
The fixed alignment of u_upload_mgr will go away. This is the first step. The motivation is that one u_upload_mgr can have multiple users, each allocating from the same buffer, but requiring a different alignment. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
553 lines
17 KiB
C
553 lines
17 KiB
C
/**************************************************************************
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*
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* Copyright 2007 VMware, Inc.
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* All Rights Reserved.
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* Copyright 2009 VMware, Inc. 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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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keithw@vmware.com>
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* Brian Paul
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* Michel Dänzer
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*/
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#include "main/glheader.h"
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#include "main/accum.h"
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#include "main/formats.h"
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#include "main/macros.h"
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#include "main/glformats.h"
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#include "program/prog_instruction.h"
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#include "st_context.h"
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#include "st_atom.h"
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#include "st_cb_clear.h"
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#include "st_cb_fbo.h"
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#include "st_format.h"
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#include "st_program.h"
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#include "pipe/p_context.h"
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#include "pipe/p_shader_tokens.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_format.h"
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#include "util/u_framebuffer.h"
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#include "util/u_inlines.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_draw_quad.h"
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#include "util/u_upload_mgr.h"
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#include "cso_cache/cso_context.h"
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/**
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* Do per-context initialization for glClear.
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*/
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void
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st_init_clear(struct st_context *st)
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{
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memset(&st->clear, 0, sizeof(st->clear));
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st->clear.raster.half_pixel_center = 1;
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st->clear.raster.bottom_edge_rule = 1;
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st->clear.raster.depth_clip = 1;
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}
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/**
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* Free per-context state for glClear.
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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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if (st->clear.fs) {
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cso_delete_fragment_shader(st->cso_context, st->clear.fs);
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st->clear.fs = NULL;
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}
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if (st->clear.vs) {
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cso_delete_vertex_shader(st->cso_context, st->clear.vs);
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st->clear.vs = NULL;
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}
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if (st->clear.vs_layered) {
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cso_delete_vertex_shader(st->cso_context, st->clear.vs_layered);
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st->clear.vs_layered = NULL;
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}
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if (st->clear.gs_layered) {
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cso_delete_geometry_shader(st->cso_context, st->clear.gs_layered);
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st->clear.gs_layered = NULL;
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}
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}
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/**
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* Helper function to set the fragment shaders.
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*/
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static inline void
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set_fragment_shader(struct st_context *st)
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{
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if (!st->clear.fs)
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st->clear.fs =
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util_make_fragment_passthrough_shader(st->pipe, TGSI_SEMANTIC_GENERIC,
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TGSI_INTERPOLATE_CONSTANT,
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TRUE);
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cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
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}
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/**
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* Helper function to set the vertex shader.
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*/
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static inline void
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set_vertex_shader(struct st_context *st)
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{
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/* vertex shader - still required to provide the linkage between
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* fragment shader input semantics and vertex_element/buffers.
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*/
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if (!st->clear.vs)
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{
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const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
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TGSI_SEMANTIC_GENERIC };
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const uint semantic_indexes[] = { 0, 0 };
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st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
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semantic_names,
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semantic_indexes,
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FALSE);
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}
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cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
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cso_set_geometry_shader_handle(st->cso_context, NULL);
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}
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static void
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set_vertex_shader_layered(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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if (!pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_INSTANCEID)) {
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assert(!"Got layered clear, but VS instancing is unsupported");
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set_vertex_shader(st);
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return;
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}
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if (!st->clear.vs_layered) {
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bool vs_layer =
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pipe->screen->get_param(pipe->screen, PIPE_CAP_TGSI_VS_LAYER_VIEWPORT);
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if (vs_layer) {
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st->clear.vs_layered = util_make_layered_clear_vertex_shader(pipe);
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} else {
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st->clear.vs_layered = util_make_layered_clear_helper_vertex_shader(pipe);
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st->clear.gs_layered = util_make_layered_clear_geometry_shader(pipe);
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}
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}
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cso_set_vertex_shader_handle(st->cso_context, st->clear.vs_layered);
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cso_set_geometry_shader_handle(st->cso_context, st->clear.gs_layered);
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}
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/**
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* Draw a screen-aligned quadrilateral.
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* Coords are clip coords with y=0=bottom.
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*/
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static void
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draw_quad(struct st_context *st,
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float x0, float y0, float x1, float y1, GLfloat z,
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unsigned num_instances,
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const union pipe_color_union *color)
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{
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struct cso_context *cso = st->cso_context;
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struct pipe_vertex_buffer vb = {0};
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GLuint i;
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float (*vertices)[2][4]; /**< vertex pos + color */
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vb.stride = 8 * sizeof(float);
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u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), 4,
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&vb.buffer_offset, &vb.buffer,
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(void **) &vertices);
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if (!vb.buffer) {
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return;
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}
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/* Convert Z from [0,1] to [-1,1] range */
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z = z * 2.0f - 1.0f;
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/* positions */
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vertices[0][0][0] = x0;
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vertices[0][0][1] = y0;
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vertices[1][0][0] = x1;
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vertices[1][0][1] = y0;
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vertices[2][0][0] = x1;
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vertices[2][0][1] = y1;
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vertices[3][0][0] = x0;
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vertices[3][0][1] = y1;
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/* same for all verts: */
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for (i = 0; i < 4; i++) {
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vertices[i][0][2] = z;
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vertices[i][0][3] = 1.0;
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vertices[i][1][0] = color->f[0];
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vertices[i][1][1] = color->f[1];
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vertices[i][1][2] = color->f[2];
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vertices[i][1][3] = color->f[3];
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}
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u_upload_unmap(st->uploader);
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/* draw */
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cso_set_vertex_buffers(cso, cso_get_aux_vertex_buffer_slot(cso), 1, &vb);
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cso_draw_arrays_instanced(cso, PIPE_PRIM_TRIANGLE_FAN, 0, 4,
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0, num_instances);
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pipe_resource_reference(&vb.buffer, NULL);
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}
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/**
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* Do glClear by drawing a quadrilateral.
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* The vertices of the quad will be computed from the
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* ctx->DrawBuffer->_X/Ymin/max fields.
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*/
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static void
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clear_with_quad(struct gl_context *ctx, unsigned clear_buffers)
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{
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struct st_context *st = st_context(ctx);
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const struct gl_framebuffer *fb = ctx->DrawBuffer;
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const GLfloat fb_width = (GLfloat) fb->Width;
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const GLfloat fb_height = (GLfloat) fb->Height;
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const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin / fb_width * 2.0f - 1.0f;
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const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
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const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
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const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
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unsigned num_layers =
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util_framebuffer_get_num_layers(&st->state.framebuffer);
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/*
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printf("%s %s%s%s %f,%f %f,%f\n", __func__,
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color ? "color, " : "",
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depth ? "depth, " : "",
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stencil ? "stencil" : "",
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x0, y0,
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x1, y1);
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*/
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cso_save_blend(st->cso_context);
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cso_save_stencil_ref(st->cso_context);
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cso_save_depth_stencil_alpha(st->cso_context);
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cso_save_rasterizer(st->cso_context);
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cso_save_sample_mask(st->cso_context);
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cso_save_min_samples(st->cso_context);
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cso_save_viewport(st->cso_context);
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cso_save_fragment_shader(st->cso_context);
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cso_save_stream_outputs(st->cso_context);
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cso_save_vertex_shader(st->cso_context);
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cso_save_tessctrl_shader(st->cso_context);
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cso_save_tesseval_shader(st->cso_context);
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cso_save_geometry_shader(st->cso_context);
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cso_save_vertex_elements(st->cso_context);
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cso_save_aux_vertex_buffer_slot(st->cso_context);
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/* blend state: RGBA masking */
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{
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struct pipe_blend_state blend;
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memset(&blend, 0, sizeof(blend));
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if (clear_buffers & PIPE_CLEAR_COLOR) {
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int num_buffers = ctx->Extensions.EXT_draw_buffers2 ?
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ctx->DrawBuffer->_NumColorDrawBuffers : 1;
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int i;
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blend.independent_blend_enable = num_buffers > 1;
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for (i = 0; i < num_buffers; i++) {
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if (!(clear_buffers & (PIPE_CLEAR_COLOR0 << i)))
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continue;
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if (ctx->Color.ColorMask[i][0])
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blend.rt[i].colormask |= PIPE_MASK_R;
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if (ctx->Color.ColorMask[i][1])
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blend.rt[i].colormask |= PIPE_MASK_G;
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if (ctx->Color.ColorMask[i][2])
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blend.rt[i].colormask |= PIPE_MASK_B;
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if (ctx->Color.ColorMask[i][3])
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blend.rt[i].colormask |= PIPE_MASK_A;
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}
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if (st->ctx->Color.DitherFlag)
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blend.dither = 1;
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}
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cso_set_blend(st->cso_context, &blend);
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}
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/* depth_stencil state: always pass/set to ref value */
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{
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struct pipe_depth_stencil_alpha_state depth_stencil;
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memset(&depth_stencil, 0, sizeof(depth_stencil));
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if (clear_buffers & PIPE_CLEAR_DEPTH) {
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depth_stencil.depth.enabled = 1;
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depth_stencil.depth.writemask = 1;
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depth_stencil.depth.func = PIPE_FUNC_ALWAYS;
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}
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if (clear_buffers & PIPE_CLEAR_STENCIL) {
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struct pipe_stencil_ref stencil_ref;
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memset(&stencil_ref, 0, sizeof(stencil_ref));
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depth_stencil.stencil[0].enabled = 1;
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depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
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depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
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depth_stencil.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
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depth_stencil.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
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depth_stencil.stencil[0].valuemask = 0xff;
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depth_stencil.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
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stencil_ref.ref_value[0] = ctx->Stencil.Clear;
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cso_set_stencil_ref(st->cso_context, &stencil_ref);
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}
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cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
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}
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cso_set_vertex_elements(st->cso_context, 2, st->velems_util_draw);
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cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);
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cso_set_sample_mask(st->cso_context, ~0);
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cso_set_min_samples(st->cso_context, 1);
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cso_set_rasterizer(st->cso_context, &st->clear.raster);
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/* viewport state: viewport matching window dims */
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{
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const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5f * fb_width;
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vp.scale[1] = fb_height * (invert ? -0.5f : 0.5f);
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vp.scale[2] = 0.5f;
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vp.translate[0] = 0.5f * fb_width;
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vp.translate[1] = 0.5f * fb_height;
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vp.translate[2] = 0.5f;
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cso_set_viewport(st->cso_context, &vp);
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}
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set_fragment_shader(st);
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cso_set_tessctrl_shader_handle(st->cso_context, NULL);
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cso_set_tesseval_shader_handle(st->cso_context, NULL);
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if (num_layers > 1)
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set_vertex_shader_layered(st);
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else
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set_vertex_shader(st);
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/* We can't translate the clear color to the colorbuffer format,
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* because different colorbuffers may have different formats.
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*/
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/* draw quad matching scissor rect */
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draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, num_layers,
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(union pipe_color_union*)&ctx->Color.ClearColor);
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/* Restore pipe state */
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cso_restore_blend(st->cso_context);
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cso_restore_stencil_ref(st->cso_context);
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cso_restore_depth_stencil_alpha(st->cso_context);
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cso_restore_rasterizer(st->cso_context);
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cso_restore_sample_mask(st->cso_context);
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cso_restore_min_samples(st->cso_context);
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cso_restore_viewport(st->cso_context);
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cso_restore_fragment_shader(st->cso_context);
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cso_restore_vertex_shader(st->cso_context);
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cso_restore_tessctrl_shader(st->cso_context);
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cso_restore_tesseval_shader(st->cso_context);
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cso_restore_geometry_shader(st->cso_context);
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cso_restore_vertex_elements(st->cso_context);
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cso_restore_aux_vertex_buffer_slot(st->cso_context);
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cso_restore_stream_outputs(st->cso_context);
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}
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/**
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* Return if the scissor must be enabled during the clear.
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*/
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static inline GLboolean
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is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
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{
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return (ctx->Scissor.EnableFlags & 1) &&
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(ctx->Scissor.ScissorArray[0].X > 0 ||
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ctx->Scissor.ScissorArray[0].Y > 0 ||
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(unsigned) ctx->Scissor.ScissorArray[0].Width < rb->Width ||
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(unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height);
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}
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/**
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* Return if all of the color channels are masked.
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*/
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static inline GLboolean
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is_color_disabled(struct gl_context *ctx, int i)
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{
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return !ctx->Color.ColorMask[i][0] &&
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!ctx->Color.ColorMask[i][1] &&
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!ctx->Color.ColorMask[i][2] &&
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!ctx->Color.ColorMask[i][3];
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}
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/**
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* Return if any of the color channels are masked.
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*/
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static inline GLboolean
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is_color_masked(struct gl_context *ctx, int i)
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{
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return !ctx->Color.ColorMask[i][0] ||
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!ctx->Color.ColorMask[i][1] ||
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!ctx->Color.ColorMask[i][2] ||
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!ctx->Color.ColorMask[i][3];
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}
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/**
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* Return if all of the stencil bits are masked.
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*/
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static inline GLboolean
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is_stencil_disabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
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{
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const GLuint stencilMax = 0xff;
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assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
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return (ctx->Stencil.WriteMask[0] & stencilMax) == 0;
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}
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/**
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* Return if any of the stencil bits are masked.
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*/
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static inline GLboolean
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is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
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{
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const GLuint stencilMax = 0xff;
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assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
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return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
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}
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/**
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* Called via ctx->Driver.Clear()
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*/
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static void
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st_Clear(struct gl_context *ctx, GLbitfield mask)
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{
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struct st_context *st = st_context(ctx);
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struct gl_renderbuffer *depthRb
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= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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struct gl_renderbuffer *stencilRb
|
|
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
|
|
GLbitfield quad_buffers = 0x0;
|
|
GLbitfield clear_buffers = 0x0;
|
|
GLuint i;
|
|
|
|
/* This makes sure the pipe has the latest scissor, etc values */
|
|
st_validate_state( st );
|
|
|
|
if (mask & BUFFER_BITS_COLOR) {
|
|
for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
|
|
GLint b = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
|
|
|
|
if (b >= 0 && mask & (1 << b)) {
|
|
struct gl_renderbuffer *rb
|
|
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
|
|
struct st_renderbuffer *strb = st_renderbuffer(rb);
|
|
int colormask_index = ctx->Extensions.EXT_draw_buffers2 ? i : 0;
|
|
|
|
if (!strb || !strb->surface)
|
|
continue;
|
|
|
|
if (is_color_disabled(ctx, colormask_index))
|
|
continue;
|
|
|
|
if (is_scissor_enabled(ctx, rb) ||
|
|
is_color_masked(ctx, colormask_index))
|
|
quad_buffers |= PIPE_CLEAR_COLOR0 << i;
|
|
else
|
|
clear_buffers |= PIPE_CLEAR_COLOR0 << i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mask & BUFFER_BIT_DEPTH) {
|
|
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
|
|
|
|
if (strb->surface && ctx->Depth.Mask) {
|
|
if (is_scissor_enabled(ctx, depthRb))
|
|
quad_buffers |= PIPE_CLEAR_DEPTH;
|
|
else
|
|
clear_buffers |= PIPE_CLEAR_DEPTH;
|
|
}
|
|
}
|
|
if (mask & BUFFER_BIT_STENCIL) {
|
|
struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
|
|
|
|
if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
|
|
if (is_scissor_enabled(ctx, stencilRb) ||
|
|
is_stencil_masked(ctx, stencilRb))
|
|
quad_buffers |= PIPE_CLEAR_STENCIL;
|
|
else
|
|
clear_buffers |= PIPE_CLEAR_STENCIL;
|
|
}
|
|
}
|
|
|
|
/* Always clear depth and stencil together.
|
|
* This can only happen when the stencil writemask is not a full mask.
|
|
*/
|
|
if (quad_buffers & PIPE_CLEAR_DEPTHSTENCIL &&
|
|
clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
|
|
quad_buffers |= clear_buffers & PIPE_CLEAR_DEPTHSTENCIL;
|
|
clear_buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
|
|
}
|
|
|
|
/* Only use quad-based clearing for the renderbuffers which cannot
|
|
* use pipe->clear. We want to always use pipe->clear for the other
|
|
* renderbuffers, because it's likely to be faster.
|
|
*/
|
|
if (quad_buffers) {
|
|
clear_with_quad(ctx, quad_buffers);
|
|
}
|
|
if (clear_buffers) {
|
|
/* We can't translate the clear color to the colorbuffer format,
|
|
* because different colorbuffers may have different formats.
|
|
*/
|
|
st->pipe->clear(st->pipe, clear_buffers,
|
|
(union pipe_color_union*)&ctx->Color.ClearColor,
|
|
ctx->Depth.Clear, ctx->Stencil.Clear);
|
|
}
|
|
if (mask & BUFFER_BIT_ACCUM)
|
|
_mesa_clear_accum_buffer(ctx);
|
|
}
|
|
|
|
|
|
void
|
|
st_init_clear_functions(struct dd_function_table *functions)
|
|
{
|
|
functions->Clear = st_Clear;
|
|
}
|