st_init_clear(struct st_context *st)
{
struct pipe_context *pipe = st->pipe;
+ struct pipe_screen *pscreen = st->pipe->screen;
memset(&st->clear, 0, sizeof(st->clear));
st->clear.raster.gl_rasterization_rules = 1;
+ st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
/* fragment shader state: color pass-through program */
st->clear.fs = util_make_fragment_passthrough_shader(pipe);
* 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)
+check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb,
+ boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
- if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
+ if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
return GL_TRUE;
return GL_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)
+check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb,
+ boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
* rather than taking depth and stencil clear values from the
* current state.
*/
- if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
+ if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
return GL_TRUE;
return GL_FALSE;
}
else {
/* separate depth/stencil clears */
+ /* I don't think truly separate buffers are actually possible in gallium or hw? */
if (mask & BUFFER_BIT_DEPTH) {
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
- if (check_clear_depth_with_quad(ctx, depthRb))
- quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ if (check_clear_depth_with_quad(ctx, depthRb,
+ st->clear.enable_ds_separate))
+ quad_buffers |= PIPE_CLEAR_DEPTH;
else
- clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ clear_buffers |= PIPE_CLEAR_DEPTH;
}
}
if (mask & BUFFER_BIT_STENCIL) {
struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
if (strb->surface) {
- if (check_clear_stencil_with_quad(ctx, stencilRb))
- quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ if (check_clear_stencil_with_quad(ctx, stencilRb,
+ st->clear.enable_ds_separate))
+ quad_buffers |= PIPE_CLEAR_STENCIL;
else
- clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
+ clear_buffers |= PIPE_CLEAR_STENCIL;
}
}
}
quad_buffers |= clear_buffers;
clear_with_quad(ctx,
quad_buffers & PIPE_CLEAR_COLOR,
- mask & BUFFER_BIT_DEPTH,
- mask & BUFFER_BIT_STENCIL);
- } else if (clear_buffers)
+ quad_buffers & PIPE_CLEAR_DEPTH,
+ quad_buffers & PIPE_CLEAR_STENCIL);
+ } else if (clear_buffers) {
+ /* driver cannot know it can clear everything if the buffer
+ * is a combined depth/stencil buffer but this wasn't actually
+ * required from the visual. Hence fix this up to avoid potential
+ * read-modify-write in the driver.
+ */
+ if (((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
+ (depthRb == stencilRb) &&
+ (ctx->DrawBuffer->Visual.depthBits == 0 ||
+ ctx->DrawBuffer->Visual.stencilBits == 0))
+ clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColor,
ctx->Depth.Clear, ctx->Stencil.Clear);
-
+ }
if (mask & BUFFER_BIT_ACCUM)
st_clear_accum_buffer(ctx,
ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);