From 7c8df60f31baa106030f3ea3b1f7522244ddf983 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Mon, 5 May 2014 13:33:27 -0700 Subject: meta: Unify the GLSL and fixed-function clear paths. The majority of _mesa_meta_Clear and _mesa_meta_glsl_Clear was the same; adding a boolean for whether to use GLSL allows us to share most of it without polluting either path too much. Tested for regressions by hacking i965 to always use the non-GLSL path. Cc: "10.2" Signed-off-by: Kenneth Graunke Reviewed-by: Anuj Phogat Reviewed-by: Eric Anholt --- src/mesa/drivers/common/meta.c | 153 ++++++++++++++--------------------------- 1 file changed, 51 insertions(+), 102 deletions(-) (limited to 'src/mesa/drivers') diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index d3ff87a3665..7b700c2b114 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -86,6 +86,9 @@ /** Return offset in bytes of the field within a vertex struct */ #define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD)) +static void +meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl); + static struct blit_shader * choose_blit_shader(GLenum target, struct blit_shader_table *table); @@ -1459,100 +1462,13 @@ _mesa_meta_setup_ff_tnl_for_blit(GLuint *VAO, GLuint *VBO, void _mesa_meta_Clear(struct gl_context *ctx, GLbitfield buffers) { - struct clear_state *clear = &ctx->Meta->Clear; - struct vertex verts[4]; - /* save all state but scissor, pixel pack/unpack */ - GLbitfield metaSave = (MESA_META_ALL - - MESA_META_SCISSOR - - MESA_META_PIXEL_STORE - - MESA_META_CONDITIONAL_RENDER - - MESA_META_FRAMEBUFFER_SRGB); - const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; - - if (buffers & BUFFER_BITS_COLOR) { - /* if clearing color buffers, don't save/restore colormask */ - metaSave -= MESA_META_COLOR_MASK; - } - - _mesa_meta_begin(ctx, metaSave); - - _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4); - - /* GL_COLOR_BUFFER_BIT */ - if (buffers & BUFFER_BITS_COLOR) { - /* leave colormask, glDrawBuffer state as-is */ - - /* Clears never have the color clamped. */ - if (ctx->Extensions.ARB_color_buffer_float) - _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE); - } - else { - ASSERT(metaSave & MESA_META_COLOR_MASK); - _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - } - - /* GL_DEPTH_BUFFER_BIT */ - if (buffers & BUFFER_BIT_DEPTH) { - _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE); - _mesa_DepthFunc(GL_ALWAYS); - _mesa_DepthMask(GL_TRUE); - } - else { - assert(!ctx->Depth.Test); - } - - /* GL_STENCIL_BUFFER_BIT */ - if (buffers & BUFFER_BIT_STENCIL) { - _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE); - _mesa_StencilOpSeparate(GL_FRONT_AND_BACK, - GL_REPLACE, GL_REPLACE, GL_REPLACE); - _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, - ctx->Stencil.Clear & stencilMax, - ctx->Stencil.WriteMask[0]); - } - else { - assert(!ctx->Stencil.Enabled); - } - - /* vertex positions/colors */ - { - const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin; - const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin; - const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax; - const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax; - const GLfloat z = invert_z(ctx->Depth.Clear); - GLuint i; - - verts[0].x = x0; - verts[0].y = y0; - verts[0].z = z; - verts[1].x = x1; - verts[1].y = y0; - verts[1].z = z; - verts[2].x = x1; - verts[2].y = y1; - verts[2].z = z; - verts[3].x = x0; - verts[3].y = y1; - verts[3].z = z; - - /* vertex colors */ - for (i = 0; i < 4; i++) { - verts[i].r = ctx->Color.ClearColor.f[0]; - verts[i].g = ctx->Color.ClearColor.f[1]; - verts[i].b = ctx->Color.ClearColor.f[2]; - verts[i].a = ctx->Color.ClearColor.f[3]; - } - - /* upload new vertex data */ - _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, - GL_DYNAMIC_DRAW_ARB); - } - - /* draw quad */ - _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4); + meta_clear(ctx, buffers, false); +} - _mesa_meta_end(ctx); +void +_mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) +{ + meta_clear(ctx, buffers, true); } static void @@ -1702,19 +1618,16 @@ meta_glsl_clear_cleanup(struct clear_state *clear) /** * Meta implementation of ctx->Driver.Clear() in terms of polygon rendering. */ -void -_mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) +static void +meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl) { struct clear_state *clear = &ctx->Meta->Clear; GLbitfield metaSave; const GLuint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; struct gl_framebuffer *fb = ctx->DrawBuffer; - const float x0 = ((float)fb->_Xmin / fb->Width) * 2.0f - 1.0f; - const float y0 = ((float)fb->_Ymin / fb->Height) * 2.0f - 1.0f; - const float x1 = ((float)fb->_Xmax / fb->Width) * 2.0f - 1.0f; - const float y1 = ((float)fb->_Ymax / fb->Height) * 2.0f - 1.0f; - const float z = -invert_z(ctx->Depth.Clear); + float x0, y0, x1, y1, z; struct vertex verts[4]; + int i; metaSave = (MESA_META_ALPHA_TEST | MESA_META_BLEND | @@ -1729,6 +1642,15 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) MESA_META_MULTISAMPLE | MESA_META_OCCLUSION_QUERY); + if (!glsl) { + metaSave |= MESA_META_FOG | + MESA_META_PIXEL_TRANSFER | + MESA_META_TRANSFORM | + MESA_META_TEXTURE | + MESA_META_CLAMP_VERTEX_COLOR | + MESA_META_SELECT_FEEDBACK; + } + if (!(buffers & BUFFER_BITS_COLOR)) { /* We'll use colormask to disable color writes. Otherwise, * respect color mask @@ -1738,13 +1660,30 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) _mesa_meta_begin(ctx, metaSave); - meta_glsl_clear_init(ctx, clear); + if (glsl) { + meta_glsl_clear_init(ctx, clear); + + x0 = ((float) fb->_Xmin / fb->Width) * 2.0f - 1.0f; + y0 = ((float) fb->_Ymin / fb->Height) * 2.0f - 1.0f; + x1 = ((float) fb->_Xmax / fb->Width) * 2.0f - 1.0f; + y1 = ((float) fb->_Ymax / fb->Height) * 2.0f - 1.0f; + z = -invert_z(ctx->Depth.Clear); + } else { + _mesa_meta_setup_vertex_objects(&clear->VAO, &clear->VBO, false, 3, 0, 4); + + x0 = (float) fb->_Xmin; + y0 = (float) fb->_Ymin; + x1 = (float) fb->_Xmax; + y1 = (float) fb->_Ymax; + z = invert_z(ctx->Depth.Clear); + } if (fb->_IntegerColor) { + assert(glsl); _mesa_UseProgram(clear->IntegerShaderProg); _mesa_Uniform4iv(clear->IntegerColorLocation, 1, ctx->Color.ClearColor.i); - } else { + } else if (glsl) { _mesa_UseProgram(clear->ShaderProg); _mesa_Uniform4fv(clear->ColorLocation, 1, ctx->Color.ClearColor.f); @@ -1800,6 +1739,15 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) verts[3].y = y1; verts[3].z = z; + if (!glsl) { + for (i = 0; i < 4; i++) { + verts[i].r = ctx->Color.ClearColor.f[0]; + verts[i].g = ctx->Color.ClearColor.f[1]; + verts[i].b = ctx->Color.ClearColor.f[2]; + verts[i].a = ctx->Color.ClearColor.f[3]; + } + } + /* upload new vertex data */ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts, GL_DYNAMIC_DRAW_ARB); @@ -1807,6 +1755,7 @@ _mesa_meta_glsl_Clear(struct gl_context *ctx, GLbitfield buffers) /* draw quad(s) */ if (fb->MaxNumLayers > 0) { unsigned layer; + assert(glsl); for (layer = 0; layer < fb->MaxNumLayers; layer++) { if (fb->_IntegerColor) _mesa_Uniform1i(clear->IntegerLayerLocation, layer); -- cgit v1.2.3