603 lines
18 KiB
C
603 lines
18 KiB
C
/**************************************************************************
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*
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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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* 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 TUNGSTEN GRAPHICS 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 <keith@tungstengraphics.com>
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* Brian Paul
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*/
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#include "main/glheader.h"
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#include "main/macros.h"
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#include "shader/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_accum.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_draw.h"
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#include "st_program.h"
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#include "st_public.h"
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#include "st_mesa_to_tgsi.h"
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#include "pipe/p_context.h"
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#include "pipe/p_inlines.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_pack_color.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 "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.gl_rasterization_rules = 1;
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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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struct pipe_context *pipe = st->pipe;
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if (st->clear.vert_shader.tokens) {
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FREE((void *) st->clear.vert_shader.tokens);
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st->clear.vert_shader.tokens = NULL;
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}
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if (st->clear.frag_shader.tokens) {
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FREE((void *) st->clear.frag_shader.tokens);
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st->clear.frag_shader.tokens = NULL;
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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.vbuf) {
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pipe_buffer_reference(pipe->screen, &st->clear.vbuf, NULL);
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st->clear.vbuf = NULL;
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}
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}
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static GLboolean
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is_depth_stencil_format(enum pipe_format pipeFormat)
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{
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switch (pipeFormat) {
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case PIPE_FORMAT_S8Z24_UNORM:
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case PIPE_FORMAT_Z24S8_UNORM:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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/**
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* Draw a screen-aligned quadrilateral.
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* Coords are window coords with y=0=bottom. These coords will be transformed
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* by the vertex shader and viewport transform (which will flip Y if needed).
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*/
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static void
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draw_quad(GLcontext *ctx,
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float x0, float y0, float x1, float y1, GLfloat z,
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const GLfloat color[4])
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{
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struct st_context *st = ctx->st;
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struct pipe_context *pipe = st->pipe;
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const GLuint max_slots = 1024 / sizeof(st->clear.vertices);
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GLuint i;
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void *buf;
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if (st->clear.vbuf_slot >= max_slots) {
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pipe_buffer_reference(pipe->screen, &st->clear.vbuf, NULL);
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st->clear.vbuf_slot = 0;
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}
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if (!st->clear.vbuf) {
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st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
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max_slots * sizeof(st->clear.vertices));
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}
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/* positions */
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st->clear.vertices[0][0][0] = x0;
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st->clear.vertices[0][0][1] = y0;
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st->clear.vertices[1][0][0] = x1;
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st->clear.vertices[1][0][1] = y0;
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st->clear.vertices[2][0][0] = x1;
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st->clear.vertices[2][0][1] = y1;
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st->clear.vertices[3][0][0] = x0;
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st->clear.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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st->clear.vertices[i][0][2] = z;
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st->clear.vertices[i][0][3] = 1.0;
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st->clear.vertices[i][1][0] = color[0];
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st->clear.vertices[i][1][1] = color[1];
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st->clear.vertices[i][1][2] = color[2];
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st->clear.vertices[i][1][3] = color[3];
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}
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/* put vertex data into vbuf */
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buf = pipe_buffer_map(pipe->screen, st->clear.vbuf, PIPE_BUFFER_USAGE_CPU_WRITE);
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memcpy((char *)buf + st->clear.vbuf_slot * sizeof(st->clear.vertices),
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st->clear.vertices,
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sizeof(st->clear.vertices));
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pipe_buffer_unmap(pipe->screen, st->clear.vbuf);
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/* draw */
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util_draw_vertex_buffer(pipe,
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st->clear.vbuf,
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st->clear.vbuf_slot * sizeof(st->clear.vertices),
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PIPE_PRIM_TRIANGLE_FAN,
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4, /* verts */
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2); /* attribs/vert */
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/* Increment slot */
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st->clear.vbuf_slot++;
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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(GLcontext *ctx,
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GLboolean color, GLboolean depth, GLboolean stencil)
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{
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struct st_context *st = ctx->st;
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const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
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const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
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GLfloat y0, y1;
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if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP) {
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y0 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax);
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y1 = (GLfloat) (ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin);
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}
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else {
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y0 = (GLfloat) ctx->DrawBuffer->_Ymin;
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y1 = (GLfloat) ctx->DrawBuffer->_Ymax;
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}
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/*
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printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__,
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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_depth_stencil_alpha(st->cso_context);
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cso_save_rasterizer(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_vertex_shader(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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blend.rgb_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.alpha_src_factor = PIPE_BLENDFACTOR_ONE;
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blend.rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
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blend.alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
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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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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 (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 (stencil) {
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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].ref_value = ctx->Stencil.Clear;
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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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}
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cso_set_depth_stencil_alpha(st->cso_context, &depth_stencil);
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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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cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
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cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
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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, (GLfloat) ctx->Depth.Clear, 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_depth_stencil_alpha(st->cso_context);
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cso_restore_rasterizer(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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}
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/**
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* Determine if we need to clear the depth buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
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return FALSE;
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if (ctx->Scissor.Enabled)
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return TRUE;
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if (!ctx->Color.ColorMask[0] ||
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!ctx->Color.ColorMask[1] ||
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!ctx->Color.ColorMask[2] ||
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!ctx->Color.ColorMask[3])
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return TRUE;
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return FALSE;
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}
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static INLINE GLboolean
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check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLuint stencilMax = (1 << rb->StencilBits) - 1;
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GLboolean maskStencil
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= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
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if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
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return FALSE;
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if (ctx->Scissor.Enabled)
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return TRUE;
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if (maskStencil)
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return TRUE;
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return FALSE;
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}
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/**
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* Determine if we need to clear the depth buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
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if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
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return FALSE;
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if (ctx->Scissor.Enabled)
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return TRUE;
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if (isDS &&
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strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
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ctx->DrawBuffer->Visual.stencilBits > 0)
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return TRUE;
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return FALSE;
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}
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/**
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* Determine if we need to clear the stencil buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
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const GLuint stencilMax = (1 << rb->StencilBits) - 1;
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const GLboolean maskStencil
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= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
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if (strb->surface->status == PIPE_SURFACE_STATUS_UNDEFINED)
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return FALSE;
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if (maskStencil)
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return TRUE;
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if (ctx->Scissor.Enabled)
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return TRUE;
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/* This is correct, but it is necessary to look at the depth clear
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* value held in the surface when it comes time to issue the clear,
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* rather than taking depth and stencil clear values from the
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* current state.
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*/
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if (isDS &&
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strb->surface->status == PIPE_SURFACE_STATUS_DEFINED &&
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ctx->DrawBuffer->Visual.depthBits > 0)
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return TRUE;
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return FALSE;
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}
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static void
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clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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struct st_renderbuffer *strb = st_renderbuffer(rb);
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if (!strb->surface)
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return;
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if (check_clear_color_with_quad( ctx, rb )) {
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/* masking or scissoring */
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clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
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}
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else {
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/* clear whole buffer w/out masking */
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uint clearValue;
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/* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
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* at this time!
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*/
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util_pack_color(ctx->Color.ClearColor, PIPE_FORMAT_A8R8G8B8_UNORM, &clearValue);
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ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
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}
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}
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static void
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clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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struct st_renderbuffer *strb = st_renderbuffer(rb);
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if (!strb->surface)
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return;
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if (check_clear_depth_with_quad(ctx, rb)) {
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/* scissoring or we have a combined depth/stencil buffer */
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clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
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}
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else {
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/* simple clear of whole buffer */
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uint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
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ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
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}
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}
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static void
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clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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struct st_renderbuffer *strb = st_renderbuffer(rb);
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if (!strb->surface)
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return;
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if (check_clear_stencil_with_quad(ctx, rb)) {
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/* masking or scissoring or combined depth/stencil buffer */
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clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
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}
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else {
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/* simple clear of whole buffer */
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GLuint clearValue = ctx->Stencil.Clear;
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switch (strb->surface->format) {
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case PIPE_FORMAT_S8Z24_UNORM:
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clearValue <<= 24;
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break;
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default:
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; /* no-op, stencil value is in least significant bits */
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}
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ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
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}
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}
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static void
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clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
|
|
{
|
|
struct st_renderbuffer *strb = st_renderbuffer(rb);
|
|
|
|
if (!strb->surface)
|
|
return;
|
|
|
|
if (check_clear_depth_stencil_with_quad(ctx, rb)) {
|
|
/* masking or scissoring */
|
|
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
|
|
}
|
|
else {
|
|
/* clear whole buffer w/out masking */
|
|
GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
|
|
|
|
switch (strb->surface->format) {
|
|
case PIPE_FORMAT_S8Z24_UNORM:
|
|
clearValue |= ctx->Stencil.Clear << 24;
|
|
break;
|
|
case PIPE_FORMAT_Z24S8_UNORM:
|
|
clearValue |= ctx->Stencil.Clear;
|
|
break;
|
|
default:
|
|
assert(0);
|
|
}
|
|
|
|
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
|
|
}
|
|
}
|
|
|
|
|
|
void st_flush_clear( struct st_context *st )
|
|
{
|
|
/* Release vertex buffer to avoid synchronous rendering if we were
|
|
* to map it in the next frame.
|
|
*/
|
|
pipe_buffer_reference(st->pipe->screen, &st->clear.vbuf, NULL);
|
|
st->clear.vbuf_slot = 0;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
static const GLbitfield BUFFER_BITS_DS
|
|
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
|
|
struct st_context *st = ctx->st;
|
|
struct gl_renderbuffer *depthRb
|
|
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
|
|
struct gl_renderbuffer *stencilRb
|
|
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
|
|
GLbitfield cmask = mask & BUFFER_BITS_COLOR;
|
|
|
|
/* This makes sure the softpipe has the latest scissor, etc values */
|
|
st_validate_state( st );
|
|
|
|
/*
|
|
* XXX TO-DO:
|
|
* If we're going to use clear_with_quad() for any reason, use it to
|
|
* clear as many other buffers as possible.
|
|
* As it is now, we sometimes call clear_with_quad() three times to clear
|
|
* color/depth/stencil individually...
|
|
*/
|
|
|
|
if (cmask) {
|
|
GLuint b;
|
|
for (b = 0; cmask; b++) {
|
|
if (cmask & (1 << b)) {
|
|
struct gl_renderbuffer *rb
|
|
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
|
|
assert(rb);
|
|
clear_color_buffer(ctx, rb);
|
|
cmask &= ~(1 << b); /* turn off bit */
|
|
}
|
|
assert(b < BUFFER_COUNT);
|
|
}
|
|
}
|
|
|
|
if (mask & BUFFER_BIT_ACCUM) {
|
|
st_clear_accum_buffer(ctx,
|
|
ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
|
|
}
|
|
|
|
if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
|
|
/* clearing combined depth + stencil */
|
|
clear_depth_stencil_buffer(ctx, depthRb);
|
|
}
|
|
else {
|
|
/* separate depth/stencil clears */
|
|
if (mask & BUFFER_BIT_DEPTH) {
|
|
clear_depth_buffer(ctx, depthRb);
|
|
}
|
|
if (mask & BUFFER_BIT_STENCIL) {
|
|
clear_stencil_buffer(ctx, stencilRb);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void st_init_clear_functions(struct dd_function_table *functions)
|
|
{
|
|
functions->Clear = st_clear;
|
|
}
|