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/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright 2009 Intel Corporation.
* 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.
*
**************************************************************************/
#include "main/glheader.h"
#include "main/enums.h"
#include "main/image.h"
#include "main/mtypes.h"
#include "main/attrib.h"
#include "main/blend.h"
#include "main/bufferobj.h"
#include "main/buffers.h"
#include "main/depth.h"
#include "main/enable.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/texstate.h"
#include "main/stencil.h"
#include "main/varray.h"
#include "glapi/dispatch.h"
#include "swrast/swrast.h"
#include "intel_context.h"
#include "intel_blit.h"
#include "intel_chipset.h"
#include "intel_clear.h"
#include "intel_fbo.h"
#include "intel_pixel.h"
#define FILE_DEBUG_FLAG DEBUG_BLIT
/**
* 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
intel_clear_tris(GLcontext *ctx, GLbitfield mask)
{
struct intel_context *intel = intel_context(ctx);
GLfloat vertices[4][3];
GLfloat color[4][4];
GLfloat dst_z;
struct gl_framebuffer *fb = ctx->DrawBuffer;
int i;
GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
unsigned int saved_active_texture;
assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
GL_CURRENT_BIT |
GL_DEPTH_BUFFER_BIT |
GL_ENABLE_BIT |
GL_STENCIL_BUFFER_BIT |
GL_TRANSFORM_BIT |
GL_CURRENT_BIT);
_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_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);
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->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);
}
}
}
intel_meta_set_passthrough_transform(intel);
for (i = 0; i < 4; i++) {
color[i][0] = ctx->Color.ClearColor[0];
color[i][1] = ctx->Color.ClearColor[1];
color[i][2] = ctx->Color.ClearColor[2];
color[i][3] = ctx->Color.ClearColor[3];
}
/* 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.
*/
vertices[0][0] = fb->_Xmin;
vertices[0][1] = fb->_Ymin;
vertices[0][2] = dst_z;
vertices[1][0] = fb->_Xmax;
vertices[1][1] = fb->_Ymin;
vertices[1][2] = dst_z;
vertices[2][0] = fb->_Xmax;
vertices[2][1] = fb->_Ymax;
vertices[2][2] = dst_z;
vertices[3][0] = fb->_Xmin;
vertices[3][1] = fb->_Ymax;
vertices[3][2] = dst_z;
_mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
_mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices);
_mesa_Enable(GL_COLOR_ARRAY);
_mesa_Enable(GL_VERTEX_ARRAY);
while (mask != 0) {
GLuint this_mask = 0;
if (mask & BUFFER_BIT_BACK_LEFT)
this_mask = BUFFER_BIT_BACK_LEFT;
else if (mask & BUFFER_BIT_FRONT_LEFT)
this_mask = BUFFER_BIT_FRONT_LEFT;
/* 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
_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_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
_mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
ctx->Stencil.WriteMask[0]);
} else {
_mesa_Disable(GL_STENCIL_TEST);
}
CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
mask &= ~this_mask;
}
intel_meta_restore_transform(intel);
_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);
_mesa_PopClientAttrib();
_mesa_PopAttrib();
}
static const char *buffer_names[] = {
[BUFFER_FRONT_LEFT] = "front",
[BUFFER_BACK_LEFT] = "back",
[BUFFER_FRONT_RIGHT] = "front right",
[BUFFER_BACK_RIGHT] = "back right",
[BUFFER_AUX0] = "aux0",
[BUFFER_AUX1] = "aux1",
[BUFFER_AUX2] = "aux2",
[BUFFER_AUX3] = "aux3",
[BUFFER_DEPTH] = "depth",
[BUFFER_STENCIL] = "stencil",
[BUFFER_ACCUM] = "accum",
[BUFFER_COLOR0] = "color0",
[BUFFER_COLOR1] = "color1",
[BUFFER_COLOR2] = "color2",
[BUFFER_COLOR3] = "color3",
[BUFFER_COLOR4] = "color4",
[BUFFER_COLOR5] = "color5",
[BUFFER_COLOR6] = "color6",
[BUFFER_COLOR7] = "color7",
};
/**
* Called by ctx->Driver.Clear.
*/
static void
intelClear(GLcontext *ctx, GLbitfield mask)
{
struct intel_context *intel = intel_context(ctx);
const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask);
GLbitfield tri_mask = 0;
GLbitfield blit_mask = 0;
GLbitfield swrast_mask = 0;
struct gl_framebuffer *fb = ctx->DrawBuffer;
GLuint i;
if (0)
fprintf(stderr, "%s\n", __FUNCTION__);
/* HW color buffers (front, back, aux, generic FBO, etc) */
if (colorMask == ~0) {
/* clear all R,G,B,A */
/* XXX FBO: need to check if colorbuffers are software RBOs! */
blit_mask |= (mask & BUFFER_BITS_COLOR);
}
else {
/* glColorMask in effect */
tri_mask |= (mask & BUFFER_BITS_COLOR);
}
/* HW stencil */
if (mask & BUFFER_BIT_STENCIL) {
const struct intel_region *stencilRegion
= intel_get_rb_region(fb, BUFFER_STENCIL);
if (stencilRegion) {
/* have hw stencil */
if (IS_965(intel->intelScreen->deviceID) ||
(ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
/* We have to use the 3D engine if we're clearing a partial mask
* of the stencil buffer, or if we're on a 965 which has a tiled
* depth/stencil buffer in a layout we can't blit to.
*/
tri_mask |= BUFFER_BIT_STENCIL;
}
else {
/* clearing all stencil bits, use blitting */
blit_mask |= BUFFER_BIT_STENCIL;
}
}
}
/* HW depth */
if (mask & BUFFER_BIT_DEPTH) {
/* clear depth with whatever method is used for stencil (see above) */
if (IS_965(intel->intelScreen->deviceID) ||
tri_mask & BUFFER_BIT_STENCIL)
tri_mask |= BUFFER_BIT_DEPTH;
else
blit_mask |= BUFFER_BIT_DEPTH;
}
/* If we're doing a tri pass for depth/stencil, include a likely color
* buffer with it.
*/
if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
tri_mask |= blit_mask & BUFFER_BIT_BACK_LEFT;
blit_mask &= ~BUFFER_BIT_BACK_LEFT;
}
/* SW fallback clearing */
swrast_mask = mask & ~tri_mask & ~blit_mask;
for (i = 0; i < BUFFER_COUNT; i++) {
GLuint bufBit = 1 << i;
if ((blit_mask | tri_mask) & bufBit) {
if (!fb->Attachment[i].Renderbuffer->ClassID) {
blit_mask &= ~bufBit;
tri_mask &= ~bufBit;
swrast_mask |= bufBit;
}
}
}
if (blit_mask) {
if (INTEL_DEBUG & DEBUG_BLIT) {
DBG("blit clear:");
for (i = 0; i < BUFFER_COUNT; i++) {
if (blit_mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
intelClearWithBlit(ctx, blit_mask);
}
if (tri_mask) {
if (INTEL_DEBUG & DEBUG_BLIT) {
DBG("tri clear:");
for (i = 0; i < BUFFER_COUNT; i++) {
if (tri_mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
intel_clear_tris(ctx, tri_mask);
}
if (swrast_mask) {
if (INTEL_DEBUG & DEBUG_BLIT) {
DBG("swrast clear:");
for (i = 0; i < BUFFER_COUNT; i++) {
if (swrast_mask & (1 << i))
DBG(" %s", buffer_names[i]);
}
DBG("\n");
}
_swrast_Clear(ctx, swrast_mask);
}
}
void
intelInitClearFuncs(struct dd_function_table *functions)
{
functions->Clear = intelClear;
}
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