/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /* * Authors: * Keith Whitwell * Brian Paul */ #include "glheader.h" #include "macros.h" #include "enums.h" #include "st_atom.h" #include "st_context.h" #include "st_cb_clear.h" #include "st_public.h" #include "pipe/p_context.h" #include "pipe/p_defines.h" /** * Do glClear by drawing a quadrilateral. */ static void clear_with_quad(GLcontext *ctx, 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)); if (depth) { depth_test.enabled = 1; depth_test.writemask = 1; depth_test.func = PIPE_FUNC_ALWAYS; } st->pipe->set_depth_state(st->pipe, &depth_test); /* stencil state: always set to ref value */ memset(&stencil_test, 0, sizeof(stencil)); if (stencil) { stencil_test.front_enabled = 1; stencil_test.front_func = PIPE_FUNC_ALWAYS; stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE; stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE; 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]; } st->pipe->set_stencil_state(st->pipe, &stencil_test); /* blend state: RGBA masking */ memset(&blend, 0, sizeof(blend)); if (color) { if (ctx->Color.ColorMask[0]) blend.colormask |= PIPE_MASK_R; if (ctx->Color.ColorMask[1]) blend.colormask |= PIPE_MASK_G; if (ctx->Color.ColorMask[2]) blend.colormask |= PIPE_MASK_B; if (ctx->Color.ColorMask[3]) blend.colormask |= PIPE_MASK_A; if (st->ctx->Color.DitherFlag) blend.dither = 1; } st->pipe->set_blend_state(st->pipe, &blend); /* * XXX Render quad here */ /* Restore GL state */ st_invalidate_state(ctx, _NEW_COLOR | _NEW_DEPTH | _NEW_STENCIL); } /** * Called via ctx->Driver.Clear() * XXX: doesn't pick up the differences between front/back/left/right * clears. Need to sort that out... */ static void st_clear(GLcontext *ctx, GLbitfield mask) { 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 = 1; /* :-) */ GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0; /* 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); /* And here we would do a clear on whatever surface we are using * to implement accum buffers: */ assert(!accum); } else { /* Convert to geometry, etc: */ clear_with_quad(ctx, color, depth, stencil); } } void st_init_cb_clear( struct st_context *st ) { struct dd_function_table *functions = &st->ctx->Driver; functions->Clear = st_clear; } void st_destroy_cb_clear( struct st_context *st ) { }