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pipe->clear() now takes a surface, rather than color/depth/stencil flags.

pipe->clear() only used to clear whole buffers (no scissor) w/out masking.
Draw a colored quadrilateral in all other cases.
tags/mesa_20090313
Brian 18 years ago
parent
commit
47fdaf0ed9

+ 4
- 1
src/mesa/drivers/x11/xm_api.c View File

@@ -1573,8 +1573,11 @@ XMesaContext XMesaCreateContext( XMesaVisual v, XMesaContext share_list )

st_create_context( mesaCtx,
softpipe_create() );
mesaCtx->Driver.Clear = xmesa_clear_buffers;
/*
mesaCtx->st->pipe->clear = xmesa_clear;
*/

return c;
}


+ 10
- 13
src/mesa/drivers/x11/xm_dd.c View File

@@ -381,8 +381,8 @@ clear_nbit_ximage(GLcontext *ctx, struct xmesa_renderbuffer *xrb,



static void
clear_buffers(GLcontext *ctx, GLbitfield buffers)
void
xmesa_clear_buffers(GLcontext *ctx, GLbitfield buffers)
{
if (ctx->DrawBuffer->Name == 0) {
/* this is a window system framebuffer */
@@ -395,7 +395,6 @@ clear_buffers(GLcontext *ctx, GLbitfield buffers)

/* we can't handle color or index masking */
if (*colorMask == 0xffffffff && ctx->Color.IndexMask == 0xffffffff) {
#if 0
if (buffers & BUFFER_BIT_FRONT_LEFT) {
/* clear front color buffer */
struct gl_renderbuffer *frontRb
@@ -419,14 +418,6 @@ clear_buffers(GLcontext *ctx, GLbitfield buffers)
buffers &= ~BUFFER_BIT_BACK_LEFT;
}
}
#else
/* Clear with state-tracker/pipe interface */
struct st_context *st = st_context(ctx);
GLboolean color = (buffers & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)) ? 1: 0;
GLboolean depth = (buffers & BUFFER_BIT_DEPTH) ? 1 : 0;
GLboolean stencil = (buffers & BUFFER_BIT_STENCIL) ? 1 : 0;
st_clear(st, color, depth, stencil);
#endif
}
}
if (buffers)
@@ -434,6 +425,7 @@ clear_buffers(GLcontext *ctx, GLbitfield buffers)
}


#if 0
void
xmesa_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
GLboolean stencil, GLboolean accum)
@@ -458,9 +450,14 @@ xmesa_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
xrb->clearFunc(ctx, xrb, x, y, w, h);
}
}

}
#endif

void
xmesa_clear(struct pipe_context *pipe, struct pipe_surface *ps, GLuint value)
{

}


#ifndef XFree86Server
@@ -1113,7 +1110,7 @@ xmesa_init_driver_functions( XMesaVisual xmvisual,
driver->IndexMask = index_mask;
driver->ColorMask = color_mask;
driver->Enable = enable;
driver->Clear = clear_buffers;
driver->Clear = xmesa_clear_buffers;
driver->Viewport = xmesa_viewport;
#ifndef XFree86Server
driver->CopyPixels = xmesa_CopyPixels;

+ 5
- 2
src/mesa/drivers/x11/xmesaP.h View File

@@ -593,7 +593,10 @@ extern struct pipe_surface *
xmesa_new_surface(GLcontext *ctx, struct xmesa_renderbuffer *xrb);

extern void
xmesa_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
GLboolean stencil, GLboolean accum);
xmesa_clear(struct pipe_context *pipe, struct pipe_surface *ps, GLuint value);

extern void
xmesa_clear_buffers(GLcontext *ctx, GLbitfield buffers);


#endif

+ 3
- 3
src/mesa/pipe/p_context.h View File

@@ -60,9 +60,9 @@ struct pipe_context {
GLuint numVertex, const GLfloat *verts,
GLuint numAttribs, const GLuint attribs[]);

/** Clear framebuffer */
void (*clear)(struct pipe_context *pipe, GLboolean color, GLboolean depth,
GLboolean stencil);
/** Clear a surface to given value (no scissor; clear whole surface) */
void (*clear)(struct pipe_context *pipe, struct pipe_surface *ps,
GLuint clearValue);

/** occlusion counting (XXX this may be temporary - we should probably
* have generic query objects with begin/end methods)

+ 7
- 102
src/mesa/pipe/softpipe/sp_clear.c View File

@@ -38,32 +38,13 @@
#include "colormac.h"


static GLuint
color_value(GLuint format, const GLfloat color[4])
{
GLubyte r, g, b, a;

UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);

switch (format) {
case PIPE_FORMAT_U_R8_G8_B8_A8:
return (r << 24) | (g << 16) | (b << 8) | a;
case PIPE_FORMAT_U_A8_R8_G8_B8:
return (a << 24) | (r << 16) | (g << 8) | b;
case PIPE_FORMAT_U_R5_G6_B5:
return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
default:
return 0;
}
}

/**
* Clear the given surface to the specified value.
* No masking, no scissor (clear entire buffer).
*/
void
softpipe_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
GLboolean stencil)
softpipe_clear(struct pipe_context *pipe, struct pipe_surface *ps,
GLuint clearValue)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
GLint x, y, w, h;
@@ -75,81 +56,5 @@ softpipe_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
w = softpipe->framebuffer.cbufs[0]->width;
h = softpipe->framebuffer.cbufs[0]->height;

if (color) {
GLuint i;
for (i = 0; i < softpipe->framebuffer.num_cbufs; i++) {
struct pipe_surface *ps = softpipe->framebuffer.cbufs[i];
GLuint clearVal = color_value(ps->format,
softpipe->clear_color.color);
pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearVal, ~0);
}
}

if (depth && stencil &&
softpipe->framebuffer.zbuf == softpipe->framebuffer.sbuf) {
/* clear Z and stencil together */
struct pipe_surface *ps = softpipe->framebuffer.zbuf;
if (ps->format == PIPE_FORMAT_S8_Z24) {
GLuint mask = (softpipe->stencil.write_mask[0] << 8) | 0xffffff;
GLuint clearVal = (GLuint) (softpipe->depth_test.clear * 0xffffff);

assert (mask == ~0);

clearVal |= (softpipe->stencil.clear_value << 24);
pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearVal, ~0);
}
else {
/* XXX Z24_S8 format? */
assert(0);
}
}
else {
/* separate Z and stencil */
if (depth) {
struct pipe_surface *ps = softpipe->framebuffer.zbuf;
GLuint clearVal;

switch (ps->format) {
case PIPE_FORMAT_U_Z16:
clearVal = (GLuint) (softpipe->depth_test.clear * 65535.0);
break;
case PIPE_FORMAT_U_Z32:
clearVal = (GLuint) (softpipe->depth_test.clear * 0xffffffff);
break;
case PIPE_FORMAT_S8_Z24:
clearVal = (GLuint) (softpipe->depth_test.clear * 0xffffff);
break;
default:
assert(0);
}

pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearVal, ~0);
}

if (stencil) {
struct pipe_surface *ps = softpipe->framebuffer.sbuf;
GLuint clearVal = softpipe->stencil.clear_value;

/* If this is not ~0, we shouldn't get here - clear should be
* done with geometry instead.
*/
GLuint mask = softpipe->stencil.write_mask[0];

assert((mask & 0xff) == 0xff);

switch (ps->format) {
case PIPE_FORMAT_S8_Z24:
clearVal = clearVal << 24;
mask = mask << 24;
break;
case PIPE_FORMAT_U_S8:
/* nothing */
break;
default:
assert(0);
}

pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearVal, mask);
}
}
pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearValue, ~0);
}

+ 2
- 2
src/mesa/pipe/softpipe/sp_clear.h View File

@@ -36,8 +36,8 @@
struct pipe_context;

extern void
softpipe_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
GLboolean stencil);
softpipe_clear(struct pipe_context *pipe, struct pipe_surface *ps,
GLuint clearValue);


#endif /* SP_CLEAR_H */

+ 239
- 35
src/mesa/state_tracker/st_cb_clear.c View File

@@ -43,6 +43,65 @@
#include "vf/vf.h"



static GLuint
color_value(GLuint pipeFormat, const GLfloat color[4])
{
GLubyte r, g, b, a;

UNCLAMPED_FLOAT_TO_UBYTE(r, color[0]);
UNCLAMPED_FLOAT_TO_UBYTE(g, color[1]);
UNCLAMPED_FLOAT_TO_UBYTE(b, color[2]);
UNCLAMPED_FLOAT_TO_UBYTE(a, color[3]);

switch (pipeFormat) {
case PIPE_FORMAT_U_R8_G8_B8_A8:
return (r << 24) | (g << 16) | (b << 8) | a;
case PIPE_FORMAT_U_A8_R8_G8_B8:
return (a << 24) | (r << 16) | (g << 8) | b;
case PIPE_FORMAT_U_R5_G6_B5:
return ((r & 0xf8) << 8) | ((g & 0xfc) << 3) | (b >> 3);
default:
return 0;
}
}

static GLuint
depth_value(GLuint pipeFormat, GLfloat value)
{
GLuint val;
switch (pipeFormat) {
case PIPE_FORMAT_U_Z16:
val = (GLuint) (value * 0xffffff);
break;
case PIPE_FORMAT_U_Z32:
val = (GLuint) (value * 0xffffffff);
break;
case PIPE_FORMAT_S8_Z24:
/*case PIPE_FORMAT_Z24_S8:*/
val = (GLuint) (value * 0xffffff);
break;
default:
assert(0);
}
return val;
}


static GLboolean
is_depth_stencil_format(GLuint pipeFormat)
{
switch (pipeFormat) {
case PIPE_FORMAT_S8_Z24:
/*case PIPE_FORMAT_Z24_S8:*/
return GL_TRUE;
default:
return GL_FALSE;
}
}


/**
* Draw a screen-aligned quadrilateral.
* Coords are window coords.
@@ -92,7 +151,8 @@ draw_quad(GLcontext *ctx,
* Do glClear by drawing a quadrilateral.
*/
static void
clear_with_quad(GLcontext *ctx,
clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
GLuint x1, GLuint y1,
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = ctx->st;
@@ -133,6 +193,8 @@ clear_with_quad(GLcontext *ctx,

/* setup state: nothing */
memset(&setup, 0, sizeof(setup));
if (ctx->Scissor.Enabled)
setup.scissor = 1;
st->pipe->set_setup_state(st->pipe, &setup);

/* stencil state: always set to ref value */
@@ -145,18 +207,14 @@ clear_with_quad(GLcontext *ctx,
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];
stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
}
st->pipe->set_stencil_state(st->pipe, &stencil_test);

/* draw quad matching scissor rect (XXX verify coord round-off) */
draw_quad(ctx,
ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.X + ctx->Scissor.Width,
ctx->Scissor.Y + ctx->Scissor.Height,
ctx->Depth.Clear, ctx->Color.ClearColor);
draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);

/* Restore GL state */
/* Restore pipe state */
st->pipe->set_alpha_test_state(st->pipe, &st->state.alpha_test);
st->pipe->set_blend_state(st->pipe, &st->state.blend);
st->pipe->set_depth_state(st->pipe, &st->state.depth);
@@ -168,6 +226,141 @@ clear_with_quad(GLcontext *ctx,
}


static void
clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
if (ctx->Color.ColorMask[0] &&
ctx->Color.ColorMask[1] &&
ctx->Color.ColorMask[2] &&
ctx->Color.ColorMask[3] &&
!ctx->Scissor.Enabled)
{
/* clear whole buffer w/out masking */
GLuint clearValue
= color_value(rb->surface->format, ctx->Color.ClearColor);
ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
}
else {
/* masking or scissoring */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_TRUE, GL_FALSE, GL_FALSE);
}
}


static void
clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
if (!ctx->Scissor.Enabled) {
/* clear whole buffer w/out masking */
GLuint clearValue
= color_value(rb->surface->format, ctx->Accum.ClearColor);
/* Note that clearValue is 32 bits but the accum buffer will
* typically be 64bpp...
*/
ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
}
else {
/* scissoring */
/* XXX point framebuffer.cbufs[0] at the accum buffer */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_TRUE, GL_FALSE, GL_FALSE);
}
}


static void
clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
if (!ctx->Scissor.Enabled &&
!is_depth_stencil_format(rb->surface->format)) {
/* clear whole depth buffer w/out masking */
GLuint clearValue = depth_value(rb->surface->format, ctx->Depth.Clear);
ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
}
else {
/* masking or scissoring or combined z/stencil buffer */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_FALSE, GL_TRUE, GL_FALSE);
}
}


static void
clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = (1 << rb->StencilBits) - 1;
GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;

if (!maskStencil && !ctx->Scissor.Enabled &&
!is_depth_stencil_format(rb->surface->format)) {
/* clear whole stencil buffer w/out masking */
GLuint clearValue = ctx->Stencil.Clear;
ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
}
else {
/* masking or scissoring */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_FALSE, GL_FALSE, GL_TRUE);
}
}


static void
clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 1 << rb->StencilBits;
GLboolean maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;

assert(is_depth_stencil_format(rb->surface->format));

if (!maskStencil && !ctx->Scissor.Enabled) {
/* clear whole buffer w/out masking */
GLuint clearValue = depth_value(rb->surface->format, ctx->Depth.Clear);

switch (rb->surface->format) {
case PIPE_FORMAT_S8_Z24:
clearValue |= ctx->Stencil.Clear << 24;
break;
#if 0
case PIPE_FORMAT_Z24_S8:
clearValue = (clearValue << 8) | clearVal;
break;
#endif
default:
assert(0);
}

ctx->st->pipe->clear(ctx->st->pipe, rb->surface, clearValue);
}
else {
/* masking or scissoring */
clear_with_quad(ctx,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmin,
ctx->DrawBuffer->_Xmax,
ctx->DrawBuffer->_Ymax,
GL_FALSE, GL_TRUE, GL_TRUE);
}
}



/**
* Called via ctx->Driver.Clear()
@@ -176,41 +369,52 @@ clear_with_quad(GLcontext *ctx,
*/
static void st_clear(GLcontext *ctx, GLbitfield mask)
{
static const GLbitfield BUFFER_BITS_DS
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
struct st_context *st = ctx->st;
GLboolean color = (mask & BUFFER_BITS_COLOR) ? GL_TRUE : GL_FALSE;
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 = !ctx->Scissor.Enabled;
GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0;
struct gl_renderbuffer *depthRb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
struct gl_renderbuffer *stencilRb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;

/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );

maskColor = color && st->state.blend.colormask != PIPE_MASK_RGBA;
maskStencil = stencil && ctx->Stencil.WriteMask[0] != stencilMax;

if (fullscreen && !maskColor && !maskStencil) {
/* 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.
*
* Will probably need something like pipe->clear_z_stencil() to
* cope with the special case of paired and unpaired z/stencil
* buffers, though could perhaps deal with them explicitly at
* this level.
*/
st->pipe->clear(st->pipe, color, depth, stencil);
/*
* XXX TO-DO:
* If we're going to use clear_with_quad() for any reason, use it to
* clear as many other buffers as possible.
* As it is now, we sometimes call clear_with_quad() three times to clear
* color/depth/stencil individually...
*/

if (mask & BUFFER_BITS_COLOR) {
GLuint b;
for (b = 0; b < BUFFER_COUNT; b++) {
if (BUFFER_BITS_COLOR & mask & (1 << b)) {
clear_color_buffer(ctx,
ctx->DrawBuffer->Attachment[b].Renderbuffer);
}
}
}

/* And here we would do a clear on whatever surface we are using
* to implement accum buffers:
*/
assert(!accum);
if (mask & BUFFER_BIT_ACCUM) {
clear_accum_buffer(ctx,
ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
}

if ((mask & BUFFER_BITS_DS) == BUFFER_BITS_DS && depthRb == stencilRb) {
/* clearing combined depth + stencil */
clear_depth_stencil_buffer(ctx, depthRb);
}
else {
clear_with_quad(ctx, color, depth, stencil);
/* separate depth/stencil clears */
if (mask & BUFFER_BIT_DEPTH) {
clear_depth_buffer(ctx, depthRb);
}
if (mask & BUFFER_BIT_STENCIL) {
clear_stencil_buffer(ctx, stencilRb);
}
}
}


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