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https://gitlab.freedesktop.org/mesa/mesa.git
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st/mesa: use new ability to clear only depth or stencil
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parent
a1d5131d2e
commit
783083c3b8
2 changed files with 32 additions and 14 deletions
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@ -62,10 +62,12 @@ void
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st_init_clear(struct st_context *st)
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{
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struct pipe_context *pipe = st->pipe;
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struct pipe_screen *pscreen = st->pipe->screen;
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memset(&st->clear, 0, sizeof(st->clear));
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st->clear.raster.gl_rasterization_rules = 1;
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st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
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/* fragment shader state: color pass-through program */
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st->clear.fs = util_make_fragment_passthrough_shader(pipe);
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@ -365,7 +367,8 @@ check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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* Determine if we need to clear the depth buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb,
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boolean ds_separate)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
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@ -377,7 +380,7 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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ctx->Scissor.Height < rb->Height))
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return GL_TRUE;
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if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
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if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
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return GL_TRUE;
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return GL_FALSE;
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@ -388,7 +391,8 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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* Determine if we need to clear the stencil buffer by drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb,
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boolean ds_separate)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
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@ -415,7 +419,7 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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* rather than taking depth and stencil clear values from the
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* current state.
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*/
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if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
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if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
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return GL_TRUE;
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return GL_FALSE;
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@ -495,24 +499,27 @@ st_Clear(GLcontext *ctx, GLbitfield mask)
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}
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else {
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/* separate depth/stencil clears */
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/* I don't think truly separate buffers are actually possible in gallium or hw? */
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if (mask & BUFFER_BIT_DEPTH) {
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struct st_renderbuffer *strb = st_renderbuffer(depthRb);
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if (strb->surface) {
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if (check_clear_depth_with_quad(ctx, depthRb))
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quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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if (check_clear_depth_with_quad(ctx, depthRb,
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st->clear.enable_ds_separate))
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quad_buffers |= PIPE_CLEAR_DEPTH;
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else
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clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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clear_buffers |= PIPE_CLEAR_DEPTH;
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}
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}
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if (mask & BUFFER_BIT_STENCIL) {
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struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
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if (strb->surface) {
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if (check_clear_stencil_with_quad(ctx, stencilRb))
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quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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if (check_clear_stencil_with_quad(ctx, stencilRb,
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st->clear.enable_ds_separate))
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quad_buffers |= PIPE_CLEAR_STENCIL;
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else
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clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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clear_buffers |= PIPE_CLEAR_STENCIL;
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}
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}
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}
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@ -525,12 +532,22 @@ st_Clear(GLcontext *ctx, GLbitfield mask)
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quad_buffers |= clear_buffers;
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clear_with_quad(ctx,
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quad_buffers & PIPE_CLEAR_COLOR,
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mask & BUFFER_BIT_DEPTH,
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mask & BUFFER_BIT_STENCIL);
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} else if (clear_buffers)
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quad_buffers & PIPE_CLEAR_DEPTH,
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quad_buffers & PIPE_CLEAR_STENCIL);
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} else if (clear_buffers) {
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/* driver cannot know it can clear everything if the buffer
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* is a combined depth/stencil buffer but this wasn't actually
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* required from the visual. Hence fix this up to avoid potential
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* read-modify-write in the driver.
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*/
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if (((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
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(depthRb == stencilRb) &&
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(ctx->DrawBuffer->Visual.depthBits == 0 ||
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ctx->DrawBuffer->Visual.stencilBits == 0))
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clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
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st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColor,
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ctx->Depth.Clear, ctx->Stencil.Clear);
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}
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if (mask & BUFFER_BIT_ACCUM)
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st_clear_accum_buffer(ctx,
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ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
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@ -175,6 +175,7 @@ struct st_context
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float vertices[4][2][4]; /**< vertex pos + color */
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struct pipe_resource *vbuf;
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unsigned vbuf_slot;
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boolean enable_ds_separate;
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} clear;
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/** used for anything using util_draw_vertex_buffer */
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