}
-/**
- * Perform glClear where mask contains only color, depth, and/or stencil.
- *
- * The implementation is based on calling into Mesa to set GL state and
- * performing normal triangle rendering. The intent of this path is to
- * have as generic a path as possible, so that any driver could make use of
- * it.
- */
-
-/**
- * Per-context one-time init of things for intl_clear_tris().
- * Basically set up a private array object for vertex/color arrays.
- */
-static void
-meta_init_clear(struct dri_metaops *meta)
-{
- GLcontext *ctx = meta->ctx;
- struct gl_array_object *arraySave = NULL;
- const GLuint arrayBuffer = ctx->Array.ArrayBufferObj->Name;
- const GLuint elementBuffer = ctx->Array.ElementArrayBufferObj->Name;
-
- /* create new array object */
- meta->clear.arrayObj = _mesa_new_array_object(ctx, ~0);
-
- /* save current array object, bind new one */
- _mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
- ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, meta->clear.arrayObj);
-
- /* one-time setup of vertex arrays (pos, color) */
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
- _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), meta->clear.color);
- _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), meta->clear.vertices);
- _mesa_Enable(GL_COLOR_ARRAY);
- _mesa_Enable(GL_VERTEX_ARRAY);
-
- /* restore original array object */
- ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
- _mesa_reference_array_object(ctx, &arraySave, NULL);
-
- /* restore original buffer objects */
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, arrayBuffer);
- _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementBuffer);
-}
-
-
-
-/**
- * Perform glClear where mask contains only color, depth, and/or stencil.
- *
- * The implementation is based on calling into Mesa to set GL state and
- * performing normal triangle rendering. The intent of this path is to
- * have as generic a path as possible, so that any driver could make use of
- * it.
- */
-void
-meta_clear_tris(struct dri_metaops *meta, GLbitfield mask)
-{
- GLcontext *ctx = meta->ctx;
- GLfloat dst_z;
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- int i;
- GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
- GLuint saved_shader_program = 0;
- unsigned int saved_active_texture;
- struct gl_array_object *arraySave = NULL;
- GLfloat saved_near, saved_far;
-
- if (!meta->clear.arrayObj)
- meta_init_clear(meta);
-
- assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
- BUFFER_BIT_STENCIL)) == 0);
-
- _mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
- GL_DEPTH_BUFFER_BIT |
- GL_ENABLE_BIT |
- GL_POLYGON_BIT |
- GL_STENCIL_BUFFER_BIT |
- GL_TRANSFORM_BIT |
- GL_CURRENT_BIT);
- saved_active_texture = ctx->Texture.CurrentUnit;
-
- /* Disable existing GL state we don't want to apply to a clear. */
- _mesa_Disable(GL_ALPHA_TEST);
- _mesa_Disable(GL_BLEND);
- _mesa_Disable(GL_CULL_FACE);
- _mesa_Disable(GL_FOG);
- _mesa_Disable(GL_POLYGON_SMOOTH);
- _mesa_Disable(GL_POLYGON_STIPPLE);
- _mesa_Disable(GL_POLYGON_OFFSET_FILL);
- _mesa_Disable(GL_LIGHTING);
- _mesa_Disable(GL_CLIP_PLANE0);
- _mesa_Disable(GL_CLIP_PLANE1);
- _mesa_Disable(GL_CLIP_PLANE2);
- _mesa_Disable(GL_CLIP_PLANE3);
- _mesa_Disable(GL_CLIP_PLANE4);
- _mesa_Disable(GL_CLIP_PLANE5);
- _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
- saved_fp_enable = GL_TRUE;
- _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
- }
- if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
- saved_vp_enable = GL_TRUE;
- _mesa_Disable(GL_VERTEX_PROGRAM_ARB);
- }
- if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
- saved_shader_program = ctx->Shader.CurrentProgram->Name;
- _mesa_UseProgramObjectARB(0);
- }
-
- if (ctx->Texture._EnabledUnits != 0) {
- int i;
-
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- _mesa_ActiveTextureARB(GL_TEXTURE0 + i);
- _mesa_Disable(GL_TEXTURE_1D);
- _mesa_Disable(GL_TEXTURE_2D);
- _mesa_Disable(GL_TEXTURE_3D);
- if (ctx->Extensions.ARB_texture_cube_map)
- _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
- if (ctx->Extensions.NV_texture_rectangle)
- _mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
- if (ctx->Extensions.MESA_texture_array) {
- _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
- _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
- }
- }
- }
-
- /* save current array object, bind our private one */
- _mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
- ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, meta->clear.arrayObj);
-
- meta_set_passthrough_transform(meta);
-
- for (i = 0; i < 4; i++) {
- COPY_4FV(meta->clear.color[i], ctx->Color.ClearColor);
- }
-
- /* convert clear Z from [0,1] to NDC coord in [-1,1] */
- dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
-
- /* The ClearDepth value is unaffected by DepthRange, so do a default
- * mapping.
- */
- saved_near = ctx->Viewport.Near;
- saved_far = ctx->Viewport.Far;
- _mesa_DepthRange(0.0, 1.0);
-
- /* Prepare the vertices, which are the same regardless of which buffer we're
- * drawing to.
- */
- meta->clear.vertices[0][0] = fb->_Xmin;
- meta->clear.vertices[0][1] = fb->_Ymin;
- meta->clear.vertices[0][2] = dst_z;
- meta->clear.vertices[1][0] = fb->_Xmax;
- meta->clear.vertices[1][1] = fb->_Ymin;
- meta->clear.vertices[1][2] = dst_z;
- meta->clear.vertices[2][0] = fb->_Xmax;
- meta->clear.vertices[2][1] = fb->_Ymax;
- meta->clear.vertices[2][2] = dst_z;
- meta->clear.vertices[3][0] = fb->_Xmin;
- meta->clear.vertices[3][1] = fb->_Ymax;
- meta->clear.vertices[3][2] = dst_z;
-
- while (mask != 0) {
- GLuint this_mask = 0;
- GLuint color_bit;
-
- color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
- if (color_bit != 0)
- this_mask |= (1 << (color_bit - 1));
-
- /* Clear depth/stencil in the same pass as color. */
- this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
-
- /* Select the current color buffer and use the color write mask if
- * we have one, otherwise don't write any color channels.
- */
- if (this_mask & BUFFER_BIT_FRONT_LEFT)
- _mesa_DrawBuffer(GL_FRONT_LEFT);
- else if (this_mask & BUFFER_BIT_BACK_LEFT)
- _mesa_DrawBuffer(GL_BACK_LEFT);
- else if (color_bit != 0)
- _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
- (color_bit - BUFFER_COLOR0 - 1));
- else
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
- /* Control writing of the depth clear value to depth. */
- if (this_mask & BUFFER_BIT_DEPTH) {
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_Enable(GL_DEPTH_TEST);
- } else {
- _mesa_Disable(GL_DEPTH_TEST);
- _mesa_DepthMask(GL_FALSE);
- }
-
- /* Control writing of the stencil clear value to stencil. */
- if (this_mask & BUFFER_BIT_STENCIL) {
- _mesa_Enable(GL_STENCIL_TEST);
- _mesa_StencilOpSeparate(GL_FRONT_AND_BACK,
- GL_REPLACE, GL_REPLACE, GL_REPLACE);
- _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS,
- ctx->Stencil.Clear & 0x7fffffff,
- ctx->Stencil.WriteMask[0]);
- } else {
- _mesa_Disable(GL_STENCIL_TEST);
- }
-
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- mask &= ~this_mask;
- }
-
- meta_restore_transform(meta);
-
- _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
- if (saved_fp_enable)
- _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
- if (saved_vp_enable)
- _mesa_Enable(GL_VERTEX_PROGRAM_ARB);
-
- if (saved_shader_program)
- _mesa_UseProgramObjectARB(saved_shader_program);
-
- _mesa_DepthRange(saved_near, saved_far);
- _mesa_PopAttrib();
-
- /* restore current array object */
- ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
- _mesa_reference_array_object(ctx, &arraySave, NULL);
-}
-
void meta_init_metaops(GLcontext *ctx, struct dri_metaops *meta)
{
meta->ctx = ctx;
void meta_destroy_metaops(struct dri_metaops *meta)
{
- if (meta->clear.arrayObj)
- _mesa_delete_array_object(meta->ctx, meta->clear.arrayObj);
}