X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fstate_tracker%2Fst_cb_clear.c;h=de86062fc404ed601d34d02c0b4eb887368db191;hb=f0f04cd12db156ec53b7ea46fae27199af121f90;hp=2c1be41ad83b63fd1085682b0884b067d1acb350;hpb=bef610f693266c338b99511b4d1eea5d5b97644e;p=mesa.git diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index 2c1be41ad83..de86062fc40 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -42,18 +42,15 @@ #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 "st_inlines.h" #include "pipe/p_context.h" -#include "pipe/p_inlines.h" +#include "util/u_inlines.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_format.h" -#include "util/u_pack_color.h" #include "util/u_simple_shaders.h" #include "util/u_draw_quad.h" @@ -65,11 +62,9 @@ st_init_clear(struct st_context *st) { struct pipe_context *pipe = st->pipe; - memset(&st->clear.raster, 0, sizeof(st->clear.raster)); - st->clear.raster.gl_rasterization_rules = 1; + memset(&st->clear, 0, sizeof(st->clear)); - /* rasterizer state: bypass vertex shader, clipping and viewport */ - st->clear.raster.bypass_vs_clip_and_viewport = 1; + st->clear.raster.gl_rasterization_rules = 1; /* fragment shader state: color pass-through program */ st->clear.fs = @@ -107,9 +102,7 @@ st_destroy_clear(struct st_context *st) /** * Draw a screen-aligned quadrilateral. - * Coords are window coords with y=0=bottom. These will be passed - * through unmodified to the rasterizer as we have set - * rasterizer->bypass_vs_clip_and_viewport. + * Coords are clip coords with y=0=bottom. */ static void draw_quad(GLcontext *ctx, @@ -166,10 +159,10 @@ draw_quad(GLcontext *ctx, } /* put vertex data into vbuf */ - st_no_flush_pipe_buffer_write(st, st->clear.vbuf, - st->clear.vbuf_slot * sizeof(st->clear.vertices), - sizeof(st->clear.vertices), - st->clear.vertices); + st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf, + st->clear.vbuf_slot * sizeof(st->clear.vertices), + sizeof(st->clear.vertices), + st->clear.vertices); /* draw */ util_draw_vertex_buffer(pipe, @@ -195,18 +188,13 @@ clear_with_quad(GLcontext *ctx, GLboolean color, GLboolean depth, GLboolean stencil) { struct st_context *st = ctx->st; - const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; - const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; - GLfloat y0, y1; - - 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; - } + const struct gl_framebuffer *fb = ctx->DrawBuffer; + const GLfloat fb_width = (GLfloat) fb->Width; + const GLfloat fb_height = (GLfloat) fb->Height; + const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f; + const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f; + const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f; + const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f; /* printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, @@ -218,10 +206,14 @@ clear_with_quad(GLcontext *ctx, */ cso_save_blend(st->cso_context); + cso_save_stencil_ref(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_clip(st->cso_context); cso_save_fragment_shader(st->cso_context); cso_save_vertex_shader(st->cso_context); + cso_save_vertex_elements(st->cso_context); /* blend state: RGBA masking */ { @@ -257,21 +249,42 @@ clear_with_quad(GLcontext *ctx, } if (stencil) { + struct pipe_stencil_ref stencil_ref; + memset(&stencil_ref, 0, sizeof(stencil_ref)); 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].valuemask = 0xff; depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; + stencil_ref.ref_value[0] = ctx->Stencil.Clear; + cso_set_stencil_ref(st->cso_context, &stencil_ref); } cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil); } + cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw); + cso_set_rasterizer(st->cso_context, &st->clear.raster); + /* viewport state: viewport matching window dims */ + { + const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP); + struct pipe_viewport_state vp; + vp.scale[0] = 0.5f * fb_width; + vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f); + vp.scale[2] = 1.0f; + vp.scale[3] = 1.0f; + vp.translate[0] = 0.5f * fb_width; + vp.translate[1] = 0.5f * fb_height; + vp.translate[2] = 0.0f; + vp.translate[3] = 0.0f; + cso_set_viewport(st->cso_context, &vp); + } + + cso_set_clip(st->cso_context, &st->clear.clip); cso_set_fragment_shader_handle(st->cso_context, st->clear.fs); cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); @@ -280,10 +293,15 @@ clear_with_quad(GLcontext *ctx, /* Restore pipe state */ cso_restore_blend(st->cso_context); + cso_restore_stencil_ref(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_clip(st->cso_context); cso_restore_fragment_shader(st->cso_context); cso_restore_vertex_shader(st->cso_context); + cso_restore_vertex_elements(st->cso_context); + }