intel: Fix tri clear to do FBO color attachments as well.
authorEric Anholt <eric@anholt.net>
Tue, 17 Feb 2009 18:53:37 +0000 (10:53 -0800)
committerEric Anholt <eric@anholt.net>
Tue, 17 Feb 2009 19:30:48 +0000 (11:30 -0800)
This is a 2% win in fbo_firecube, and would avoid a sw fallback for
masked clears.

src/mesa/drivers/dri/intel/intel_clear.c

index b229136316447af3721c11a5b08cb0653b61fdfa..7c297ec936649f52e31d1d0167c7975bf2886e07 100644 (file)
 
 #define FILE_DEBUG_FLAG DEBUG_BLIT
 
+#define TRI_CLEAR_COLOR_BITS (BUFFER_BIT_BACK_LEFT |                   \
+                             BUFFER_BIT_FRONT_LEFT |                   \
+                             BUFFER_BIT_COLOR0 |                       \
+                             BUFFER_BIT_COLOR1 |                       \
+                             BUFFER_BIT_COLOR2 |                       \
+                             BUFFER_BIT_COLOR3 |                       \
+                             BUFFER_BIT_COLOR4 |                       \
+                             BUFFER_BIT_COLOR5 |                       \
+                             BUFFER_BIT_COLOR6 |                       \
+                             BUFFER_BIT_COLOR7)
+
 /**
  * Perform glClear where mask contains only color, depth, and/or stencil.
  *
@@ -75,8 +86,8 @@ intel_clear_tris(GLcontext *ctx, GLbitfield mask)
    GLboolean saved_shader_program = 0;
    unsigned int saved_active_texture;
 
-   assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
-                   BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
+   assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
+                   BUFFER_BIT_STENCIL)) == 0);
 
    _mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
                    GL_CURRENT_BIT |
@@ -170,11 +181,11 @@ intel_clear_tris(GLcontext *ctx, GLbitfield mask)
 
    while (mask != 0) {
       GLuint this_mask = 0;
+      GLuint color_bit;
 
-      if (mask & BUFFER_BIT_BACK_LEFT)
-        this_mask = BUFFER_BIT_BACK_LEFT;
-      else if (mask & BUFFER_BIT_FRONT_LEFT)
-        this_mask = BUFFER_BIT_FRONT_LEFT;
+      color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
+      if (color_bit != 0)
+        this_mask |= (1 << (color_bit - 1));
 
       /* Clear depth/stencil in the same pass as color. */
       this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
@@ -186,6 +197,9 @@ intel_clear_tris(GLcontext *ctx, GLbitfield mask)
         _mesa_DrawBuffer(GL_FRONT_LEFT);
       else if (this_mask & BUFFER_BIT_BACK_LEFT)
         _mesa_DrawBuffer(GL_BACK_LEFT);
+      else if (color_bit != 0)
+        _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
+                         (color_bit - BUFFER_COLOR0 - 1));
       else
         _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
 
@@ -313,8 +327,11 @@ intelClear(GLcontext *ctx, GLbitfield mask)
     * buffer with it.
     */
    if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
-      tri_mask |= blit_mask & BUFFER_BIT_BACK_LEFT;
-      blit_mask &= ~BUFFER_BIT_BACK_LEFT;
+      int color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
+      if (color_bit != 0) {
+        tri_mask |= blit_mask & (1 << (color_bit - 1));
+        blit_mask &= ~(1 << (color_bit - 1));
+      }
    }
 
    /* SW fallback clearing */