diff options
author | Daniel Borca <[email protected]> | 2004-09-13 09:31:28 +0000 |
---|---|---|
committer | Daniel Borca <[email protected]> | 2004-09-13 09:31:28 +0000 |
commit | b66f674410dfb48c0da66374da99bfc3c3b13205 (patch) | |
tree | 52babe78ea8ff7dc6266b4ddc8548dc460a0d16f /src/mesa | |
parent | 802632e62d68896047a0ab14787589e4da0f383f (diff) |
cleanup and bugfixes for fxDDClear()
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/glide/fxdd.c | 111 |
1 files changed, 36 insertions, 75 deletions
diff --git a/src/mesa/drivers/glide/fxdd.c b/src/mesa/drivers/glide/fxdd.c index 9aacaecaca2..87fa099c7c2 100644 --- a/src/mesa/drivers/glide/fxdd.c +++ b/src/mesa/drivers/glide/fxdd.c @@ -160,26 +160,14 @@ static void fxDDClear( GLcontext *ctx, (int) x, (int) y, (int) width, (int) height ); } - /* Need this check to respond to glScissor and clipping updates */ - /* should also take care of FX_NEW_COLOR_MASK, FX_NEW_STENCIL, depth? */ - if (fxMesa->new_state & FX_NEW_SCISSOR) { - fxSetupScissor(ctx); - fxMesa->new_state &= ~FX_NEW_SCISSOR; - } - - /* we can't clear accum buffers */ - mask &= ~(DD_ACCUM_BIT); + /* we can't clear accum buffers nor stereo */ + mask &= ~(DD_ACCUM_BIT | DD_FRONT_RIGHT_BIT | DD_BACK_RIGHT_BIT); - /* - * As per GL spec, stencil masking should be obeyed when clearing - */ - if (mask & DD_STENCIL_BIT) { - if (!fxMesa->haveHwStencil || fxMesa->unitsState.stencilWriteMask != 0xff) { - /* Napalm seems to have trouble with stencil write masks != 0xff */ - /* do stencil clear in software */ - softwareMask |= DD_STENCIL_BIT; - mask &= ~(DD_STENCIL_BIT); - } + /* Need this check to respond to certain HW updates */ + if (fxMesa->new_state & (FX_NEW_SCISSOR | FX_NEW_COLOR_MASK)) { + fxSetupScissor(ctx); + fxSetupColorMask(ctx); + fxMesa->new_state &= ~(FX_NEW_SCISSOR | FX_NEW_COLOR_MASK); } /* @@ -202,7 +190,7 @@ static void fxDDClear( GLcontext *ctx, */ BEGIN_BOARD_LOCK(); if (mask & DD_STENCIL_BIT) { - fxMesa->Glide.grStencilMaskExt(0xff /*fxMesa->unitsState.stencilWriteMask*/); + fxMesa->Glide.grStencilMaskExt(fxMesa->unitsState.stencilWriteMask); /* set stencil ref value = desired clear value */ fxMesa->Glide.grStencilFuncExt(GR_CMP_ALWAYS, clearS, 0xff); fxMesa->Glide.grStencilOpExt(GR_STENCILOP_REPLACE, @@ -213,6 +201,9 @@ static void fxDDClear( GLcontext *ctx, grDisable(GR_STENCIL_MODE_EXT); } END_BOARD_LOCK(); + } else if (mask & DD_STENCIL_BIT) { + softwareMask |= (mask & (DD_STENCIL_BIT)); + mask &= ~(DD_STENCIL_BIT); } /* @@ -228,8 +219,7 @@ static void fxDDClear( GLcontext *ctx, switch (mask & ~DD_STENCIL_BIT) { case DD_BACK_LEFT_BIT | DD_DEPTH_BIT: /* back buffer & depth */ - /* FX_grColorMaskv_NoLock(ctx, true4); */ /* work around Voodoo3 bug */ - grDepthMask(FXTRUE); + grDepthMask(FXTRUE); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) { fxMesa->Glide.grBufferClearExt(fxMesa->clearC, @@ -240,9 +230,6 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - if (!fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXFALSE); - } break; case DD_FRONT_LEFT_BIT | DD_DEPTH_BIT: /* XXX it appears that the depth buffer isn't cleared when @@ -250,9 +237,9 @@ static void fxDDClear( GLcontext *ctx, * This is a work-around/ */ /* clear depth */ - grDepthMask(FXTRUE); - grRenderBuffer(GR_BUFFER_BACKBUFFER); + grDepthMask(FXTRUE); fxDisableColor(fxMesa); + grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, @@ -261,8 +248,9 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - /* clear front */ fxSetupColorMask(ctx); + grDepthMask(FXFALSE); + /* clear front */ grRenderBuffer(GR_BUFFER_FRONTBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, @@ -272,9 +260,6 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - if (!fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXFALSE); - } break; case DD_BACK_LEFT_BIT: /* back buffer only */ @@ -288,9 +273,6 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - if (fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXTRUE); - } break; case DD_FRONT_LEFT_BIT: /* front buffer only */ @@ -304,9 +286,6 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - if (fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXTRUE); - } break; case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT: /* front and back */ @@ -329,15 +308,12 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - if (fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXTRUE); - } break; case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT: - /* clear front */ - grDepthMask(FXFALSE); - grRenderBuffer(GR_BUFFER_FRONTBUFFER); - if (stencil_size > 0) + /* clear back and depth */ + grDepthMask(FXTRUE); + grRenderBuffer(GR_BUFFER_BACKBUFFER); + if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); @@ -345,10 +321,10 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - /* clear back and depth */ - grDepthMask(FXTRUE); - grRenderBuffer(GR_BUFFER_BACKBUFFER); - if (stencil_size > 0) + /* clear front */ + grDepthMask(FXFALSE); + grRenderBuffer(GR_BUFFER_FRONTBUFFER); + if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); @@ -356,15 +332,12 @@ static void fxDDClear( GLcontext *ctx, grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); - if (!fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXFALSE); - } break; case DD_DEPTH_BIT: /* just the depth buffer */ - grRenderBuffer(GR_BUFFER_BACKBUFFER); + grDepthMask(FXTRUE); fxDisableColor(fxMesa); - grDepthMask(FXTRUE); + grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, @@ -374,41 +347,29 @@ static void fxDDClear( GLcontext *ctx, fxMesa->clearA, clearD); fxSetupColorMask(ctx); - if (ctx->Color._DrawDestMask & DD_FRONT_LEFT_BIT) { - grRenderBuffer(GR_BUFFER_FRONTBUFFER); - } - if (!fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXFALSE); - } break; default: /* clear no color buffers or depth buffer but might clear stencil */ - if (stencil_size > 0 && (mask & DD_STENCIL_BIT)) { + if ((stencil_size > 0) && (mask & DD_STENCIL_BIT)) { /* XXX need this RenderBuffer call to work around Glide bug */ - grRenderBuffer(GR_BUFFER_BACKBUFFER); grDepthMask(FXFALSE); + grRenderBuffer(GR_BUFFER_BACKBUFFER); fxDisableColor(fxMesa); fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); - if (fxMesa->unitsState.depthTestEnabled) { - grDepthMask(FXTRUE); - } fxSetupColorMask(ctx); - if (ctx->Color._DrawDestMask & DD_FRONT_LEFT_BIT) { - grRenderBuffer(GR_BUFFER_FRONTBUFFER); - } } } } END_CLIP_LOOP(); - if (fxMesa->haveHwStencil && (mask & DD_STENCIL_BIT)) { - /* We changed the stencil state above. Signal that we need to - * upload it again. - */ - fxMesa->new_state |= FX_NEW_STENCIL; + if (fxMesa->haveHwStencil) { + /* We changed the stencil state above. Restore it! */ + fxSetupStencil(ctx); } + fxSetupDepthTest(ctx); + grRenderBuffer(fxMesa->currentFB); if (softwareMask) _swrast_Clear( ctx, softwareMask, all, x, y, width, height ); @@ -417,6 +378,7 @@ static void fxDDClear( GLcontext *ctx, /* Set the buffer used for drawing */ /* XXX support for separate read/draw buffers hasn't been tested */ +/* XXX GL_NONE disables color, but fails to correctly maintain state */ static void fxDDSetDrawBuffer(GLcontext * ctx, GLenum mode) { @@ -1693,7 +1655,7 @@ fxDDGetString(GLcontext * ctx, GLenum name) } static const struct tnl_pipeline_stage *fx_pipeline[] = { - &_tnl_vertex_transform_stage, /* TODO: Add the fastpath here */ + &_tnl_vertex_transform_stage, /* XXX todo - Add the fastpath here */ &_tnl_normal_transform_stage, &_tnl_lighting_stage, &_tnl_fog_coordinate_stage, @@ -2010,8 +1972,7 @@ fx_check_IsInHardware(GLcontext * ctx) #if 0 /* [dBorca] * We fail the spec here, unless certain blending modes: - * (c1 + c2) * 1 + d * 1 = c1 * 1 + d * 1 + c2 * 1 - * (c1 + c2) * 1 + d * 0 = c1 * 1 + d * 0 + c2 * 1 + * RGB: (GL_ONE + GL_*) or (GL_ZERO + GL_*) or ... */ if (NEED_SECONDARY_COLOR(ctx)) { if ((ctx->Color.BlendEquationRGB != GL_FUNC_ADD) && |