mesa: refactor: move glClear, glClearColor into new clear.c file.
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committed by
Keith Whitwell

parent
55e341c4c2
commit
5ab1d0acea
@@ -25,7 +25,7 @@
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/**
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* \file buffers.c
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* General framebuffer-related functions, like glClear, glScissor, etc.
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* glReadBuffer, DrawBuffer functions.
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*/
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@@ -42,153 +42,6 @@
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#define BAD_MASK ~0u
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#if _HAVE_FULL_GL
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void GLAPIENTRY
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_mesa_ClearIndex( GLfloat c )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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if (ctx->Color.ClearIndex == (GLuint) c)
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return;
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FLUSH_VERTICES(ctx, _NEW_COLOR);
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ctx->Color.ClearIndex = (GLuint) c;
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if (!ctx->Visual.rgbMode && ctx->Driver.ClearIndex) {
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/* it's OK to call glClearIndex in RGBA mode but it should be a NOP */
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(*ctx->Driver.ClearIndex)( ctx, ctx->Color.ClearIndex );
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}
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}
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#endif
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/**
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* Specify the clear values for the color buffers.
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*
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* \param red red color component.
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* \param green green color component.
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* \param blue blue color component.
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* \param alpha alpha component.
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*
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* \sa glClearColor().
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*
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* Clamps the parameters and updates gl_colorbuffer_attrib::ClearColor. On a
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* change, flushes the vertices and notifies the driver via the
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* dd_function_table::ClearColor callback.
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*/
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void GLAPIENTRY
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_mesa_ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
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{
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GLfloat tmp[4];
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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tmp[0] = CLAMP(red, 0.0F, 1.0F);
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tmp[1] = CLAMP(green, 0.0F, 1.0F);
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tmp[2] = CLAMP(blue, 0.0F, 1.0F);
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tmp[3] = CLAMP(alpha, 0.0F, 1.0F);
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if (TEST_EQ_4V(tmp, ctx->Color.ClearColor))
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return; /* no change */
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FLUSH_VERTICES(ctx, _NEW_COLOR);
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COPY_4V(ctx->Color.ClearColor, tmp);
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if (ctx->Visual.rgbMode && ctx->Driver.ClearColor) {
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/* it's OK to call glClearColor in CI mode but it should be a NOP */
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(*ctx->Driver.ClearColor)(ctx, ctx->Color.ClearColor);
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}
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}
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/**
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* Clear buffers.
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*
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* \param mask bit-mask indicating the buffers to be cleared.
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*
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* Flushes the vertices and verifies the parameter. If __GLcontextRec::NewState
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* is set then calls _mesa_update_state() to update gl_frame_buffer::_Xmin,
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* etc. If the rasterization mode is set to GL_RENDER then requests the driver
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* to clear the buffers, via the dd_function_table::Clear callback.
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*/
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void GLAPIENTRY
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_mesa_Clear( GLbitfield mask )
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{
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
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FLUSH_CURRENT(ctx, 0);
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if (MESA_VERBOSE & VERBOSE_API)
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_mesa_debug(ctx, "glClear 0x%x\n", mask);
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if (mask & ~(GL_COLOR_BUFFER_BIT |
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GL_DEPTH_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT |
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GL_ACCUM_BUFFER_BIT)) {
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/* invalid bit set */
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_mesa_error( ctx, GL_INVALID_VALUE, "glClear(0x%x)", mask);
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return;
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}
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if (ctx->NewState) {
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_mesa_update_state( ctx ); /* update _Xmin, etc */
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}
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if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
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_mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
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"glClear(incomplete framebuffer)");
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return;
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}
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if (ctx->DrawBuffer->Width == 0 || ctx->DrawBuffer->Height == 0 ||
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ctx->DrawBuffer->_Xmin >= ctx->DrawBuffer->_Xmax ||
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ctx->DrawBuffer->_Ymin >= ctx->DrawBuffer->_Ymax)
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return;
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if (ctx->RenderMode == GL_RENDER) {
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GLbitfield bufferMask;
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/* don't clear depth buffer if depth writing disabled */
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if (!ctx->Depth.Mask)
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mask &= ~GL_DEPTH_BUFFER_BIT;
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/* Build the bitmask to send to device driver's Clear function.
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* Note that the GL_COLOR_BUFFER_BIT flag will expand to 0, 1, 2 or 4
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* of the BUFFER_BIT_FRONT/BACK_LEFT/RIGHT flags, or one of the
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* BUFFER_BIT_COLORn flags.
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*/
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bufferMask = 0;
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if (mask & GL_COLOR_BUFFER_BIT) {
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GLuint i;
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for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
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bufferMask |= (1 << ctx->DrawBuffer->_ColorDrawBufferIndexes[i]);
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}
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}
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if ((mask & GL_DEPTH_BUFFER_BIT)
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&& ctx->DrawBuffer->Visual.haveDepthBuffer) {
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bufferMask |= BUFFER_BIT_DEPTH;
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}
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if ((mask & GL_STENCIL_BUFFER_BIT)
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&& ctx->DrawBuffer->Visual.haveStencilBuffer) {
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bufferMask |= BUFFER_BIT_STENCIL;
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}
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if ((mask & GL_ACCUM_BUFFER_BIT)
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&& ctx->DrawBuffer->Visual.haveAccumBuffer) {
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bufferMask |= BUFFER_BIT_ACCUM;
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}
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ASSERT(ctx->Driver.Clear);
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ctx->Driver.Clear(ctx, bufferMask);
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}
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}
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/**
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* Return bitmask of BUFFER_BIT_* flags indicating which color buffers are
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* available to the rendering context (for drawing or reading).
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