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third_party_mesa3d/src/mesa/state_tracker/st_cb_clear.c

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/**************************************************************************
*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "glheader.h"
#include "macros.h"
#include "enums.h"
#include "st_atom.h"
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#include "st_context.h"
#include "st_cb_clear.h"
#include "st_public.h"
#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
#include "vf/vf.h"
/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords.
*/
static void
draw_quad(GLcontext *ctx,
float x0, float y0, float x1, float y1, GLfloat z,
const GLfloat color[4])
{
static const GLuint attribs[2] = {
VF_ATTRIB_POS,
VF_ATTRIB_COLOR0
};
GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
GLuint i;
/* positions */
verts[0][0][0] = x0;
verts[0][0][1] = y0;
verts[1][0][0] = x1;
verts[1][0][1] = y0;
verts[2][0][0] = x1;
verts[2][0][1] = y1;
verts[3][0][0] = x0;
verts[3][0][1] = y1;
/* same for all verts: */
for (i = 0; i < 4; i++) {
verts[i][0][2] = z;
verts[i][0][3] = 1.0;
verts[i][1][0] = color[0];
verts[i][1][1] = color[1];
verts[i][1][2] = color[2];
verts[i][1][3] = color[3];
}
ctx->st->pipe->draw_vertices(ctx->st->pipe, GL_QUADS,
4, (GLfloat *) verts, 2, attribs);
}
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/**
* Do glClear by drawing a quadrilateral.
*/
static void
clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
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{
struct st_context *st = ctx->st;
struct pipe_blend_state blend;
struct pipe_depth_state depth_test;
struct pipe_stencil_state stencil_test;
/* 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);
draw_quad(ctx,
ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.X + ctx->Scissor.Width,
ctx->Scissor.Y + ctx->Scissor.Height,
ctx->Depth.Clear, ctx->Color.ClearColor);
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/* Restore GL state */
st->pipe->set_blend_state(st->pipe, &st->state.blend);
st->pipe->set_depth_state(st->pipe, &st->state.depth);
st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
/* OR:
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st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
*/
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}
/**
* 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)
{
struct st_context *st = ctx->st;
GLboolean color = (mask & BUFFER_BITS_COLOR) ? GL_TRUE : GL_FALSE;
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;
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GLboolean maskColor, maskStencil;
GLboolean fullscreen = !ctx->Scissor.Enabled;
GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0;
/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );
maskColor = color && st->state.blend.colormask != PIPE_MASK_RGBA;
maskStencil = stencil && ctx->Stencil.WriteMask[0] != stencilMax;
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if (fullscreen && !maskColor && !maskStencil) {
/* 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.
*
* Will probably need something like pipe->clear_z_stencil() to
* cope with the special case of paired and unpaired z/stencil
* buffers, though could perhaps deal with them explicitly at
* this level.
*/
st->pipe->clear(st->pipe, color, depth, stencil);
/* And here we would do a clear on whatever surface we are using
* to implement accum buffers:
*/
assert(!accum);
}
else {
clear_with_quad(ctx, color, depth, stencil);
}
}
void st_init_cb_clear( struct st_context *st )
{
struct dd_function_table *functions = &st->ctx->Driver;
functions->Clear = st_clear;
}
void st_destroy_cb_clear( struct st_context *st )
{
}