gallium: streamline viewport/raster/shader state for clearing with quads
Move init of these items to new st_init_clear().
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@@ -55,6 +55,42 @@
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#include "cso_cache/cso_context.h"
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void
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st_init_clear(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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/* rasterizer state: bypass clipping */
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memset(&st->clear.raster, 0, sizeof(st->clear.raster));
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st->clear.raster.bypass_clipping = 1;
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/* viewport state: identity since we're drawing in window coords */
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st->clear.viewport.scale[0] = 1.0;
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st->clear.viewport.scale[1] = 1.0;
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st->clear.viewport.scale[2] = 1.0;
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st->clear.viewport.scale[3] = 1.0;
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st->clear.viewport.translate[0] = 0.0;
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st->clear.viewport.translate[1] = 0.0;
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st->clear.viewport.translate[2] = 0.0;
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st->clear.viewport.translate[3] = 0.0;
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/* fragment shader state: color pass-through program */
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st->clear.fs =
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util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
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/* vertex shader state: color/position pass-through */
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_COLOR };
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const uint semantic_indexes[] = { 0, 0 };
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st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
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semantic_names,
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semantic_indexes,
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&st->clear.vert_shader);
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}
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}
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void
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st_destroy_clear(struct st_context *st)
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{
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@@ -233,47 +269,12 @@ clear_with_quad(GLcontext *ctx,
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cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
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}
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/* rasterizer state: bypass clipping */
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{
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struct pipe_rasterizer_state raster;
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memset(&raster, 0, sizeof(raster));
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raster.bypass_clipping = 1;
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cso_set_rasterizer(st->cso_context, &raster);
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}
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cso_set_rasterizer(st->cso_context, &st->clear.raster);
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cso_set_viewport(st->cso_context, &st->clear.viewport);
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/* fragment shader state: color pass-through program */
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if (!st->clear.fs) {
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st->clear.fs = util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
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}
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pipe->bind_fs_state(pipe, st->clear.fs);
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/* vertex shader state: color/position pass-through */
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if (!st->clear.vs) {
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_COLOR };
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const uint semantic_indexes[] = { 0, 0 };
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st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
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semantic_names,
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semantic_indexes,
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&st->clear.vert_shader);
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}
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pipe->bind_vs_state(pipe, st->clear.vs);
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/* viewport state: identity since we're drawing in window coords */
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{
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struct pipe_viewport_state vp;
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vp.scale[0] = 1.0;
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vp.scale[1] = 1.0;
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vp.scale[2] = 1.0;
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vp.scale[3] = 1.0;
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vp.translate[0] = 0.0;
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vp.translate[1] = 0.0;
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vp.translate[2] = 0.0;
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vp.translate[3] = 0.0;
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cso_set_viewport(st->cso_context, &vp);
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}
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
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