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-rw-r--r--src/mesa/state_tracker/st_cb_clear.c67
1 files changed, 57 insertions, 10 deletions
diff --git a/src/mesa/state_tracker/st_cb_clear.c b/src/mesa/state_tracker/st_cb_clear.c
index a7a3b5eba1..8e2e30253e 100644
--- a/src/mesa/state_tracker/st_cb_clear.c
+++ b/src/mesa/state_tracker/st_cb_clear.c
@@ -40,6 +40,51 @@
#include "st_public.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
+#include "vf/vf.h"
+
+
+/**
+ * Draw a screen-aligned quadrilateral.
+ * Coords are window coords.
+ */
+static void
+draw_quad(GLcontext *ctx,
+ float x0, float y0, float x1, float y1, GLfloat z,
+ const GLfloat color[4])
+{
+ static const GLuint attribs[2] = {
+ VF_ATTRIB_POS,
+ VF_ATTRIB_COLOR0
+ };
+ GLfloat verts[4][2][4]; /* four verts, two attribs, XYZW */
+ GLuint i;
+
+ /* positions */
+ verts[0][0][0] = x0;
+ verts[0][0][1] = y0;
+
+ verts[1][0][0] = x1;
+ verts[1][0][1] = y0;
+
+ verts[2][0][0] = x1;
+ verts[2][0][1] = y1;
+
+ verts[3][0][0] = x0;
+ verts[3][0][1] = y1;
+
+ /* same for all verts: */
+ for (i = 0; i < 4; i++) {
+ verts[i][0][2] = z;
+ verts[i][0][3] = 1.0;
+ verts[i][1][0] = color[0];
+ verts[i][1][1] = color[1];
+ verts[i][1][2] = color[2];
+ verts[i][1][3] = color[3];
+ }
+
+ ctx->st->pipe->draw_vertices(ctx->st->pipe, GL_QUADS,
+ 4, (GLfloat *) verts, 2, attribs);
+}
@@ -48,14 +93,12 @@
*/
static void
clear_with_quad(GLcontext *ctx,
- GLboolean color, GLboolean depth,
- GLboolean stencil)
+ GLboolean color, GLboolean depth, GLboolean stencil)
{
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));
@@ -96,13 +139,19 @@ clear_with_quad(GLcontext *ctx,
}
st->pipe->set_blend_state(st->pipe, &blend);
-
- /*
- * XXX Render quad here
- */
+ 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);
/* Restore GL state */
+ st->pipe->set_blend_state(st->pipe, &st->state.blend);
+ st->pipe->set_depth_state(st->pipe, &st->state.depth);
+ st->pipe->set_stencil_state(st->pipe, &st->state.stencil);
+ /* OR:
st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL);
+ */
}
@@ -121,7 +170,7 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE;
GLboolean maskColor, maskStencil;
- GLboolean fullscreen = 1; /* :-) */
+ GLboolean fullscreen = !ctx->Scissor.Enabled;
GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0;
/* This makes sure the softpipe has the latest scissor, etc values */
@@ -148,8 +197,6 @@ static void st_clear(GLcontext *ctx, GLbitfield mask)
assert(!accum);
}
else {
- /* Convert to geometry, etc:
- */
clear_with_quad(ctx, color, depth, stencil);
}
}