diff options
| author | Brian Paul <brianp@vmware.com> | 2009-09-01 12:43:23 -0600 | 
|---|---|---|
| committer | Brian Paul <brianp@vmware.com> | 2009-09-01 17:39:31 -0600 | 
| commit | 51334d840112557d7351b53be1208cb228add2cf (patch) | |
| tree | e051f0486804beed54ca7f040c22f987a77925a8 | |
| parent | c2542cdaffbd9b77ce0a710553d78834c04c4820 (diff) | |
dri: remove unused meta_clear_tris()
| -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 cdbea34495..c7bea07dc9 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 bb4079d535..2487145326 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 | 
