diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_cb_clear.c | 84 |
1 files changed, 79 insertions, 5 deletions
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c index d9cb83b8ad2..523a9b682cf 100644 --- a/src/mesa/state_tracker/st_cb_clear.c +++ b/src/mesa/state_tracker/st_cb_clear.c @@ -1,6 +1,6 @@ /************************************************************************** * - * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. + * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a @@ -31,17 +31,85 @@ * Brian Paul */ -#include "st_context.h" #include "glheader.h" #include "macros.h" #include "enums.h" -#include "st_context.h" #include "st_atom.h" +#include "st_context.h" +#include "st_cb_clear.h" +#include "st_public.h" #include "pipe/p_context.h" +#include "pipe/p_defines.h" + + + +/** + * Do glClear by drawing a quadrilateral. + */ +static void +clear_with_quad(GLcontext *ctx, + GLboolean color, GLboolean depth, + GLboolean stencil, GLboolean accum) +{ + struct st_context *st = ctx->st; + struct pipe_blend_state blend; + struct pipe_depth_state depth_test; + struct pipe_stencil_state stencil_test; + GLfloat z = ctx->Depth.Clear; + + /* depth state: always pass */ + memset(&depth_test, 0, sizeof(depth)); + if (depth) { + depth_test.enabled = 1; + depth_test.writemask = 1; + depth_test.func = PIPE_FUNC_ALWAYS; + } + st->pipe->set_depth_state(st->pipe, &depth_test); + + /* stencil state: always set to ref value */ + memset(&stencil_test, 0, sizeof(stencil)); + if (stencil) { + stencil_test.front_enabled = 1; + stencil_test.front_func = PIPE_FUNC_ALWAYS; + stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE; + stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE; + stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE; + stencil_test.ref_value[0] = ctx->Stencil.Clear; + stencil_test.value_mask[0] = 0xff; + stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0]; + } + st->pipe->set_stencil_state(st->pipe, &stencil_test); + + /* blend state: RGBA masking */ + memset(&blend, 0, sizeof(blend)); + if (color) { + if (ctx->Color.ColorMask[0]) + blend.colormask |= PIPE_MASK_R; + if (ctx->Color.ColorMask[1]) + blend.colormask |= PIPE_MASK_G; + if (ctx->Color.ColorMask[2]) + blend.colormask |= PIPE_MASK_B; + if (ctx->Color.ColorMask[3]) + blend.colormask |= PIPE_MASK_A; + if (st->ctx->Color.DitherFlag) + blend.dither = 1; + } + st->pipe->set_blend_state(st->pipe, &blend); + /* + * XXX Render quad here + */ -/* XXX: doesn't pick up the differences between front/back/left/right + /* Restore GL state */ + st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL); +} + + + +/** + * 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) @@ -51,12 +119,17 @@ static void st_clear(GLcontext *ctx, GLbitfield mask) GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE; GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE; GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE; + GLboolean maskColor, maskStencil; GLboolean fullscreen = 1; /* :-) */ + GLuint stencilMax = 1 << ctx->DrawBuffer->_StencilBuffer->StencilBits; /* This makes sure the softpipe has the latest scissor, etc values */ st_validate_state( st ); - if (fullscreen) { + maskColor = st->state.blend.colormask != PIPE_MASK_RGBA; + maskStencil = ctx->Stencil.WriteMask[0] != stencilMax; + + if (fullscreen && !maskColor) { /* pipe->clear() should clear a particular surface, so that we * can iterate over render buffers at this level and clear the * ones GL is asking for. @@ -71,6 +144,7 @@ static void st_clear(GLcontext *ctx, GLbitfield mask) else { /* Convert to geometry, etc: */ + clear_with_quad(ctx, color, depth, stencil, accum); } } |