Y invert, clean-up

This commit is contained in:
Brian
2007-08-10 16:25:21 -06:00
parent 717831ea71
commit 1c8bcc733d

View File

@@ -198,79 +198,96 @@ draw_quad(GLcontext *ctx,
/**
* Do glClear by drawing a quadrilateral.
* The vertices of the quad will be computed from the
* ctx->DrawBuffer->_X/Ymin/max fields.
*/
static void
clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
GLuint x1, GLuint y1,
clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
static struct st_fragment_program *stfp = NULL;
struct st_context *st = ctx->st;
struct pipe_alpha_test_state alpha_test;
struct pipe_blend_state blend;
struct pipe_depth_state depth_test;
struct pipe_stencil_state stencil_test;
struct pipe_setup_state setup;
struct pipe_fs_state fs;
const GLfloat x0 = ctx->DrawBuffer->_Xmin;
const GLfloat y0 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
const GLfloat x1 = ctx->DrawBuffer->_Xmax;
const GLfloat y1 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin;
/* alpha state: disabled */
memset(&alpha_test, 0, sizeof(alpha_test));
st->pipe->set_alpha_test_state(st->pipe, &alpha_test);
{
struct pipe_alpha_test_state alpha_test;
memset(&alpha_test, 0, sizeof(alpha_test));
st->pipe->set_alpha_test_state(st->pipe, &alpha_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;
{
struct pipe_blend_state blend;
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);
}
st->pipe->set_blend_state(st->pipe, &blend);
/* depth state: always pass */
memset(&depth_test, 0, sizeof(depth_test));
if (depth) {
depth_test.enabled = 1;
depth_test.writemask = 1;
depth_test.func = PIPE_FUNC_ALWAYS;
{
struct pipe_depth_state depth_test;
memset(&depth_test, 0, sizeof(depth_test));
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);
}
st->pipe->set_depth_state(st->pipe, &depth_test);
/* setup state: nothing */
memset(&setup, 0, sizeof(setup));
if (ctx->Scissor.Enabled)
setup.scissor = 1;
st->pipe->set_setup_state(st->pipe, &setup);
{
struct pipe_setup_state setup;
memset(&setup, 0, sizeof(setup));
if (ctx->Scissor.Enabled)
setup.scissor = 1;
st->pipe->set_setup_state(st->pipe, &setup);
}
/* stencil state: always set to ref value */
memset(&stencil_test, 0, sizeof(stencil_test));
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] & 0xff;
{
struct pipe_stencil_state stencil_test;
memset(&stencil_test, 0, sizeof(stencil_test));
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] & 0xff;
}
st->pipe->set_stencil_state(st->pipe, &stencil_test);
}
st->pipe->set_stencil_state(st->pipe, &stencil_test);
/* fragment shader state: color pass-through program */
if (!stfp) {
stfp = make_color_shader(st);
{
static struct st_fragment_program *stfp = NULL;
struct pipe_fs_state fs;
if (!stfp) {
stfp = make_color_shader(st);
}
memset(&fs, 0, sizeof(fs));
fs.inputs_read = stfp->Base.Base.InputsRead;
fs.tokens = &stfp->tokens[0];
fs.constants = NULL;
st->pipe->set_fs_state(st->pipe, &fs);
}
memset(&fs, 0, sizeof(fs));
fs.inputs_read = stfp->Base.Base.InputsRead;
fs.tokens = &stfp->tokens[0];
fs.constants = NULL;
st->pipe->set_fs_state(st->pipe, &fs);
/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
@@ -306,12 +323,7 @@ clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
}
else {
/* masking or scissoring */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_TRUE, GL_FALSE, GL_FALSE);
clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
}
}
@@ -333,12 +345,7 @@ clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
else {
/* scissoring */
/* XXX point framebuffer.cbufs[0] at the accum buffer */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_TRUE, GL_FALSE, GL_FALSE);
clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
}
}
@@ -356,12 +363,7 @@ clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
}
else {
/* masking or scissoring or combined z/stencil buffer */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_FALSE, GL_TRUE, GL_FALSE);
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
}
}
@@ -381,12 +383,7 @@ clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
}
else {
/* masking or scissoring */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_FALSE, GL_FALSE, GL_TRUE);
clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
}
}
@@ -421,12 +418,7 @@ clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
}
else {
/* masking or scissoring */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_FALSE, GL_TRUE, GL_TRUE);
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
}
}