ * Called via ctx->Driver.Clear()
+ * XXX: doesn't pick up the differences between front/back/left/right
+ * clears. Need to sort that out...
+ */
+static void st_clear(GLcontext *ctx, GLbitfield mask)
+{
+ static const GLbitfield BUFFER_BITS_DS
+ = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
+ struct st_context *st = ctx->st;
+ struct gl_renderbuffer *depthRb
+ = 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 );
+
+ /*
+ * XXX TO-DO:
+ * If we're going to use clear_with_quad() for any reason, use it to
+ * clear as many other buffers as possible.
+ * As it is now, we sometimes call clear_with_quad() three times to clear
+ * color/depth/stencil individually...
+ */
+
+ if (cmask) {
+ GLuint 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) {
+ st_clear_accum_buffer(ctx,
+ ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
+ }
+
+ if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
+ /* clearing combined depth + stencil */
+ clear_depth_stencil_buffer(ctx, depthRb);
+ }
+ else {
+ /* separate depth/stencil clears */
+ if (mask & BUFFER_BIT_DEPTH) {
+ clear_depth_buffer(ctx, depthRb);
+ }
+ if (mask & BUFFER_BIT_STENCIL) {
+ clear_stencil_buffer(ctx, stencilRb);
+ }
+ }
}
+
+void st_init_clear_functions(struct dd_function_table *functions)
+{
+ functions->Clear = st_clear;
+}