st/mesa: always assume separate depth and stencil clear is supported

All drivers implement it now.

Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
Marek Olšák 2013-01-14 06:57:28 +01:00
parent 16a30e201e
commit cabe4fbb85
2 changed files with 29 additions and 104 deletions

View file

@ -65,13 +65,10 @@
void
st_init_clear(struct st_context *st)
{
struct pipe_screen *pscreen = st->pipe->screen;
memset(&st->clear, 0, sizeof(st->clear));
st->clear.raster.gl_rasterization_rules = 1;
st->clear.raster.depth_clip = 1;
st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
}
@ -333,113 +330,42 @@ clear_with_quad(struct gl_context *ctx,
/**
* Determine if we need to clear the depth buffer by drawing a quad.
* Return if the scissor must be enabled during the clear.
*/
static INLINE GLboolean
check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
is_scissor_enabled(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
if (!ctx->Color.ColorMask[0][0] ||
!ctx->Color.ColorMask[0][1] ||
!ctx->Color.ColorMask[0][2] ||
!ctx->Color.ColorMask[0][3])
return GL_TRUE;
return GL_FALSE;
return ctx->Scissor.Enabled &&
(ctx->Scissor.X > 0 ||
ctx->Scissor.Y > 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height);
}
/**
* Determine if we need to clear the combiend depth/stencil buffer by
* drawing a quad.
* Return if any of the color channels are masked.
*/
static INLINE GLboolean
check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
is_color_masked(struct gl_context *ctx)
{
return !ctx->Color.ColorMask[0][0] ||
!ctx->Color.ColorMask[0][1] ||
!ctx->Color.ColorMask[0][2] ||
!ctx->Color.ColorMask[0][3];
}
/**
* Return if any of the stencil bits are masked.
*/
static INLINE GLboolean
is_stencil_masked(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
GLboolean maskStencil
= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
if (maskStencil)
return GL_TRUE;
return GL_FALSE;
}
/**
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
if (!ds_separate && isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
return GL_TRUE;
return GL_FALSE;
}
/**
* Determine if we need to clear the stencil buffer by drawing a quad.
*/
static INLINE GLboolean
check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
const GLuint stencilMax = 0xff;
const GLboolean maskStencil
= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
assert(_mesa_get_format_bits(rb->Format, GL_STENCIL_BITS) > 0);
if (maskStencil)
return GL_TRUE;
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
return GL_TRUE;
/* This is correct, but it is necessary to look at the depth clear
* value held in the surface when it comes time to issue the clear,
* rather than taking depth and stencil clear values from the
* current state.
*/
if (!ds_separate && isDS && ctx->DrawBuffer->Visual.depthBits > 0)
return GL_TRUE;
return GL_FALSE;
return (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
}
@ -475,7 +401,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
if (!strb || !strb->surface)
continue;
if (check_clear_color_with_quad( ctx, rb ))
if (is_scissor_enabled(ctx, rb) || is_color_masked(ctx))
quad_buffers |= PIPE_CLEAR_COLOR;
else
clear_buffers |= PIPE_CLEAR_COLOR;
@ -488,7 +414,8 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
if (check_clear_depth_stencil_with_quad(ctx, depthRb))
if (is_scissor_enabled(ctx, depthRb) ||
is_stencil_masked(ctx, depthRb))
quad_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
else
clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
@ -501,8 +428,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface) {
if (check_clear_depth_with_quad(ctx, depthRb,
st->clear.enable_ds_separate))
if (is_scissor_enabled(ctx, depthRb))
quad_buffers |= PIPE_CLEAR_DEPTH;
else
clear_buffers |= PIPE_CLEAR_DEPTH;
@ -512,8 +438,8 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
struct st_renderbuffer *strb = st_renderbuffer(stencilRb);
if (strb->surface) {
if (check_clear_stencil_with_quad(ctx, stencilRb,
st->clear.enable_ds_separate))
if (is_scissor_enabled(ctx, stencilRb) ||
is_stencil_masked(ctx, stencilRb))
quad_buffers |= PIPE_CLEAR_STENCIL;
else
clear_buffers |= PIPE_CLEAR_STENCIL;

View file

@ -172,7 +172,6 @@ struct st_context
struct pipe_viewport_state viewport;
void *vs;
void *fs;
boolean enable_ds_separate;
} clear;
/** used for anything using util_draw_vertex_buffer */