#include "cso_cache/cso_context.h"
+void
+st_init_clear(struct st_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+
+ /* rasterizer state: bypass clipping */
+ memset(&st->clear.raster, 0, sizeof(st->clear.raster));
+ st->clear.raster.bypass_clipping = 1;
+
+ /* viewport state: identity since we're drawing in window coords */
+ st->clear.viewport.scale[0] = 1.0;
+ st->clear.viewport.scale[1] = 1.0;
+ st->clear.viewport.scale[2] = 1.0;
+ st->clear.viewport.scale[3] = 1.0;
+ st->clear.viewport.translate[0] = 0.0;
+ st->clear.viewport.translate[1] = 0.0;
+ st->clear.viewport.translate[2] = 0.0;
+ st->clear.viewport.translate[3] = 0.0;
+
+ /* fragment shader state: color pass-through program */
+ st->clear.fs =
+ util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
+
+ /* vertex shader state: color/position pass-through */
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR };
+ const uint semantic_indexes[] = { 0, 0 };
+ st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
+ semantic_names,
+ semantic_indexes,
+ &st->clear.vert_shader);
+ }
+}
+
+
void
st_destroy_clear(struct st_context *st)
{
cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
}
- /* rasterizer state: bypass clipping */
- {
- struct pipe_rasterizer_state raster;
- memset(&raster, 0, sizeof(raster));
- raster.bypass_clipping = 1;
- cso_set_rasterizer(st->cso_context, &raster);
- }
+ cso_set_rasterizer(st->cso_context, &st->clear.raster);
+ cso_set_viewport(st->cso_context, &st->clear.viewport);
- /* fragment shader state: color pass-through program */
- if (!st->clear.fs) {
- st->clear.fs = util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
- }
pipe->bind_fs_state(pipe, st->clear.fs);
-
-
- /* vertex shader state: color/position pass-through */
- if (!st->clear.vs) {
- const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
- TGSI_SEMANTIC_COLOR };
- const uint semantic_indexes[] = { 0, 0 };
- st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
- semantic_names,
- semantic_indexes,
- &st->clear.vert_shader);
- }
pipe->bind_vs_state(pipe, st->clear.vs);
- /* viewport state: identity since we're drawing in window coords */
- {
- struct pipe_viewport_state vp;
- vp.scale[0] = 1.0;
- vp.scale[1] = 1.0;
- vp.scale[2] = 1.0;
- vp.scale[3] = 1.0;
- vp.translate[0] = 0.0;
- vp.translate[1] = 0.0;
- vp.translate[2] = 0.0;
- vp.translate[3] = 0.0;
- cso_set_viewport(st->cso_context, &vp);
- }
-
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);