diff options
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r-- | src/mesa/drivers/dri/common/dri_metaops.c | 246 | ||||
-rw-r--r-- | src/mesa/drivers/dri/common/dri_metaops.h | 22 |
2 files changed, 2 insertions, 266 deletions
diff --git a/src/mesa/drivers/dri/common/dri_metaops.c b/src/mesa/drivers/dri/common/dri_metaops.c index cdbea344951..c7bea07dc97 100644 --- a/src/mesa/drivers/dri/common/dri_metaops.c +++ b/src/mesa/drivers/dri/common/dri_metaops.c @@ -287,250 +287,6 @@ meta_restore_texcoords(struct dri_metaops *meta) } -/** - * Perform glClear where mask contains only color, depth, and/or stencil. - * - * The implementation is based on calling into Mesa to set GL state and - * performing normal triangle rendering. The intent of this path is to - * have as generic a path as possible, so that any driver could make use of - * it. - */ - -/** - * Per-context one-time init of things for intl_clear_tris(). - * Basically set up a private array object for vertex/color arrays. - */ -static void -meta_init_clear(struct dri_metaops *meta) -{ - GLcontext *ctx = meta->ctx; - struct gl_array_object *arraySave = NULL; - const GLuint arrayBuffer = ctx->Array.ArrayBufferObj->Name; - const GLuint elementBuffer = ctx->Array.ElementArrayBufferObj->Name; - - /* create new array object */ - meta->clear.arrayObj = _mesa_new_array_object(ctx, ~0); - - /* save current array object, bind new one */ - _mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj); - ctx->NewState |= _NEW_ARRAY; - ctx->Array.NewState |= _NEW_ARRAY_ALL; - _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, meta->clear.arrayObj); - - /* one-time setup of vertex arrays (pos, color) */ - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, 0); - _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); - _mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), meta->clear.color); - _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), meta->clear.vertices); - _mesa_Enable(GL_COLOR_ARRAY); - _mesa_Enable(GL_VERTEX_ARRAY); - - /* restore original array object */ - ctx->NewState |= _NEW_ARRAY; - ctx->Array.NewState |= _NEW_ARRAY_ALL; - _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave); - _mesa_reference_array_object(ctx, &arraySave, NULL); - - /* restore original buffer objects */ - _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, arrayBuffer); - _mesa_BindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, elementBuffer); -} - - - -/** - * Perform glClear where mask contains only color, depth, and/or stencil. - * - * The implementation is based on calling into Mesa to set GL state and - * performing normal triangle rendering. The intent of this path is to - * have as generic a path as possible, so that any driver could make use of - * it. - */ -void -meta_clear_tris(struct dri_metaops *meta, GLbitfield mask) -{ - GLcontext *ctx = meta->ctx; - GLfloat dst_z; - struct gl_framebuffer *fb = ctx->DrawBuffer; - int i; - GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE; - GLuint saved_shader_program = 0; - unsigned int saved_active_texture; - struct gl_array_object *arraySave = NULL; - GLfloat saved_near, saved_far; - - if (!meta->clear.arrayObj) - meta_init_clear(meta); - - assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH | - BUFFER_BIT_STENCIL)) == 0); - - _mesa_PushAttrib(GL_COLOR_BUFFER_BIT | - GL_DEPTH_BUFFER_BIT | - GL_ENABLE_BIT | - GL_POLYGON_BIT | - GL_STENCIL_BUFFER_BIT | - GL_TRANSFORM_BIT | - GL_CURRENT_BIT); - saved_active_texture = ctx->Texture.CurrentUnit; - - /* Disable existing GL state we don't want to apply to a clear. */ - _mesa_Disable(GL_ALPHA_TEST); - _mesa_Disable(GL_BLEND); - _mesa_Disable(GL_CULL_FACE); - _mesa_Disable(GL_FOG); - _mesa_Disable(GL_POLYGON_SMOOTH); - _mesa_Disable(GL_POLYGON_STIPPLE); - _mesa_Disable(GL_POLYGON_OFFSET_FILL); - _mesa_Disable(GL_LIGHTING); - _mesa_Disable(GL_CLIP_PLANE0); - _mesa_Disable(GL_CLIP_PLANE1); - _mesa_Disable(GL_CLIP_PLANE2); - _mesa_Disable(GL_CLIP_PLANE3); - _mesa_Disable(GL_CLIP_PLANE4); - _mesa_Disable(GL_CLIP_PLANE5); - _mesa_PolygonMode(GL_FRONT_AND_BACK, GL_FILL); - if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) { - saved_fp_enable = GL_TRUE; - _mesa_Disable(GL_FRAGMENT_PROGRAM_ARB); - } - if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) { - saved_vp_enable = GL_TRUE; - _mesa_Disable(GL_VERTEX_PROGRAM_ARB); - } - if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) { - saved_shader_program = ctx->Shader.CurrentProgram->Name; - _mesa_UseProgramObjectARB(0); - } - - if (ctx->Texture._EnabledUnits != 0) { - int i; - - for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { - _mesa_ActiveTextureARB(GL_TEXTURE0 + i); - _mesa_Disable(GL_TEXTURE_1D); - _mesa_Disable(GL_TEXTURE_2D); - _mesa_Disable(GL_TEXTURE_3D); - if (ctx->Extensions.ARB_texture_cube_map) - _mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB); - if (ctx->Extensions.NV_texture_rectangle) - _mesa_Disable(GL_TEXTURE_RECTANGLE_NV); - if (ctx->Extensions.MESA_texture_array) { - _mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT); - _mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT); - } - } - } - - /* save current array object, bind our private one */ - _mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj); - ctx->NewState |= _NEW_ARRAY; - ctx->Array.NewState |= _NEW_ARRAY_ALL; - _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, meta->clear.arrayObj); - - meta_set_passthrough_transform(meta); - - for (i = 0; i < 4; i++) { - COPY_4FV(meta->clear.color[i], ctx->Color.ClearColor); - } - - /* convert clear Z from [0,1] to NDC coord in [-1,1] */ - dst_z = -1.0 + 2.0 * ctx->Depth.Clear; - - /* The ClearDepth value is unaffected by DepthRange, so do a default - * mapping. - */ - saved_near = ctx->Viewport.Near; - saved_far = ctx->Viewport.Far; - _mesa_DepthRange(0.0, 1.0); - - /* Prepare the vertices, which are the same regardless of which buffer we're - * drawing to. - */ - meta->clear.vertices[0][0] = fb->_Xmin; - meta->clear.vertices[0][1] = fb->_Ymin; - meta->clear.vertices[0][2] = dst_z; - meta->clear.vertices[1][0] = fb->_Xmax; - meta->clear.vertices[1][1] = fb->_Ymin; - meta->clear.vertices[1][2] = dst_z; - meta->clear.vertices[2][0] = fb->_Xmax; - meta->clear.vertices[2][1] = fb->_Ymax; - meta->clear.vertices[2][2] = dst_z; - meta->clear.vertices[3][0] = fb->_Xmin; - meta->clear.vertices[3][1] = fb->_Ymax; - meta->clear.vertices[3][2] = dst_z; - - while (mask != 0) { - GLuint this_mask = 0; - GLuint color_bit; - - color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS); - if (color_bit != 0) - this_mask |= (1 << (color_bit - 1)); - - /* Clear depth/stencil in the same pass as color. */ - this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)); - - /* Select the current color buffer and use the color write mask if - * we have one, otherwise don't write any color channels. - */ - if (this_mask & BUFFER_BIT_FRONT_LEFT) - _mesa_DrawBuffer(GL_FRONT_LEFT); - else if (this_mask & BUFFER_BIT_BACK_LEFT) - _mesa_DrawBuffer(GL_BACK_LEFT); - else if (color_bit != 0) - _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 + - (color_bit - BUFFER_COLOR0 - 1)); - else - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - - /* Control writing of the depth clear value to depth. */ - if (this_mask & BUFFER_BIT_DEPTH) { - _mesa_DepthFunc(GL_ALWAYS); - _mesa_Enable(GL_DEPTH_TEST); - } else { - _mesa_Disable(GL_DEPTH_TEST); - _mesa_DepthMask(GL_FALSE); - } - - /* Control writing of the stencil clear value to stencil. */ - if (this_mask & BUFFER_BIT_STENCIL) { - _mesa_Enable(GL_STENCIL_TEST); - _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, - GL_REPLACE, GL_REPLACE, GL_REPLACE); - _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, - ctx->Stencil.Clear & 0x7fffffff, - ctx->Stencil.WriteMask[0]); - } else { - _mesa_Disable(GL_STENCIL_TEST); - } - - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); - - mask &= ~this_mask; - } - - meta_restore_transform(meta); - - _mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture); - if (saved_fp_enable) - _mesa_Enable(GL_FRAGMENT_PROGRAM_ARB); - if (saved_vp_enable) - _mesa_Enable(GL_VERTEX_PROGRAM_ARB); - - if (saved_shader_program) - _mesa_UseProgramObjectARB(saved_shader_program); - - _mesa_DepthRange(saved_near, saved_far); - _mesa_PopAttrib(); - - /* restore current array object */ - ctx->NewState |= _NEW_ARRAY; - ctx->Array.NewState |= _NEW_ARRAY_ALL; - _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave); - _mesa_reference_array_object(ctx, &arraySave, NULL); -} - void meta_init_metaops(GLcontext *ctx, struct dri_metaops *meta) { meta->ctx = ctx; @@ -538,7 +294,5 @@ void meta_init_metaops(GLcontext *ctx, struct dri_metaops *meta) void meta_destroy_metaops(struct dri_metaops *meta) { - if (meta->clear.arrayObj) - _mesa_delete_array_object(meta->ctx, meta->clear.arrayObj); } diff --git a/src/mesa/drivers/dri/common/dri_metaops.h b/src/mesa/drivers/dri/common/dri_metaops.h index bb4079d5353..2487145326b 100644 --- a/src/mesa/drivers/dri/common/dri_metaops.h +++ b/src/mesa/drivers/dri/common/dri_metaops.h @@ -25,25 +25,10 @@ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ + #ifndef DRI_METAOPS_H #define DRI_METAOPS_H -#define TRI_CLEAR_COLOR_BITS (BUFFER_BIT_BACK_LEFT | \ - BUFFER_BIT_FRONT_LEFT | \ - BUFFER_BIT_COLOR0 | \ - BUFFER_BIT_COLOR1 | \ - BUFFER_BIT_COLOR2 | \ - BUFFER_BIT_COLOR3 | \ - BUFFER_BIT_COLOR4 | \ - BUFFER_BIT_COLOR5 | \ - BUFFER_BIT_COLOR6 | \ - BUFFER_BIT_COLOR7) - -struct dri_meta_clear { - struct gl_array_object *arrayObj; - GLfloat vertices[4][3]; - GLfloat color[4][4]; -}; struct dri_metaops { GLcontext *ctx; @@ -69,8 +54,6 @@ struct dri_metaops { GLint saved_vp_x, saved_vp_y; GLsizei saved_vp_width, saved_vp_height; GLenum saved_matrix_mode; - - struct dri_meta_clear clear; }; @@ -91,9 +74,8 @@ void meta_restore_fragment_program(struct dri_metaops *meta); void meta_set_default_texrect(struct dri_metaops *meta); void meta_restore_texcoords(struct dri_metaops *meta); -void meta_clear_tris(struct dri_metaops *meta, GLbitfield mask); void meta_init_metaops(GLcontext *ctx, struct dri_metaops *meta); void meta_destroy_metaops(struct dri_metaops *meta); -#endif +#endif |