sketch out clearing with quads
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@@ -1,6 +1,6 @@
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/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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@@ -31,17 +31,85 @@
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* Brian Paul
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*/
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#include "st_context.h"
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#include "glheader.h"
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#include "macros.h"
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#include "enums.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_context.h"
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#include "st_cb_clear.h"
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#include "st_public.h"
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#include "pipe/p_context.h"
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#include "pipe/p_defines.h"
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/* XXX: doesn't pick up the differences between front/back/left/right
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/**
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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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GLboolean color, GLboolean depth,
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GLboolean stencil, GLboolean accum)
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{
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struct st_context *st = ctx->st;
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struct pipe_blend_state blend;
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struct pipe_depth_state depth_test;
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struct pipe_stencil_state stencil_test;
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GLfloat z = ctx->Depth.Clear;
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/* depth state: always pass */
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memset(&depth_test, 0, sizeof(depth));
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if (depth) {
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depth_test.enabled = 1;
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depth_test.writemask = 1;
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depth_test.func = PIPE_FUNC_ALWAYS;
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}
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st->pipe->set_depth_state(st->pipe, &depth_test);
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/* stencil state: always set to ref value */
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memset(&stencil_test, 0, sizeof(stencil));
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if (stencil) {
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stencil_test.front_enabled = 1;
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stencil_test.front_func = PIPE_FUNC_ALWAYS;
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stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
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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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}
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st->pipe->set_stencil_state(st->pipe, &stencil_test);
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/* blend state: RGBA masking */
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memset(&blend, 0, sizeof(blend));
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if (color) {
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if (ctx->Color.ColorMask[0])
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blend.colormask |= PIPE_MASK_R;
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if (ctx->Color.ColorMask[1])
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blend.colormask |= PIPE_MASK_G;
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if (ctx->Color.ColorMask[2])
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blend.colormask |= PIPE_MASK_B;
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if (ctx->Color.ColorMask[3])
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blend.colormask |= PIPE_MASK_A;
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if (st->ctx->Color.DitherFlag)
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blend.dither = 1;
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}
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st->pipe->set_blend_state(st->pipe, &blend);
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/*
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* XXX Render quad here
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*/
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/* Restore GL state */
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st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
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}
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/**
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* Called via ctx->Driver.Clear()
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* XXX: doesn't pick up the differences between front/back/left/right
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* clears. Need to sort that out...
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*/
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static void st_clear(GLcontext *ctx, GLbitfield mask)
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@@ -51,12 +119,17 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
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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 = 1; /* :-) */
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GLuint stencilMax = 1 << ctx->DrawBuffer->_StencilBuffer->StencilBits;
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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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if (fullscreen) {
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maskColor = st->state.blend.colormask != PIPE_MASK_RGBA;
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maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
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if (fullscreen && !maskColor) {
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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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@@ -71,6 +144,7 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
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else {
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/* Convert to geometry, etc:
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*/
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clear_with_quad(ctx, color, depth, stencil, accum);
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}
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}
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