/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.1
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
+/** XXX This file should be named s_clear.c */
-#include "glheader.h"
-#include "colormac.h"
-#include "macros.h"
-#include "imports.h"
-#include "mtypes.h"
-#include "fbobject.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
#include "s_accum.h"
#include "s_context.h"
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
- GLchan clearColor[4];
+ SWspan span;
GLint i;
ASSERT(ctx->Visual.rgbMode);
ASSERT(rb->PutRow);
- CLAMPED_FLOAT_TO_CHAN(clearColor[RCOMP], ctx->Color.ClearColor[0]);
- CLAMPED_FLOAT_TO_CHAN(clearColor[GCOMP], ctx->Color.ClearColor[1]);
- CLAMPED_FLOAT_TO_CHAN(clearColor[BCOMP], ctx->Color.ClearColor[2]);
- CLAMPED_FLOAT_TO_CHAN(clearColor[ACOMP], ctx->Color.ClearColor[3]);
+ /* Initialize color span with clear color */
+ /* XXX optimize for clearcolor == black/zero (bzero) */
+ INIT_SPAN(span, GL_BITMAP);
+ span.end = width;
+ span.arrayMask = SPAN_RGBA;
+ span.array->ChanType = rb->DataType;
+ if (span.array->ChanType == GL_UNSIGNED_BYTE) {
+ GLubyte clearColor[4];
+ UNCLAMPED_FLOAT_TO_UBYTE(clearColor[RCOMP], ctx->Color.ClearColor[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clearColor[GCOMP], ctx->Color.ClearColor[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clearColor[BCOMP], ctx->Color.ClearColor[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clearColor[ACOMP], ctx->Color.ClearColor[3]);
+ for (i = 0; i < width; i++) {
+ COPY_4UBV(span.array->rgba[i], clearColor);
+ }
+ }
+ else if (span.array->ChanType == GL_UNSIGNED_SHORT) {
+ GLushort clearColor[4];
+ UNCLAMPED_FLOAT_TO_USHORT(clearColor[RCOMP], ctx->Color.ClearColor[0]);
+ UNCLAMPED_FLOAT_TO_USHORT(clearColor[GCOMP], ctx->Color.ClearColor[1]);
+ UNCLAMPED_FLOAT_TO_USHORT(clearColor[BCOMP], ctx->Color.ClearColor[2]);
+ UNCLAMPED_FLOAT_TO_USHORT(clearColor[ACOMP], ctx->Color.ClearColor[3]);
+ for (i = 0; i < width; i++) {
+ COPY_4V(span.array->rgba[i], clearColor);
+ }
+ }
+ else {
+ ASSERT(span.array->ChanType == GL_FLOAT);
+ for (i = 0; i < width; i++) {
+ CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][0], ctx->Color.ClearColor[0]);
+ CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][1], ctx->Color.ClearColor[1]);
+ CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][2], ctx->Color.ClearColor[2]);
+ CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][3], ctx->Color.ClearColor[3]);
+ }
+ }
+ /* Note that masking will change the color values, but only the
+ * channels for which the write mask is GL_FALSE. The channels
+ * which which are write-enabled won't get modified.
+ */
for (i = 0; i < height; i++) {
- GLchan rgba[MAX_WIDTH][4];
- GLint j;
- for (j = 0; j < width; j++) {
- COPY_CHAN4(rgba[j], clearColor);
- }
- _swrast_mask_rgba_array( ctx, rb, width, x, y + i, rgba );
- rb->PutRow(ctx, rb, width, x, y + i, rgba, NULL);
+ span.x = x;
+ span.y = y + i;
+ _swrast_mask_rgba_span(ctx, rb, &span);
+ /* write masked row */
+ rb->PutRow(ctx, rb, width, x, y + i, span.array->rgba, NULL);
}
}
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
- GLuint span[MAX_WIDTH];
- GLubyte mask[MAX_WIDTH];
- GLint i, j;
+ SWspan span;
+ GLint i;
ASSERT(!ctx->Visual.rgbMode);
+ ASSERT(rb->PutRow);
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+
+ /* Initialize index span with clear index */
+ INIT_SPAN(span, GL_BITMAP);
+ span.end = width;
+ span.arrayMask = SPAN_INDEX;
+ for (i = 0; i < width;i++) {
+ span.array->index[i] = ctx->Color.ClearIndex;
+ }
- MEMSET( mask, 1, width );
+ /* Note that masking will change the color indexes, but only the
+ * bits for which the write mask is GL_FALSE. The bits
+ * which are write-enabled won't get modified.
+ */
for (i = 0; i < height;i++) {
- for (j = 0; j < width;j++) {
- span[j] = ctx->Color.ClearIndex;
- }
- _swrast_mask_ci_array(ctx, rb, width, x, y + i, span);
- ASSERT(rb->PutRow);
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- rb->PutRow(ctx, rb, width, x, y + i, span, mask);
+ span.x = x;
+ span.y = y + i;
+ _swrast_mask_ci_span(ctx, rb, &span);
+ /* write masked row */
+ rb->PutRow(ctx, rb, width, x, y + i, span.array->index, NULL);
}
}
switch (rb->DataType) {
case GL_UNSIGNED_BYTE:
- clear8[0] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[0]);
- clear8[1] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[1]);
- clear8[2] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[2]);
- clear8[3] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[3]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clear8[0], ctx->Color.ClearColor[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clear8[1], ctx->Color.ClearColor[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clear8[2], ctx->Color.ClearColor[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(clear8[3], ctx->Color.ClearColor[3]);
clearVal = clear8;
break;
case GL_UNSIGNED_SHORT:
- clear16[0] = FLOAT_TO_USHORT(ctx->Color.ClearColor[0]);
- clear16[1] = FLOAT_TO_USHORT(ctx->Color.ClearColor[1]);
- clear16[2] = FLOAT_TO_USHORT(ctx->Color.ClearColor[2]);
- clear16[3] = FLOAT_TO_USHORT(ctx->Color.ClearColor[3]);
+ UNCLAMPED_FLOAT_TO_USHORT(clear16[0], ctx->Color.ClearColor[0]);
+ UNCLAMPED_FLOAT_TO_USHORT(clear16[1], ctx->Color.ClearColor[1]);
+ UNCLAMPED_FLOAT_TO_USHORT(clear16[2], ctx->Color.ClearColor[2]);
+ UNCLAMPED_FLOAT_TO_USHORT(clear16[3], ctx->Color.ClearColor[3]);
clearVal = clear16;
break;
case GL_FLOAT:
ASSERT(!ctx->Visual.rgbMode);
- ASSERT((ctx->Color.IndexMask & ((1 << ctx->Visual.indexBits) - 1))
- == (GLuint) ((1 << ctx->Visual.indexBits) - 1));
+ ASSERT((ctx->Color.IndexMask & ((1 << rb->IndexBits) - 1))
+ == (GLuint) ((1 << rb->IndexBits) - 1));
ASSERT(rb->PutMonoRow);
clear_color_buffers(GLcontext *ctx)
{
GLboolean masking;
- GLuint i;
+ GLuint buf;
if (ctx->Visual.rgbMode) {
if (ctx->Color.ColorMask[0] &&
}
}
else {
- const GLuint indexBits = (1 << ctx->Visual.indexBits) - 1;
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];
+ const GLuint indexBits = (1 << rb->IndexBits) - 1;
if ((ctx->Color.IndexMask & indexBits) == indexBits) {
masking = GL_FALSE;
}
}
}
- for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers[0]; i++) {
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][i];
+ for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {
+ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[buf];
if (ctx->Visual.rgbMode) {
if (masking) {
clear_rgba_buffer_with_masking(ctx, rb);
/**
* Called via the device driver's ctx->Driver.Clear() function if the
* device driver can't clear one or more of the buffers itself.
- * \param mask bitwise-OR of DD_*_BIT flags.
+ * \param buffers bitfield of BUFFER_BIT_* values indicating which
+ * renderbuffers are to be cleared.
* \param all if GL_TRUE, clear whole buffer, else clear specified region.
*/
void
-_swrast_Clear(GLcontext *ctx, GLbitfield mask,
- GLboolean all, GLint x, GLint y, GLint width, GLint height)
+_swrast_Clear(GLcontext *ctx, GLbitfield buffers)
{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- (void) all; (void) x; (void) y; (void) width; (void) height;
-
#ifdef DEBUG_FOO
{
const GLbitfield legalBits =
BUFFER_BIT_AUX1 |
BUFFER_BIT_AUX2 |
BUFFER_BIT_AUX3;
- assert((mask & (~legalBits)) == 0);
+ assert((buffers & (~legalBits)) == 0);
}
#endif
- RENDER_START(swrast,ctx);
+ swrast_render_start(ctx);
/* do software clearing here */
- if (mask) {
- if (mask & ctx->DrawBuffer->_ColorDrawBufferMask[0]) {
+ if (buffers) {
+ if ((buffers & BUFFER_BITS_COLOR)
+ && (ctx->DrawBuffer->_NumColorDrawBuffers > 0)) {
clear_color_buffers(ctx);
}
- if (mask & BUFFER_BIT_DEPTH) {
- struct gl_renderbuffer *rb
- = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
- _swrast_clear_depth_buffer(ctx, rb);
+ if (buffers & BUFFER_BIT_DEPTH) {
+ _swrast_clear_depth_buffer(ctx, ctx->DrawBuffer->_DepthBuffer);
}
- if (mask & BUFFER_BIT_ACCUM) {
- struct gl_renderbuffer *rb
- = ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer;
- _swrast_clear_accum_buffer(ctx, rb);
+ if (buffers & BUFFER_BIT_ACCUM) {
+ _swrast_clear_accum_buffer(ctx,
+ ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
}
- if (mask & BUFFER_BIT_STENCIL) {
- struct gl_renderbuffer *rb
- = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
- _swrast_clear_stencil_buffer(ctx, rb);
+ if (buffers & BUFFER_BIT_STENCIL) {
+ _swrast_clear_stencil_buffer(ctx, ctx->DrawBuffer->_StencilBuffer);
}
}
- RENDER_FINISH(swrast,ctx);
+ swrast_render_finish(ctx);
}