sketch out clearing with quads

This commit is contained in:
Brian
2007-08-02 10:29:42 -06:00
parent 5936b439e8
commit e415dced44

View File

@@ -1,6 +1,6 @@
/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -31,17 +31,85 @@
* Brian Paul
*/
#include "st_context.h"
#include "glheader.h"
#include "macros.h"
#include "enums.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_context.h"
#include "st_cb_clear.h"
#include "st_public.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
/* XXX: doesn't pick up the differences between front/back/left/right
/**
* Do glClear by drawing a quadrilateral.
*/
static void
clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth,
GLboolean stencil, GLboolean accum)
{
struct st_context *st = ctx->st;
struct pipe_blend_state blend;
struct pipe_depth_state depth_test;
struct pipe_stencil_state stencil_test;
GLfloat z = ctx->Depth.Clear;
/* depth state: always pass */
memset(&depth_test, 0, sizeof(depth));
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);
/* stencil state: always set to ref value */
memset(&stencil_test, 0, sizeof(stencil));
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];
}
st->pipe->set_stencil_state(st->pipe, &stencil_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;
}
st->pipe->set_blend_state(st->pipe, &blend);
/*
* XXX Render quad here
*/
/* Restore GL state */
st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
}
/**
* Called via ctx->Driver.Clear()
* XXX: doesn't pick up the differences between front/back/left/right
* clears. Need to sort that out...
*/
static void st_clear(GLcontext *ctx, GLbitfield mask)
@@ -51,12 +119,17 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE;
GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE;
GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE;
GLboolean maskColor, maskStencil;
GLboolean fullscreen = 1; /* :-) */
GLuint stencilMax = 1 << ctx->DrawBuffer->_StencilBuffer->StencilBits;
/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );
if (fullscreen) {
maskColor = st->state.blend.colormask != PIPE_MASK_RGBA;
maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
if (fullscreen && !maskColor) {
/* pipe->clear() should clear a particular surface, so that we
* can iterate over render buffers at this level and clear the
* ones GL is asking for.
@@ -71,6 +144,7 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
else {
/* Convert to geometry, etc:
*/
clear_with_quad(ctx, color, depth, stencil, accum);
}
}