#include "st_inlines.h"
#include "pipe/p_context.h"
-#include "util/u_inlines.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
+#include "util/u_inlines.h"
#include "util/u_simple_shaders.h"
#include "util/u_draw_quad.h"
#include "cso_cache/cso_context.h"
+/**
+ * Do per-context initialization for glClear.
+ */
void
st_init_clear(struct st_context *st)
{
st->clear.raster.gl_rasterization_rules = 1;
/* fragment shader state: color pass-through program */
- st->clear.fs =
- util_make_fragment_passthrough_shader(pipe);
+ st->clear.fs = util_make_fragment_passthrough_shader(pipe);
/* vertex shader state: color/position pass-through */
{
}
+/**
+ * Free per-context state for glClear.
+ */
void
st_destroy_clear(struct st_context *st)
{
}
if (!st->clear.vbuf) {
- st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
+ st->clear.vbuf = pipe_buffer_create(pipe->screen, 32,
+ PIPE_BUFFER_USAGE_VERTEX,
max_slots * sizeof(st->clear.vertices));
}
/* put vertex data into vbuf */
st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
- st->clear.vbuf_slot * sizeof(st->clear.vertices),
+ st->clear.vbuf_slot
+ * sizeof(st->clear.vertices),
sizeof(st->clear.vertices),
st->clear.vertices);
cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
/* draw quad matching scissor rect (XXX verify coord round-off) */
- draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
+ draw_quad(ctx, x0, y0, x1, y1,
+ (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
/* Restore pipe state */
cso_restore_blend(st->cso_context);
cso_restore_fragment_shader(st->cso_context);
cso_restore_vertex_shader(st->cso_context);
cso_restore_vertex_elements(st->cso_context);
-
}
}
+/**
+ * Determine if we need to clear the combiend depth/stencil buffer by
+ * drawing a quad.
+ */
static INLINE GLboolean
check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
- if (isDS &&
- ctx->DrawBuffer->Visual.stencilBits > 0)
+ if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
return GL_TRUE;
return GL_FALSE;
* rather than taking depth and stencil clear values from the
* current state.
*/
- if (isDS &&
- ctx->DrawBuffer->Visual.depthBits > 0)
+ if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
return GL_TRUE;
return GL_FALSE;
-void st_flush_clear( struct st_context *st )
+/**
+ * Called when we need to flush.
+ */
+void
+st_flush_clear(struct st_context *st)
{
/* Release vertex buffer to avoid synchronous rendering if we were
* to map it in the next frame.
/**
* Called via ctx->Driver.Clear()
*/
-static void st_Clear(GLcontext *ctx, GLbitfield mask)
+static void
+st_Clear(GLcontext *ctx, GLbitfield mask)
{
static const GLbitfield BUFFER_BITS_DS
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
- GLbitfield quad_buffers = 0;
- GLbitfield clear_buffers = 0;
+ GLbitfield quad_buffers = 0x0;
+ GLbitfield clear_buffers = 0x0;
GLuint i;
/* This makes sure the pipe has the latest scissor, etc values */
}
-void st_init_clear_functions(struct dd_function_table *functions)
+void
+st_init_clear_functions(struct dd_function_table *functions)
{
functions->Clear = st_Clear;
}