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Diffstat (limited to 'src/mesa/drivers/dri/radeon/radeon_common.c')
-rw-r--r--src/mesa/drivers/dri/radeon/radeon_common.c252
1 files changed, 3 insertions, 249 deletions
diff --git a/src/mesa/drivers/dri/radeon/radeon_common.c b/src/mesa/drivers/dri/radeon/radeon_common.c
index 0a8d8b03e8..3bf42e9bb0 100644
--- a/src/mesa/drivers/dri/radeon/radeon_common.c
+++ b/src/mesa/drivers/dri/radeon/radeon_common.c
@@ -877,7 +877,7 @@ void radeon_viewport(GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei he
if (!driContext->driScreenPriv->dri2.enabled)
return;
- if (!radeon->internal_viewport_call && ctx->DrawBuffer->Name == 0) {
+ if (!radeon->meta.internal_viewport_call && ctx->DrawBuffer->Name == 0) {
if (radeon->is_front_buffer_rendering) {
radeonFlush(ctx);
}
@@ -1258,254 +1258,8 @@ void rcommonBeginBatch(radeonContextPtr rmesa, int n,
}
-
-
-static void
-radeon_meta_set_passthrough_transform(radeonContextPtr radeon)
-{
- GLcontext *ctx = radeon->glCtx;
-
- radeon->meta.saved_vp_x = ctx->Viewport.X;
- radeon->meta.saved_vp_y = ctx->Viewport.Y;
- radeon->meta.saved_vp_width = ctx->Viewport.Width;
- radeon->meta.saved_vp_height = ctx->Viewport.Height;
- radeon->meta.saved_matrix_mode = ctx->Transform.MatrixMode;
-
- radeon->internal_viewport_call = GL_TRUE;
- _mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
- radeon->internal_viewport_call = GL_FALSE;
-
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
- _mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
-
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PushMatrix();
- _mesa_LoadIdentity();
-}
-
-static void
-radeon_meta_restore_transform(radeonContextPtr radeon)
-{
- _mesa_MatrixMode(GL_PROJECTION);
- _mesa_PopMatrix();
- _mesa_MatrixMode(GL_MODELVIEW);
- _mesa_PopMatrix();
-
- _mesa_MatrixMode(radeon->meta.saved_matrix_mode);
-
- radeon->internal_viewport_call = GL_TRUE;
- _mesa_Viewport(radeon->meta.saved_vp_x, radeon->meta.saved_vp_y,
- radeon->meta.saved_vp_width, radeon->meta.saved_vp_height);
- radeon->internal_viewport_call = GL_FALSE;
-}
-
-
-/**
- * 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.
- */
-
-static void radeon_clear_init(GLcontext *ctx)
-{
- radeonContextPtr rmesa = RADEON_CONTEXT(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 */
- rmesa->clear.arrayObj = _mesa_new_array_object(ctx, ~0);
- _mesa_reference_array_object(ctx, &arraySave, ctx->Array.ArrayObj);
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, rmesa->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), rmesa->clear.color);
- _mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), rmesa->clear.vertices);
- _mesa_Enable(GL_COLOR_ARRAY);
- _mesa_Enable(GL_VERTEX_ARRAY);
-
- /* restore original array object */
- _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);
-}
-
-
-void radeon_clear_tris(GLcontext *ctx, GLbitfield mask)
+void radeonUserClear(GLcontext *ctx, GLuint mask)
{
radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
- GLfloat dst_z;
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- int i;
- GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
- GLboolean saved_shader_program = 0;
- unsigned int saved_active_texture;
- struct gl_array_object *arraySave = NULL;
-
- if (!rmesa->clear.arrayObj)
- radeon_clear_init(ctx);
-
- 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);
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, rmesa->clear.arrayObj);
-
- radeon_meta_set_passthrough_transform(rmesa);
-
- for (i = 0; i < 4; i++) {
- COPY_4FV(rmesa->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;
- /* Prepare the vertices, which are the same regardless of which buffer we're
- * drawing to.
- */
- rmesa->clear.vertices[0][0] = fb->_Xmin;
- rmesa->clear.vertices[0][1] = fb->_Ymin;
- rmesa->clear.vertices[0][2] = dst_z;
- rmesa->clear.vertices[1][0] = fb->_Xmax;
- rmesa->clear.vertices[1][1] = fb->_Ymin;
- rmesa->clear.vertices[1][2] = dst_z;
- rmesa->clear.vertices[2][0] = fb->_Xmax;
- rmesa->clear.vertices[2][1] = fb->_Ymax;
- rmesa->clear.vertices[2][2] = dst_z;
- rmesa->clear.vertices[3][0] = fb->_Xmin;
- rmesa->clear.vertices[3][1] = fb->_Ymax;
- rmesa->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_DepthMask(GL_TRUE);
- _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_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
- _mesa_StencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, (GLint)ctx->Stencil.Clear,
- ctx->Stencil.WriteMask[0]);
- } else {
- _mesa_Disable(GL_STENCIL_TEST);
- }
-
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- mask &= ~this_mask;
- }
-
- radeon_meta_restore_transform(rmesa);
-
- _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_PopAttrib();
- /* restore current array object */
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, arraySave);
- _mesa_reference_array_object(ctx, &arraySave, NULL);
+ meta_clear_tris(&rmesa->meta, mask);
}