/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2009 Intel Corporation.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
*
**************************************************************************/
-#include "intel_clear.h"
+#include "main/glheader.h"
+#include "main/enums.h"
+#include "main/image.h"
+#include "main/mtypes.h"
+#include "main/attrib.h"
+#include "main/blend.h"
+#include "main/bufferobj.h"
+#include "main/buffers.h"
+#include "main/depth.h"
+#include "main/enable.h"
+#include "main/macros.h"
+#include "main/matrix.h"
+#include "main/texstate.h"
+#include "main/stencil.h"
+#include "main/varray.h"
+#include "glapi/dispatch.h"
+#include "swrast/swrast.h"
+
#include "intel_context.h"
#include "intel_blit.h"
-#include "intel_buffers.h"
#include "intel_chipset.h"
+#include "intel_clear.h"
#include "intel_fbo.h"
-#include "intel_regions.h"
-#include "intel_batchbuffer.h"
-#include "main/framebuffer.h"
-#include "swrast/swrast.h"
-#include "drirenderbuffer.h"
+#include "intel_pixel.h"
#define FILE_DEBUG_FLAG DEBUG_BLIT
-/* A true meta version of this would be very simple and additionally
- * machine independent. Maybe we'll get there one day.
+/**
+ * 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.
*/
-static void
-intelClearWithTris(struct intel_context *intel, GLbitfield mask)
+void
+intel_clear_tris(GLcontext *ctx, GLbitfield mask)
{
- GLcontext *ctx = &intel->ctx;
+ struct intel_context *intel = intel_context(ctx);
+ GLfloat vertices[4][4];
+ GLfloat color[4][4];
+ GLfloat dst_z;
struct gl_framebuffer *fb = ctx->DrawBuffer;
- GLuint buf;
+ int i;
+ GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
+ unsigned int saved_active_texture;
+
+ assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
+ BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
+
+ _mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
+ GL_CURRENT_BIT |
+ GL_DEPTH_BUFFER_BIT |
+ GL_ENABLE_BIT |
+ GL_STENCIL_BUFFER_BIT |
+ GL_TRANSFORM_BIT |
+ GL_CURRENT_BIT);
+ _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_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);
+ 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->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);
+ }
+ }
+ }
+
+ intel_meta_set_passthrough_transform(intel);
- intel->vtbl.install_meta_state(intel);
+ for (i = 0; i < 4; i++) {
+ color[i][0] = ctx->Color.ClearColor[0];
+ color[i][1] = ctx->Color.ClearColor[1];
+ color[i][2] = ctx->Color.ClearColor[2];
+ color[i][3] = ctx->Color.ClearColor[3];
+ }
+
+ /* convert clear Z from [0,1] to NDC coord in [-1,1] */
+ dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
- /* Back and stencil cliprects are the same. Try and do both
- * buffers at once:
+ /* Prepare the vertices, which are the same regardless of which buffer we're
+ * drawing to.
*/
- if (mask & (BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH)) {
- struct intel_region *backRegion =
- intel_get_rb_region(fb, BUFFER_BACK_LEFT);
- struct intel_region *depthRegion =
- intel_get_rb_region(fb, BUFFER_DEPTH);
+ vertices[0][0] = fb->_Xmin;
+ vertices[0][1] = fb->_Ymin;
+ vertices[0][2] = dst_z;
+ vertices[0][3] = 1.0;
+ vertices[1][0] = fb->_Xmax;
+ vertices[1][1] = fb->_Ymin;
+ vertices[1][2] = dst_z;
+ vertices[1][3] = 1.0;
+ vertices[2][0] = fb->_Xmax;
+ vertices[2][1] = fb->_Ymax;
+ vertices[2][2] = dst_z;
+ vertices[2][3] = 1.0;
+ vertices[3][0] = fb->_Xmin;
+ vertices[3][1] = fb->_Ymax;
+ vertices[3][2] = dst_z;
+ vertices[3][3] = 1.0;
- intel->vtbl.meta_draw_region(intel, backRegion, depthRegion);
+ _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
+ _mesa_VertexPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &vertices);
+ _mesa_Enable(GL_COLOR_ARRAY);
+ _mesa_Enable(GL_VERTEX_ARRAY);
+
+ while (mask != 0) {
+ GLuint this_mask = 0;
if (mask & BUFFER_BIT_BACK_LEFT)
- intel->vtbl.meta_color_mask(intel, GL_TRUE);
- else
- intel->vtbl.meta_color_mask(intel, GL_FALSE);
+ this_mask = BUFFER_BIT_BACK_LEFT;
+ else if (mask & BUFFER_BIT_FRONT_LEFT)
+ this_mask = BUFFER_BIT_FRONT_LEFT;
- if (mask & BUFFER_BIT_STENCIL)
- intel->vtbl.meta_stencil_replace(intel,
- intel->ctx.Stencil.WriteMask[0],
- intel->ctx.Stencil.Clear);
- else
- intel->vtbl.meta_no_stencil_write(intel);
+ /* Clear depth/stencil in the same pass as color. */
+ this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
- if (mask & BUFFER_BIT_DEPTH)
- intel->vtbl.meta_depth_replace(intel);
+ /* 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
- intel->vtbl.meta_no_depth_write(intel);
-
- intel->vtbl.meta_draw_quad(intel,
- fb->_Xmin,
- fb->_Xmax,
- fb->_Ymin,
- fb->_Ymax,
- intel->ctx.Depth.Clear,
- intel->ClearColor8888,
- 0, 0, 0, 0); /* texcoords */
-
- mask &= ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH);
- }
+ _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);
+ }
- /* clear the remaining (color) renderbuffers */
- for (buf = 0; buf < BUFFER_COUNT && mask; buf++) {
- const GLuint bufBit = 1 << buf;
- if (mask & bufBit) {
- struct intel_renderbuffer *irbColor =
- intel_renderbuffer(fb->Attachment[buf].Renderbuffer);
-
- ASSERT(irbColor);
-
- intel->vtbl.meta_no_depth_write(intel);
- intel->vtbl.meta_no_stencil_write(intel);
- intel->vtbl.meta_color_mask(intel, GL_TRUE);
- intel->vtbl.meta_draw_region(intel, irbColor->region, NULL);
-
- intel->vtbl.meta_draw_quad(intel,
- fb->_Xmin,
- fb->_Xmax,
- fb->_Ymin,
- fb->_Ymax,
- 0, intel->ClearColor8888,
- 0, 0, 0, 0); /* texcoords */
-
- mask &= ~bufBit;
+ /* Control writing of the stencil clear value to stencil. */
+ if (this_mask & BUFFER_BIT_STENCIL) {
+ _mesa_Enable(GL_STENCIL_TEST);
+ _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ _mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
+ ctx->Stencil.WriteMask[0]);
+ } else {
+ _mesa_Disable(GL_STENCIL_TEST);
}
+
+ CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
+
+ mask &= ~this_mask;
}
- intel->vtbl.leave_meta_state(intel);
+ intel_meta_restore_transform(intel);
+
+ _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);
+
+ _mesa_PopClientAttrib();
+ _mesa_PopAttrib();
}
static const char *buffer_names[] = {
}
DBG("\n");
}
- intelClearWithTris(intel, tri_mask);
+ intel_clear_tris(ctx, tri_mask);
}
if (swrast_mask) {