void *dsa_write_depth_keep_stencil;
void *dsa_keep_depth_stencil;
void *dsa_keep_depth_write_stencil;
+ void *dsa_flush_depth_stencil;
void *velem_state;
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
dsa.depth.writemask = 1;
+ ctx->dsa_flush_depth_stencil =
+ pipe->create_depth_stencil_alpha_state(pipe, &dsa);
+
+ dsa.depth.enabled = 1;
+ dsa.depth.writemask = 1;
+ dsa.depth.func = PIPE_FUNC_ALWAYS;
ctx->dsa_write_depth_keep_stencil =
pipe->create_depth_stencil_alpha_state(pipe, &dsa);
UTIL_BLITTER_ATTRIB_NONE, NULL);
blitter_restore_CSOs(ctx);
}
+
+/* Clear a region of a depth stencil surface. */
+void util_blitter_flush_depth_stencil(struct blitter_context *blitter,
+ struct pipe_surface *dstsurf)
+{
+ struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
+ struct pipe_context *pipe = ctx->base.pipe;
+ struct pipe_framebuffer_state fb_state;
+
+ assert(dstsurf->texture);
+ if (!dstsurf->texture)
+ return;
+
+ /* check the saved state */
+ blitter_check_saved_CSOs(ctx);
+ assert(blitter->saved_fb_state.nr_cbufs != ~0);
+
+ /* bind CSOs */
+ pipe->bind_blend_state(pipe, ctx->blend_keep_color);
+ pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_flush_depth_stencil);
+
+ pipe->bind_rasterizer_state(pipe, ctx->rs_state);
+ pipe->bind_fs_state(pipe, blitter_get_fs_col(ctx, 0));
+ pipe->bind_vs_state(pipe, ctx->vs_col);
+ pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
+
+ /* set a framebuffer state */
+ fb_state.width = dstsurf->width;
+ fb_state.height = dstsurf->height;
+ fb_state.nr_cbufs = 0;
+ fb_state.cbufs[0] = 0;
+ fb_state.zsbuf = dstsurf;
+ pipe->set_framebuffer_state(pipe, &fb_state);
+
+ blitter_set_dst_dimensions(ctx, dstsurf->width, dstsurf->height);
+ blitter->draw_rectangle(blitter, 0, 0, dstsurf->width, dstsurf->height, 0,
+ UTIL_BLITTER_ATTRIB_NONE, NULL);
+ blitter_restore_CSOs(ctx);
+}
unsigned dstx, unsigned dsty,
unsigned width, unsigned height);
+void util_blitter_flush_depth_stencil(struct blitter_context *blitter,
+ struct pipe_surface *dstsurf);
/* The functions below should be used to save currently bound constant state
* objects inside a driver. The objects are automatically restored at the end
* of the util_blitter_{clear, copy_region, fill_region} functions and then
PIPE_BIND_DEPTH_STENCIL);
r300->z_decomp_rd = TRUE;
r300_blitter_begin(r300, R300_CLEAR_SURFACE);
- util_blitter_clear_depth_stencil(r300->blitter, dstsurf,
- PIPE_CLEAR_DEPTH, 0, 0,
- 0, 0, dstsurf->width, dstsurf->height);
+ util_blitter_flush_depth_stencil(r300->blitter, dstsurf);
r300_blitter_end(r300);
r300->z_decomp_rd = FALSE;