st/mesa: consolidate quad drawing code

The glClear, glBitmap and glDrawPixels code now use a new st_draw_quad()
helper function.

Reviewed-by: Jose Fonseca <jfonseca@vmware.com>
This commit is contained in:
Brian Paul
2016-02-16 10:22:32 -07:00
parent b63fe0552b
commit d7d4fe90c4
5 changed files with 136 additions and 238 deletions

View File

@@ -44,6 +44,7 @@
#include "st_cb_bitmap.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
#include "st_draw.h"
#include "st_format.h"
#include "st_program.h"
@@ -55,7 +56,6 @@
#include "util/u_framebuffer.h"
#include "util/u_inlines.h"
#include "util/u_simple_shaders.h"
#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
@@ -167,77 +167,6 @@ set_vertex_shader_layered(struct st_context *st)
}
/**
* Draw a screen-aligned quadrilateral.
* Coords are clip coords with y=0=bottom.
*/
static void
draw_quad(struct st_context *st,
float x0, float y0, float x1, float y1, GLfloat z,
unsigned num_instances,
const union pipe_color_union *color)
{
struct cso_context *cso = st->cso_context;
struct pipe_vertex_buffer vb = {0};
struct st_util_vertex *verts;
vb.stride = sizeof(struct st_util_vertex);
u_upload_alloc(st->uploader, 0, 4 * sizeof(struct st_util_vertex), 4,
&vb.buffer_offset, &vb.buffer, (void **) &verts);
if (!vb.buffer) {
return;
}
/* Convert Z from [0,1] to [-1,1] range */
z = z * 2.0f - 1.0f;
/* Note: if we're only clearing depth/stencil we still setup vertices
* with color, but they'll be ignored.
*/
verts[0].x = x0;
verts[0].y = y0;
verts[0].z = z;
verts[0].r = color->f[0];
verts[0].g = color->f[1];
verts[0].b = color->f[2];
verts[0].a = color->f[3];
verts[1].x = x1;
verts[1].y = y0;
verts[1].z = z;
verts[1].r = color->f[0];
verts[1].g = color->f[1];
verts[1].b = color->f[2];
verts[1].a = color->f[3];
verts[2].x = x1;
verts[2].y = y1;
verts[2].z = z;
verts[2].r = color->f[0];
verts[2].g = color->f[1];
verts[2].b = color->f[2];
verts[2].a = color->f[3];
verts[3].x = x0;
verts[3].y = y1;
verts[3].z = z;
verts[3].r = color->f[0];
verts[3].g = color->f[1];
verts[3].b = color->f[2];
verts[3].a = color->f[3];
u_upload_unmap(st->uploader);
/* draw */
cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb);
cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
0, num_instances);
pipe_resource_reference(&vb.buffer, NULL);
}
/**
* Do glClear by drawing a quadrilateral.
* The vertices of the quad will be computed from the
@@ -368,13 +297,21 @@ clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
else
set_vertex_shader(st);
/* We can't translate the clear color to the colorbuffer format,
/* draw quad matching scissor rect.
*
* Note: if we're only clearing depth/stencil we still setup vertices
* with color, but they'll be ignored.
*
* We can't translate the clear color to the colorbuffer format,
* because different colorbuffers may have different formats.
*/
/* draw quad matching scissor rect */
draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
(union pipe_color_union*)&ctx->Color.ClearColor);
if (!st_draw_quad(st, x0, y0, x1, y1,
ctx->Depth.Clear * 2.0f - 1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
(const float *) &ctx->Color.ClearColor.f,
num_layers)) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear");
}
/* Restore pipe state */
cso_restore_blend(st->cso_context);