pipe->clear() now takes a surface, rather than color/depth/stencil flags.
pipe->clear() only used to clear whole buffers (no scissor) w/out masking. Draw a colored quadrilateral in all other cases.
This commit is contained in:
@@ -43,6 +43,65 @@
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#include "vf/vf.h"
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static GLuint
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color_value(GLuint pipeFormat, const GLfloat color[4])
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{
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GLubyte r, g, b, a;
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UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
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UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
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UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
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UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
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switch (pipeFormat) {
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case PIPE_FORMAT_U_R8_G8_B8_A8:
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return (r << 24) | (g << 16) | (b << 8) | a;
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case PIPE_FORMAT_U_A8_R8_G8_B8:
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return (a << 24) | (r << 16) | (g << 8) | b;
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case PIPE_FORMAT_U_R5_G6_B5:
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return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
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default:
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return 0;
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}
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}
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static GLuint
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depth_value(GLuint pipeFormat, GLfloat value)
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{
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GLuint val;
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switch (pipeFormat) {
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case PIPE_FORMAT_U_Z16:
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val = (GLuint) (value * 0xffffff);
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break;
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case PIPE_FORMAT_U_Z32:
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val = (GLuint) (value * 0xffffffff);
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break;
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case PIPE_FORMAT_S8_Z24:
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/*case PIPE_FORMAT_Z24_S8:*/
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val = (GLuint) (value * 0xffffff);
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break;
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default:
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assert(0);
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}
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return val;
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}
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static GLboolean
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is_depth_stencil_format(GLuint pipeFormat)
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{
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switch (pipeFormat) {
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case PIPE_FORMAT_S8_Z24:
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/*case PIPE_FORMAT_Z24_S8:*/
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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/**
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* Draw a screen-aligned quadrilateral.
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* Coords are window coords.
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@@ -92,7 +151,8 @@ draw_quad(GLcontext *ctx,
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* Do glClear by drawing a quadrilateral.
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*/
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static void
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clear_with_quad(GLcontext *ctx,
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clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
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GLuint x1, GLuint y1,
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GLboolean color, GLboolean depth, GLboolean stencil)
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{
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struct st_context *st = ctx->st;
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@@ -133,6 +193,8 @@ clear_with_quad(GLcontext *ctx,
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/* setup state: nothing */
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memset(&setup, 0, sizeof(setup));
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if (ctx->Scissor.Enabled)
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setup.scissor = 1;
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st->pipe->set_setup_state(st->pipe, &setup);
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/* stencil state: always set to ref value */
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@@ -145,18 +207,14 @@ clear_with_quad(GLcontext *ctx,
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stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.ref_value[0] = ctx->Stencil.Clear;
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stencil_test.value_mask[0] = 0xff;
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stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0];
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stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
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}
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st->pipe->set_stencil_state(st->pipe, &stencil_test);
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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draw_quad(ctx,
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ctx->Scissor.X, ctx->Scissor.Y,
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ctx->Scissor.X + ctx->Scissor.Width,
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ctx->Scissor.Y + ctx->Scissor.Height,
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ctx->Depth.Clear, ctx->Color.ClearColor);
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draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
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/* Restore GL state */
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/* Restore pipe state */
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st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
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st->pipe->set_blend_state(st->pipe, &st->state.blend);
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st->pipe->set_depth_state(st->pipe, &st->state.depth);
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@@ -168,6 +226,141 @@ clear_with_quad(GLcontext *ctx,
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}
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static void
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clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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if (ctx->Color.ColorMask[0] &&
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ctx->Color.ColorMask[1] &&
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ctx->Color.ColorMask[2] &&
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ctx->Color.ColorMask[3] &&
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!ctx->Scissor.Enabled)
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{
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/* clear whole buffer w/out masking */
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GLuint clearValue
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= color_value(rb->surface->format, ctx->Color.ClearColor);
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ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
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}
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else {
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/* masking or scissoring */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_TRUE, GL_FALSE, GL_FALSE);
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}
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}
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static void
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clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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if (!ctx->Scissor.Enabled) {
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/* clear whole buffer w/out masking */
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GLuint clearValue
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= color_value(rb->surface->format, ctx->Accum.ClearColor);
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/* Note that clearValue is 32 bits but the accum buffer will
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* typically be 64bpp...
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*/
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ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
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}
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else {
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/* scissoring */
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/* XXX point framebuffer.cbufs[0] at the accum buffer */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_TRUE, GL_FALSE, GL_FALSE);
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}
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}
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static void
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clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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if (!ctx->Scissor.Enabled &&
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!is_depth_stencil_format(rb->surface->format)) {
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/* clear whole depth buffer w/out masking */
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GLuint clearValue = depth_value(rb->surface->format, ctx->Depth.Clear);
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ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
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}
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else {
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/* masking or scissoring or combined z/stencil buffer */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_FALSE, GL_TRUE, GL_FALSE);
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}
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}
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static void
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clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const GLuint stencilMax = (1 << rb->StencilBits) - 1;
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GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
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if (!maskStencil && !ctx->Scissor.Enabled &&
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!is_depth_stencil_format(rb->surface->format)) {
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/* clear whole stencil buffer w/out masking */
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GLuint clearValue = ctx->Stencil.Clear;
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ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
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}
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else {
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/* masking or scissoring */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_FALSE, GL_FALSE, GL_TRUE);
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}
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}
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static void
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clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const GLuint stencilMax = 1 << rb->StencilBits;
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GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
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assert(is_depth_stencil_format(rb->surface->format));
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if (!maskStencil && !ctx->Scissor.Enabled) {
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/* clear whole buffer w/out masking */
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GLuint clearValue = depth_value(rb->surface->format, ctx->Depth.Clear);
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switch (rb->surface->format) {
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case PIPE_FORMAT_S8_Z24:
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clearValue |= ctx->Stencil.Clear << 24;
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break;
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#if 0
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case PIPE_FORMAT_Z24_S8:
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clearValue = (clearValue << 8) | clearVal;
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break;
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#endif
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default:
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assert(0);
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}
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ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
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}
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else {
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/* masking or scissoring */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_FALSE, GL_TRUE, GL_TRUE);
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}
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}
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/**
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* Called via ctx->Driver.Clear()
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@@ -176,41 +369,52 @@ clear_with_quad(GLcontext *ctx,
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*/
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static void st_clear(GLcontext *ctx, GLbitfield mask)
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{
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static const GLbitfield BUFFER_BITS_DS
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= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
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struct st_context *st = ctx->st;
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GLboolean color = (mask & BUFFER_BITS_COLOR) ? GL_TRUE : GL_FALSE;
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GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE;
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GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE;
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GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE;
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GLboolean maskColor, maskStencil;
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GLboolean fullscreen = !ctx->Scissor.Enabled;
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GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0;
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struct gl_renderbuffer *depthRb
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= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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struct gl_renderbuffer *stencilRb
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= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
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/* This makes sure the softpipe has the latest scissor, etc values */
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st_validate_state( st );
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maskColor = color && st->state.blend.colormask != PIPE_MASK_RGBA;
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maskStencil = stencil && ctx->Stencil.WriteMask[0] != stencilMax;
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/*
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* XXX TO-DO:
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* If we're going to use clear_with_quad() for any reason, use it to
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* clear as many other buffers as possible.
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* As it is now, we sometimes call clear_with_quad() three times to clear
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* color/depth/stencil individually...
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*/
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if (fullscreen && !maskColor && !maskStencil) {
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/* pipe->clear() should clear a particular surface, so that we
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* can iterate over render buffers at this level and clear the
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* ones GL is asking for.
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*
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* Will probably need something like pipe->clear_z_stencil() to
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* cope with the special case of paired and unpaired z/stencil
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* buffers, though could perhaps deal with them explicitly at
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* this level.
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*/
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st->pipe->clear(st->pipe, color, depth, stencil);
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if (mask & BUFFER_BITS_COLOR) {
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GLuint b;
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for (b = 0; b < BUFFER_COUNT; b++) {
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if (BUFFER_BITS_COLOR & mask & (1 << b)) {
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clear_color_buffer(ctx,
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ctx->DrawBuffer->Attachment[b].Renderbuffer);
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}
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}
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}
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/* And here we would do a clear on whatever surface we are using
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* to implement accum buffers:
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*/
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assert(!accum);
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if (mask & BUFFER_BIT_ACCUM) {
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clear_accum_buffer(ctx,
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ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
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}
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if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
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/* clearing combined depth + stencil */
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clear_depth_stencil_buffer(ctx, depthRb);
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}
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else {
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clear_with_quad(ctx, color, depth, stencil);
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/* separate depth/stencil clears */
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if (mask & BUFFER_BIT_DEPTH) {
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clear_depth_buffer(ctx, depthRb);
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}
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if (mask & BUFFER_BIT_STENCIL) {
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clear_stencil_buffer(ctx, stencilRb);
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}
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}
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}
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Block a user