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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-07 20:08:06 +02:00
r200: enable hw clears
This commit is contained in:
parent
c122cc4097
commit
14c3bddbac
2 changed files with 235 additions and 20 deletions
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@ -621,6 +621,21 @@ struct r200_context {
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GLboolean texmicrotile;
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struct ati_fragment_shader *afs_loaded;
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struct {
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struct gl_fragment_program *bitmap_fp;
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struct gl_vertex_program *passthrough_vp;
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struct gl_fragment_program *saved_fp;
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GLboolean saved_fp_enable;
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struct gl_vertex_program *saved_vp;
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GLboolean saved_vp_enable;
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GLint saved_vp_x, saved_vp_y;
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GLsizei saved_vp_width, saved_vp_height;
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GLenum saved_matrix_mode;
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} meta;
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};
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#define R200_CONTEXT(ctx) ((r200ContextPtr)(ctx->DriverCtx))
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@ -41,6 +41,20 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#include "main/context.h"
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#include "swrast/swrast.h"
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#include "main/blend.h"
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#include "main/bufferobj.h"
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#include "main/buffers.h"
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#include "main/depth.h"
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#include "main/shaders.h"
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#include "main/texstate.h"
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#include "main/varray.h"
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#include "glapi/dispatch.h"
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#include "swrast/swrast.h"
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#include "main/stencil.h"
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#include "main/matrix.h"
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#include "main/attrib.h"
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#include "main/enable.h"
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#include "radeon_common.h"
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#include "radeon_lock.h"
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#include "r200_context.h"
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@ -56,35 +70,220 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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#define R200_TIMEOUT 512
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#define R200_IDLE_RETRY 16
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static void r200UserClear(GLcontext *ctx, GLuint flags)
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static void
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r200_meta_set_passthrough_transform(r200ContextPtr r200)
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{
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GLuint mask = 0;
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GLcontext *ctx = r200->radeon.glCtx;
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if (flags & RADEON_FRONT)
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mask |= BUFFER_BIT_FRONT_LEFT;
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r200->meta.saved_vp_x = ctx->Viewport.X;
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r200->meta.saved_vp_y = ctx->Viewport.Y;
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r200->meta.saved_vp_width = ctx->Viewport.Width;
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r200->meta.saved_vp_height = ctx->Viewport.Height;
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r200->meta.saved_matrix_mode = ctx->Transform.MatrixMode;
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if (flags & RADEON_BACK)
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mask |= BUFFER_BIT_BACK_LEFT;
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_mesa_Viewport(0, 0, ctx->DrawBuffer->Width, ctx->DrawBuffer->Height);
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if (flags & RADEON_DEPTH)
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mask |= BUFFER_BIT_DEPTH;
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_mesa_MatrixMode(GL_PROJECTION);
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_mesa_PushMatrix();
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_mesa_LoadIdentity();
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_mesa_Ortho(0, ctx->DrawBuffer->Width, 0, ctx->DrawBuffer->Height, 1, -1);
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if (flags & RADEON_STENCIL)
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mask |= BUFFER_BIT_STENCIL;
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_mesa_MatrixMode(GL_MODELVIEW);
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_mesa_PushMatrix();
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_mesa_LoadIdentity();
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}
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#if 1
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_swrast_Clear(ctx, mask);
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#else
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if (flags & (RADEON_FRONT | RADEON_BACK)) {
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static void
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r200_meta_restore_transform(r200ContextPtr r200)
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{
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_mesa_MatrixMode(GL_PROJECTION);
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_mesa_PopMatrix();
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_mesa_MatrixMode(GL_MODELVIEW);
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_mesa_PopMatrix();
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_mesa_MatrixMode(r200->meta.saved_matrix_mode);
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_mesa_Viewport(r200->meta.saved_vp_x, r200->meta.saved_vp_y,
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r200->meta.saved_vp_width, r200->meta.saved_vp_height);
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}
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/**
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* Perform glClear where mask contains only color, depth, and/or stencil.
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*
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* The implementation is based on calling into Mesa to set GL state and
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* performing normal triangle rendering. The intent of this path is to
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* have as generic a path as possible, so that any driver could make use of
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* it.
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*/
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static void radeon_clear_tris(GLcontext *ctx, GLbitfield mask)
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{
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r200ContextPtr rmesa = R200_CONTEXT(ctx);
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GLfloat vertices[4][3];
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GLfloat color[4][4];
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GLfloat dst_z;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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int i;
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GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
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GLboolean saved_shader_program = 0;
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unsigned int saved_active_texture;
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assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
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BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
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_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
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GL_CURRENT_BIT |
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GL_DEPTH_BUFFER_BIT |
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GL_ENABLE_BIT |
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GL_STENCIL_BUFFER_BIT |
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GL_TRANSFORM_BIT |
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GL_CURRENT_BIT);
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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saved_active_texture = ctx->Texture.CurrentUnit;
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/* Disable existing GL state we don't want to apply to a clear. */
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_mesa_Disable(GL_ALPHA_TEST);
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_mesa_Disable(GL_BLEND);
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_mesa_Disable(GL_CULL_FACE);
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_mesa_Disable(GL_FOG);
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_mesa_Disable(GL_POLYGON_SMOOTH);
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_mesa_Disable(GL_POLYGON_STIPPLE);
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_mesa_Disable(GL_POLYGON_OFFSET_FILL);
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_mesa_Disable(GL_LIGHTING);
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_mesa_Disable(GL_CLIP_PLANE0);
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_mesa_Disable(GL_CLIP_PLANE1);
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_mesa_Disable(GL_CLIP_PLANE2);
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_mesa_Disable(GL_CLIP_PLANE3);
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_mesa_Disable(GL_CLIP_PLANE4);
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_mesa_Disable(GL_CLIP_PLANE5);
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if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
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saved_fp_enable = GL_TRUE;
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_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
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}
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if ((flags & (RADEON_DEPTH | RADEON_STENCIL))
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&& (flags & RADEON_CLEAR_FASTZ)) {
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if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
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saved_vp_enable = GL_TRUE;
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_mesa_Disable(GL_VERTEX_PROGRAM_ARB);
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}
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#endif
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if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
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saved_shader_program = ctx->Shader.CurrentProgram->Name;
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_mesa_UseProgramObjectARB(0);
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}
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if (ctx->Texture._EnabledUnits != 0) {
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int i;
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for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
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_mesa_ActiveTextureARB(GL_TEXTURE0 + i);
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_mesa_Disable(GL_TEXTURE_1D);
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_mesa_Disable(GL_TEXTURE_2D);
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_mesa_Disable(GL_TEXTURE_3D);
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if (ctx->Extensions.ARB_texture_cube_map)
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_mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
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if (ctx->Extensions.NV_texture_rectangle)
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_mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
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if (ctx->Extensions.MESA_texture_array) {
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_mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
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_mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
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}
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}
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}
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r200_meta_set_passthrough_transform(rmesa);
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for (i = 0; i < 4; i++) {
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color[i][0] = ctx->Color.ClearColor[0];
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color[i][1] = ctx->Color.ClearColor[1];
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color[i][2] = ctx->Color.ClearColor[2];
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color[i][3] = ctx->Color.ClearColor[3];
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}
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/* convert clear Z from [0,1] to NDC coord in [-1,1] */
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dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
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/* Prepare the vertices, which are the same regardless of which buffer we're
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* drawing to.
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*/
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vertices[0][0] = fb->_Xmin;
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vertices[0][1] = fb->_Ymin;
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vertices[0][2] = dst_z;
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vertices[1][0] = fb->_Xmax;
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vertices[1][1] = fb->_Ymin;
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vertices[1][2] = dst_z;
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vertices[2][0] = fb->_Xmax;
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vertices[2][1] = fb->_Ymax;
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vertices[2][2] = dst_z;
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vertices[3][0] = fb->_Xmin;
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vertices[3][1] = fb->_Ymax;
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vertices[3][2] = dst_z;
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_mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
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_mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices);
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_mesa_Enable(GL_COLOR_ARRAY);
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_mesa_Enable(GL_VERTEX_ARRAY);
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while (mask != 0) {
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GLuint this_mask = 0;
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if (mask & BUFFER_BIT_BACK_LEFT)
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this_mask = BUFFER_BIT_BACK_LEFT;
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else if (mask & BUFFER_BIT_FRONT_LEFT)
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this_mask = BUFFER_BIT_FRONT_LEFT;
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/* Clear depth/stencil in the same pass as color. */
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this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
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/* Select the current color buffer and use the color write mask if
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* we have one, otherwise don't write any color channels.
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*/
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if (this_mask & BUFFER_BIT_FRONT_LEFT)
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_mesa_DrawBuffer(GL_FRONT_LEFT);
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else if (this_mask & BUFFER_BIT_BACK_LEFT)
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_mesa_DrawBuffer(GL_BACK_LEFT);
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else
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_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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/* Control writing of the depth clear value to depth. */
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if (this_mask & BUFFER_BIT_DEPTH) {
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_mesa_DepthFunc(GL_ALWAYS);
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_mesa_Enable(GL_DEPTH_TEST);
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} else {
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_mesa_Disable(GL_DEPTH_TEST);
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_mesa_DepthMask(GL_FALSE);
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}
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/* Control writing of the stencil clear value to stencil. */
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if (this_mask & BUFFER_BIT_STENCIL) {
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_mesa_Enable(GL_STENCIL_TEST);
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_mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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_mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
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ctx->Stencil.WriteMask[0]);
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} else {
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_mesa_Disable(GL_STENCIL_TEST);
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}
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CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
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mask &= ~this_mask;
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}
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r200_meta_restore_transform(rmesa);
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_mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
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if (saved_fp_enable)
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_mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
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if (saved_vp_enable)
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_mesa_Enable(GL_VERTEX_PROGRAM_ARB);
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if (saved_shader_program)
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_mesa_UseProgramObjectARB(saved_shader_program);
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_mesa_PopClientAttrib();
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_mesa_PopAttrib();
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}
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static void r200UserClear(GLcontext *ctx, GLuint mask)
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{
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radeon_clear_tris(ctx, mask);
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}
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static void r200KernelClear(GLcontext *ctx, GLuint flags)
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@ -218,6 +417,7 @@ static void r200Clear( GLcontext *ctx, GLbitfield mask )
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GLuint flags = 0;
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GLuint color_mask = 0;
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GLint ret;
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GLuint orig_mask = mask;
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if ( R200_DEBUG & DEBUG_IOCTL ) {
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fprintf( stderr, "r200Clear %x %d\n", mask, rmesa->radeon.sarea->pfCurrentPage);
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@ -275,7 +475,7 @@ static void r200Clear( GLcontext *ctx, GLbitfield mask )
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}
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if (rmesa->radeon.radeonScreen->kernel_mm)
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r200UserClear(ctx, flags);
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r200UserClear(ctx, orig_mask);
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else
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r200KernelClear(ctx, flags);
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