
They're now totally independent of the actual shaders. Also, implemented in terms of pipe_buffer_handles/objects.
591 lines
17 KiB
C
591 lines
17 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_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_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 "pipe/p_context.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_winsys.h"
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#include "pipe/tgsi/mesa/mesa_to_tgsi.h"
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#include "vf/vf.h"
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static GLuint
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color_value(GLuint pipeFormat, const GLfloat color[4])
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{
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GLubyte r, g, b, a;
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UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
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UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
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UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
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UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);
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switch (pipeFormat) {
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case PIPE_FORMAT_U_R8_G8_B8_A8:
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return (r << 24) | (g << 16) | (b << 8) | a;
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case PIPE_FORMAT_U_A8_R8_G8_B8:
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return (a << 24) | (r << 16) | (g << 8) | b;
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case PIPE_FORMAT_U_R5_G6_B5:
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return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
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default:
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return 0;
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}
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}
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static GLuint
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depth_value(GLuint pipeFormat, GLfloat value)
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{
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GLuint val;
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switch (pipeFormat) {
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case PIPE_FORMAT_U_Z16:
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val = (GLuint) (value * 0xffffff);
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break;
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case PIPE_FORMAT_U_Z32:
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val = (GLuint) (value * 0xffffffff);
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break;
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case PIPE_FORMAT_S8_Z24:
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/*case PIPE_FORMAT_Z24_S8:*/
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val = (GLuint) (value * 0xffffff);
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break;
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default:
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assert(0);
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}
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return val;
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}
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static GLboolean
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is_depth_stencil_format(GLuint pipeFormat)
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{
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switch (pipeFormat) {
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case PIPE_FORMAT_S8_Z24:
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/*case PIPE_FORMAT_Z24_S8:*/
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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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* Create a simple fragment shader that just passes through the fragment color.
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*/
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static struct st_fragment_program *
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make_color_shader(struct st_context *st)
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{
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GLcontext *ctx = st->ctx;
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struct st_fragment_program *stfp;
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struct gl_program *p;
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GLboolean b;
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p = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, 0);
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if (!p)
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return NULL;
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p->NumInstructions = 2;
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p->Instructions = _mesa_alloc_instructions(2);
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if (!p->Instructions) {
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ctx->Driver.DeleteProgram(ctx, p);
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return NULL;
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}
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_mesa_init_instructions(p->Instructions, 2);
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/* MOV result.color, fragment.color; */
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p->Instructions[0].Opcode = OPCODE_MOV;
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p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[0].DstReg.Index = FRAG_RESULT_COLR;
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p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[0].SrcReg[0].Index = FRAG_ATTRIB_COL0;
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/* END; */
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p->Instructions[1].Opcode = OPCODE_END;
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p->InputsRead = FRAG_BIT_COL0;
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p->OutputsWritten = (1 << FRAG_RESULT_COLR);
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stfp = (struct st_fragment_program *) p;
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/* compile into tgsi format */
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b = tgsi_mesa_compile_fp_program(&stfp->Base,
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stfp->tokens, ST_FP_MAX_TOKENS);
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assert(b);
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return stfp;
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}
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/**
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* Create a simple vertex shader that just passes through the
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* vertex position and color.
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*/
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static struct st_vertex_program *
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make_vertex_shader(struct st_context *st)
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{
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GLcontext *ctx = st->ctx;
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struct st_vertex_program *stvp;
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struct gl_program *p;
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GLboolean b;
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p = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0);
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if (!p)
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return NULL;
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p->NumInstructions = 3;
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p->Instructions = _mesa_alloc_instructions(3);
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if (!p->Instructions) {
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ctx->Driver.DeleteProgram(ctx, p);
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return NULL;
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}
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_mesa_init_instructions(p->Instructions, 3);
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/* MOV result.pos, vertex.pos; */
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p->Instructions[0].Opcode = OPCODE_MOV;
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p->Instructions[0].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[0].DstReg.Index = VERT_RESULT_HPOS;
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p->Instructions[0].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[0].SrcReg[0].Index = VERT_ATTRIB_POS;
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/* MOV result.color, vertex.color; */
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p->Instructions[1].Opcode = OPCODE_MOV;
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p->Instructions[1].DstReg.File = PROGRAM_OUTPUT;
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p->Instructions[1].DstReg.Index = VERT_RESULT_COL0;
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p->Instructions[1].SrcReg[0].File = PROGRAM_INPUT;
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p->Instructions[1].SrcReg[0].Index = VERT_ATTRIB_COLOR0;
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/* END; */
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p->Instructions[2].Opcode = OPCODE_END;
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p->InputsRead = VERT_BIT_POS | VERT_BIT_COLOR0;
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p->OutputsWritten = ((1 << VERT_RESULT_COL0) |
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(1 << VERT_RESULT_HPOS));
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stvp = (struct st_vertex_program *) p;
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/* compile into tgsi format */
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b = tgsi_mesa_compile_vp_program(&stvp->Base,
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stvp->tokens, ST_FP_MAX_TOKENS);
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assert(b);
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return stvp;
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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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static const GLuint attribs[2] = {
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0, /* pos */
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3 /* color */
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};
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GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
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GLuint i;
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/* positions */
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verts[0][0][0] = x0;
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verts[0][0][1] = y0;
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verts[1][0][0] = x1;
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verts[1][0][1] = y0;
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verts[2][0][0] = x1;
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verts[2][0][1] = y1;
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verts[3][0][0] = x0;
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verts[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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verts[i][0][2] = z;
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verts[i][0][3] = 1.0;
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verts[i][1][0] = color[0];
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verts[i][1][1] = color[1];
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verts[i][1][2] = color[2];
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verts[i][1][3] = color[3];
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}
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st_draw_vertices(ctx, PIPE_PRIM_QUADS, 4, (float *) verts, 2, attribs);
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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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struct pipe_context *pipe = ctx->st->pipe;
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const GLfloat x0 = ctx->DrawBuffer->_Xmin;
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const GLfloat y0 = ctx->DrawBuffer->_Ymin;
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const GLfloat x1 = ctx->DrawBuffer->_Xmax;
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const GLfloat y1 = ctx->DrawBuffer->_Ymax;
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/* alpha state: disabled */
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{
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struct pipe_alpha_test_state alpha_test;
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memset(&alpha_test, 0, sizeof(alpha_test));
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pipe->set_alpha_test_state(pipe, &alpha_test);
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}
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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 (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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pipe->set_blend_state(pipe, &blend);
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}
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/* depth state: always pass */
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{
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struct pipe_depth_state depth_test;
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memset(&depth_test, 0, sizeof(depth_test));
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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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pipe->set_depth_state(pipe, &depth_test);
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}
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/* setup state: nothing */
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{
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struct pipe_setup_state setup;
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memset(&setup, 0, sizeof(setup));
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#if 0
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/* don't do per-pixel scissor; we'll just draw a PIPE_PRIM_QUAD
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* that matches the scissor bounds.
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*/
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if (ctx->Scissor.Enabled)
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setup.scissor = 1;
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#endif
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pipe->set_setup_state(pipe, &setup);
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}
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/* stencil state: always set to ref value */
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{
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struct pipe_stencil_state stencil_test;
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memset(&stencil_test, 0, sizeof(stencil_test));
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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] & 0xff;
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}
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pipe->set_stencil_state(pipe, &stencil_test);
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}
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/* fragment shader state: color pass-through program */
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{
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static struct st_fragment_program *stfp = NULL;
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struct pipe_shader_state fs;
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if (!stfp) {
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stfp = make_color_shader(st);
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}
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memset(&fs, 0, sizeof(fs));
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fs.inputs_read = stfp->Base.Base.InputsRead;
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fs.tokens = &stfp->tokens[0];
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pipe->set_fs_state(pipe, &fs);
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}
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/* vertex shader state: color/position pass-through */
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{
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static struct st_vertex_program *stvp = NULL;
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struct pipe_shader_state vs;
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if (!stvp) {
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stvp = make_vertex_shader(st);
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}
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memset(&vs, 0, sizeof(vs));
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vs.inputs_read = stvp->Base.Base.InputsRead;
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vs.outputs_written = stvp->Base.Base.OutputsWritten;
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vs.tokens = &stvp->tokens[0];
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pipe->set_vs_state(pipe, &vs);
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}
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/* viewport state: viewport matching window dims */
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{
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const float width = ctx->DrawBuffer->Width;
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const float height = ctx->DrawBuffer->Height;
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struct pipe_viewport_state vp;
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vp.scale[0] = 0.5 * width;
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vp.scale[1] = -0.5 * height;
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vp.scale[2] = 0.5;
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vp.scale[3] = 1.0;
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vp.translate[0] = 0.5 * width;
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vp.translate[1] = 0.5 * height;
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vp.translate[2] = 0.5;
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vp.translate[3] = 0.0;
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pipe->set_viewport_state(pipe, &vp);
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}
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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, ctx->Depth.Clear, ctx->Color.ClearColor);
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/* Restore pipe state */
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pipe->set_alpha_test_state(pipe, &st->state.alpha_test);
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pipe->set_blend_state(pipe, &st->state.blend);
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pipe->set_depth_state(pipe, &st->state.depth);
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pipe->set_fs_state(pipe, &st->state.fs);
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pipe->set_vs_state(pipe, &st->state.vs);
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pipe->set_setup_state(pipe, &st->state.setup);
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pipe->set_stencil_state(pipe, &st->state.stencil);
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pipe->set_viewport_state(pipe, &ctx->st->state.viewport);
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/* OR:
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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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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 (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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!ctx->Scissor.Enabled)
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{
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/* clear whole buffer w/out masking */
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GLuint clearValue
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= color_value(strb->surface->format, ctx->Color.ClearColor);
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ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
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}
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else {
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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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}
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static void
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clear_accum_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 (!ctx->Scissor.Enabled) {
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/* clear whole buffer w/out masking */
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GLuint clearValue
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= color_value(strb->surface->format, ctx->Accum.ClearColor);
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/* Note that clearValue is 32 bits but the accum buffer will
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* typically be 64bpp...
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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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else {
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/* scissoring */
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/* XXX point framebuffer.cbufs[0] at the accum buffer */
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clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
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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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const GLboolean isDS = is_depth_stencil_format(strb->surface->format);
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assert(strb->surface->format);
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if (ctx->Scissor.Enabled ||
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(isDS && ctx->DrawBuffer->Visual.stencilBits > 0)) {
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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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GLuint clearValue = depth_value(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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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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GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
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if (maskStencil ||
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ctx->Scissor.Enabled ||
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(isDS && ctx->DrawBuffer->Visual.depthBits > 0)) {
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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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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)
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{
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struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLuint stencilMax = 1 << rb->StencilBits;
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GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
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assert(is_depth_stencil_format(strb->surface->format));
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if (!maskStencil && !ctx->Scissor.Enabled) {
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/* clear whole buffer w/out masking */
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GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
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switch (strb->surface->format) {
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case PIPE_FORMAT_S8_Z24:
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clearValue |= ctx->Stencil.Clear << 24;
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break;
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#if 0
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case PIPE_FORMAT_Z24_S8:
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clearValue = (clearValue << 8) | clearVal;
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break;
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#endif
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default:
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assert(0);
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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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else {
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/* masking or scissoring */
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clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
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}
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}
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|
|
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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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{
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static const GLbitfield BUFFER_BITS_DS
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= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
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struct st_context *st = ctx->st;
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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
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= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
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|
|
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/* This makes sure the softpipe has the latest scissor, etc values */
|
|
st_validate_state( st );
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|
|
|
/*
|
|
* XXX TO-DO:
|
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* If we're going to use clear_with_quad() for any reason, use it to
|
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* clear as many other buffers as possible.
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* As it is now, we sometimes call clear_with_quad() three times to clear
|
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* color/depth/stencil individually...
|
|
*/
|
|
|
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if (mask & BUFFER_BITS_COLOR) {
|
|
GLuint b;
|
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for (b = 0; b < BUFFER_COUNT; b++) {
|
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if (BUFFER_BITS_COLOR & mask & (1 << b)) {
|
|
struct gl_renderbuffer *rb
|
|
= ctx->DrawBuffer->Attachment[b].Renderbuffer;
|
|
assert(rb);
|
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clear_color_buffer(ctx, rb);
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|
}
|
|
}
|
|
}
|
|
|
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if (mask & BUFFER_BIT_ACCUM) {
|
|
clear_accum_buffer(ctx,
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ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
|
|
}
|
|
|
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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;
|
|
}
|