/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* Brian Paul
*/
-#include "st_context.h"
#include "glheader.h"
#include "macros.h"
#include "enums.h"
-#include "st_context.h"
#include "st_atom.h"
+#include "st_context.h"
+#include "st_cb_clear.h"
+#include "st_public.h"
#include "pipe/p_context.h"
+#include "pipe/p_defines.h"
+
+
+
+/**
+ * Do glClear by drawing a quadrilateral.
+ */
+static void
+clear_with_quad(GLcontext *ctx,
+ GLboolean color, GLboolean depth,
+ GLboolean stencil, GLboolean accum)
+{
+ struct st_context *st = ctx->st;
+ struct pipe_blend_state blend;
+ struct pipe_depth_state depth_test;
+ struct pipe_stencil_state stencil_test;
+ GLfloat z = ctx->Depth.Clear;
+
+ /* depth state: always pass */
+ memset(&depth_test, 0, sizeof(depth));
+ if (depth) {
+ depth_test.enabled = 1;
+ depth_test.writemask = 1;
+ depth_test.func = PIPE_FUNC_ALWAYS;
+ }
+ st->pipe->set_depth_state(st->pipe, &depth_test);
+
+ /* stencil state: always set to ref value */
+ memset(&stencil_test, 0, sizeof(stencil));
+ if (stencil) {
+ stencil_test.front_enabled = 1;
+ stencil_test.front_func = PIPE_FUNC_ALWAYS;
+ stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE;
+ stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
+ stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
+ stencil_test.ref_value[0] = ctx->Stencil.Clear;
+ stencil_test.value_mask[0] = 0xff;
+ stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0];
+ }
+ st->pipe->set_stencil_state(st->pipe, &stencil_test);
+
+ /* blend state: RGBA masking */
+ memset(&blend, 0, sizeof(blend));
+ if (color) {
+ if (ctx->Color.ColorMask[0])
+ blend.colormask |= PIPE_MASK_R;
+ if (ctx->Color.ColorMask[1])
+ blend.colormask |= PIPE_MASK_G;
+ if (ctx->Color.ColorMask[2])
+ blend.colormask |= PIPE_MASK_B;
+ if (ctx->Color.ColorMask[3])
+ blend.colormask |= PIPE_MASK_A;
+ if (st->ctx->Color.DitherFlag)
+ blend.dither = 1;
+ }
+ st->pipe->set_blend_state(st->pipe, &blend);
+ /*
+ * XXX Render quad here
+ */
-/* XXX: doesn't pick up the differences between front/back/left/right
+ /* Restore GL state */
+ st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
+}
+
+
+
+/**
+ * Called via ctx->Driver.Clear()
+ * XXX: doesn't pick up the differences between front/back/left/right
* clears. Need to sort that out...
*/
static void st_clear(GLcontext *ctx, GLbitfield mask)
GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE;
GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE;
GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE;
+ GLboolean maskColor, maskStencil;
GLboolean fullscreen = 1; /* :-) */
+ GLuint stencilMax = 1 << ctx->DrawBuffer->_StencilBuffer->StencilBits;
/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );
- if (fullscreen) {
+ maskColor = st->state.blend.colormask != PIPE_MASK_RGBA;
+ maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
+
+ if (fullscreen && !maskColor) {
/* pipe->clear() should clear a particular surface, so that we
* can iterate over render buffers at this level and clear the
* ones GL is asking for.
else {
/* Convert to geometry, etc:
*/
+ clear_with_quad(ctx, color, depth, stencil, accum);
}
}