From: Brian Paul Date: Wed, 24 Mar 2010 14:25:24 +0000 (-0600) Subject: st/mesa: code clean-ups, formatting fixes, comments, etc X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=ab93f8d0679d1f2a116b98831fc4967a2b707b3a;p=mesa.git st/mesa: code clean-ups, formatting fixes, comments, etc --- diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index 08c3e08097b..6007c767182 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -47,16 +47,19 @@ #include "st_inlines.h" #include "pipe/p_context.h" -#include "util/u_inlines.h" #include "pipe/p_state.h" #include "pipe/p_defines.h" #include "util/u_format.h" +#include "util/u_inlines.h" #include "util/u_simple_shaders.h" #include "util/u_draw_quad.h" #include "cso_cache/cso_context.h" +/** + * Do per-context initialization for glClear. + */ void st_init_clear(struct st_context *st) { @@ -67,8 +70,7 @@ st_init_clear(struct st_context *st) st->clear.raster.gl_rasterization_rules = 1; /* fragment shader state: color pass-through program */ - st->clear.fs = - util_make_fragment_passthrough_shader(pipe); + st->clear.fs = util_make_fragment_passthrough_shader(pipe); /* vertex shader state: color/position pass-through */ { @@ -82,6 +84,9 @@ st_init_clear(struct st_context *st) } +/** + * Free per-context state for glClear. + */ void st_destroy_clear(struct st_context *st) { @@ -131,7 +136,8 @@ draw_quad(GLcontext *ctx, } if (!st->clear.vbuf) { - st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX, + st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, + PIPE_BUFFER_USAGE_VERTEX, max_slots * sizeof(st->clear.vertices)); } @@ -160,7 +166,8 @@ draw_quad(GLcontext *ctx, /* put vertex data into vbuf */ st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf, - st->clear.vbuf_slot * sizeof(st->clear.vertices), + st->clear.vbuf_slot + * sizeof(st->clear.vertices), sizeof(st->clear.vertices), st->clear.vertices); @@ -289,7 +296,8 @@ clear_with_quad(GLcontext *ctx, cso_set_vertex_shader_handle(st->cso_context, st->clear.vs); /* draw quad matching scissor rect (XXX verify coord round-off) */ - draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor); + draw_quad(ctx, x0, y0, x1, y1, + (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor); /* Restore pipe state */ cso_restore_blend(st->cso_context); @@ -301,7 +309,6 @@ clear_with_quad(GLcontext *ctx, cso_restore_fragment_shader(st->cso_context); cso_restore_vertex_shader(st->cso_context); cso_restore_vertex_elements(st->cso_context); - } @@ -328,6 +335,10 @@ check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) } +/** + * Determine if we need to clear the combiend depth/stencil buffer by + * drawing a quad. + */ static INLINE GLboolean check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) { @@ -369,8 +380,7 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) ctx->Scissor.Height < rb->Height)) return GL_TRUE; - if (isDS && - ctx->DrawBuffer->Visual.stencilBits > 0) + if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0) return GL_TRUE; return GL_FALSE; @@ -408,8 +418,7 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) * rather than taking depth and stencil clear values from the * current state. */ - if (isDS && - ctx->DrawBuffer->Visual.depthBits > 0) + if (isDS && ctx->DrawBuffer->Visual.depthBits > 0) return GL_TRUE; return GL_FALSE; @@ -417,7 +426,11 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) -void st_flush_clear( struct st_context *st ) +/** + * Called when we need to flush. + */ +void +st_flush_clear(struct st_context *st) { /* Release vertex buffer to avoid synchronous rendering if we were * to map it in the next frame. @@ -431,7 +444,8 @@ void st_flush_clear( struct st_context *st ) /** * Called via ctx->Driver.Clear() */ -static void st_Clear(GLcontext *ctx, GLbitfield mask) +static void +st_Clear(GLcontext *ctx, GLbitfield mask) { static const GLbitfield BUFFER_BITS_DS = (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); @@ -440,8 +454,8 @@ static void st_Clear(GLcontext *ctx, GLbitfield mask) = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; struct gl_renderbuffer *stencilRb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; - GLbitfield quad_buffers = 0; - GLbitfield clear_buffers = 0; + GLbitfield quad_buffers = 0x0; + GLbitfield clear_buffers = 0x0; GLuint i; /* This makes sure the pipe has the latest scissor, etc values */ @@ -526,7 +540,8 @@ static void st_Clear(GLcontext *ctx, GLbitfield mask) } -void st_init_clear_functions(struct dd_function_table *functions) +void +st_init_clear_functions(struct dd_function_table *functions) { functions->Clear = st_Clear; }