static void nv17_zclear(struct gl_context *ctx, GLbitfield *buffers) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); struct nouveau_framebuffer *nfb = to_nouveau_framebuffer( ctx->DrawBuffer); struct nouveau_surface *s = &to_nouveau_renderbuffer( nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface; /* Clear the hierarchical depth buffer */ BEGIN_NV04(push, NV17_3D(HIERZ_FILL_VALUE), 1); PUSH_DATA (push, pack_zs_f(s->format, ctx->Depth.Clear, 0)); BEGIN_NV04(push, NV17_3D(HIERZ_BUFFER_CLEAR), 1); PUSH_DATA (push, 1); /* Mark the depth buffer as cleared */ if (use_fast_zclear(ctx, *buffers)) { if (nctx->hierz.clear_seq) *buffers &= ~BUFFER_BIT_DEPTH; nfb->hierz.clear_value = pack_zs_f(s->format, ctx->Depth.Clear, 0); nctx->hierz.clear_seq++; context_dirty(ctx, ZCLEAR); } }
static void nv17_zclear(struct gl_context *ctx, GLbitfield *buffers) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_framebuffer *nfb = to_nouveau_framebuffer( ctx->DrawBuffer); struct nouveau_surface *s = &to_nouveau_renderbuffer( nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface; /* Clear the hierarchical depth buffer */ BEGIN_RING(chan, celsius, NV17_3D_HIERZ_FILL_VALUE, 1); OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0)); BEGIN_RING(chan, celsius, NV17_3D_HIERZ_BUFFER_CLEAR, 1); OUT_RING(chan, 1); /* Mark the depth buffer as cleared */ if (use_fast_zclear(ctx, *buffers)) { if (nctx->hierz.clear_seq) *buffers &= ~BUFFER_BIT_DEPTH; nfb->hierz.clear_value = pack_zs_f(s->format, ctx->Depth.Clear, 0); nctx->hierz.clear_seq++; context_dirty(ctx, ZCLEAR); } }
static void nv10_zclear(struct gl_context *ctx, GLbitfield *buffers) { /* * Pre-nv17 cards don't have native support for fast Z clears, * but in some cases we can still "clear" the Z buffer without * actually blitting to it if we're willing to sacrifice a few * bits of depth precision. * * Each time a clear is requested we modify the viewport * transform in such a way that the old contents of the depth * buffer are clamped to the requested clear value when * they're read by the GPU. */ struct nouveau_context *nctx = to_nouveau_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb); struct nouveau_surface *s = &to_nouveau_renderbuffer( fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface; if (nv10_use_viewport_zclear(ctx)) { int x, y, w, h; float z = ctx->Depth.Clear; uint32_t value = pack_zs_f(s->format, z, 0); get_scissors(fb, &x, &y, &w, &h); *buffers &= ~BUFFER_BIT_DEPTH; if (use_fast_zclear(ctx, *buffers)) { if (nfb->hierz.clear_value != value) { /* Don't fast clear if we're changing * the depth value. */ nfb->hierz.clear_value = value; } else if (z == 0.0) { nctx->hierz.clear_seq++; context_dirty(ctx, ZCLEAR); if ((nctx->hierz.clear_seq & 7) != 0 && nctx->hierz.clear_seq != 1) /* We didn't wrap around -- no need to * clear the depth buffer for real. */ return; } else if (z == 1.0) { nctx->hierz.clear_seq--; context_dirty(ctx, ZCLEAR); if ((nctx->hierz.clear_seq & 7) != 7) /* No wrap around */ return; } } value = pack_zs_f(s->format, (z + (nctx->hierz.clear_seq & 7)) / 8, 0); context_drv(ctx)->surface_fill(ctx, s, ~0, value, x, y, w, h); } }
static void nv20_clear(struct gl_context *ctx, GLbitfield buffers) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; uint32_t clear = 0; nouveau_validate_framebuffer(ctx); nouveau_pushbuf_bufctx(push, nctx->hw.bufctx); if (nouveau_pushbuf_validate(push)) { nouveau_pushbuf_bufctx(push, NULL); return; } if (buffers & BUFFER_BITS_COLOR) { struct nouveau_surface *s = &to_nouveau_renderbuffer( fb->_ColorDrawBuffers[0])->surface; if (ctx->Color.ColorMask[0][RCOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_R; if (ctx->Color.ColorMask[0][GCOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_G; if (ctx->Color.ColorMask[0][BCOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_B; if (ctx->Color.ColorMask[0][ACOMP]) clear |= NV20_3D_CLEAR_BUFFERS_COLOR_A; BEGIN_NV04(push, NV20_3D(CLEAR_VALUE), 1); PUSH_DATA (push, pack_rgba_clamp_f(s->format, ctx->Color.ClearColor.f)); buffers &= ~BUFFER_BITS_COLOR; } if (buffers & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { struct nouveau_surface *s = &to_nouveau_renderbuffer( fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface; if (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask) clear |= NV20_3D_CLEAR_BUFFERS_DEPTH; if (buffers & BUFFER_BIT_STENCIL && ctx->Stencil.WriteMask[0]) clear |= NV20_3D_CLEAR_BUFFERS_STENCIL; BEGIN_NV04(push, NV20_3D(CLEAR_DEPTH_VALUE), 1); PUSH_DATA (push, pack_zs_f(s->format, ctx->Depth.Clear, ctx->Stencil.Clear)); buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } BEGIN_NV04(push, NV20_3D(CLEAR_BUFFERS), 1); PUSH_DATA (push, clear); nouveau_pushbuf_bufctx(push, NULL); nouveau_clear(ctx, buffers); }
void nouveau_clear(GLcontext *ctx, GLbitfield buffers) { struct gl_framebuffer *fb = ctx->DrawBuffer; int x, y, w, h; int i, buf; nouveau_validate_framebuffer(ctx); get_scissors(fb, &x, &y, &w, &h); for (i = 0; i < BUFFER_COUNT; i++) { struct nouveau_surface *s; unsigned mask, value; buf = buffers & (1 << i); if (!buf) continue; s = &to_nouveau_renderbuffer( fb->Attachment[i].Renderbuffer->Wrapped)->surface; if (buf & BUFFER_BITS_COLOR) { mask = pack_rgba_i(s->format, ctx->Color.ColorMask[0]); value = pack_rgba_f(s->format, ctx->Color.ClearColor); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~buf; } else if (buf & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { mask = pack_zs_i(s->format, (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask) ? ~0 : 0, (buffers & BUFFER_BIT_STENCIL ? ctx->Stencil.WriteMask[0] : 0)); value = pack_zs_f(s->format, ctx->Depth.Clear, ctx->Stencil.Clear); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } } if (buffers) _mesa_meta_Clear(ctx, buffers); }
void nouveau_clear(struct gl_context *ctx, GLbitfield buffers) { struct gl_framebuffer *fb = ctx->DrawBuffer; int x, y, w, h; int i, buf; nouveau_validate_framebuffer(ctx); get_scissors(fb, &x, &y, &w, &h); for (i = 0; i < BUFFER_COUNT; i++) { struct nouveau_surface *s; unsigned mask, value; buf = buffers & (1 << i); if (!buf) continue; s = &to_nouveau_renderbuffer( fb->Attachment[i].Renderbuffer)->surface; if (buf & BUFFER_BITS_COLOR) { const float *color = ctx->Color.ClearColor.f; if (fb->Attachment[i].Renderbuffer->_BaseFormat == GL_LUMINANCE_ALPHA) value = pack_la_clamp_f( s->format, color[0], color[3]); else value = pack_rgba_clamp_f(s->format, color); const uint8_t colormask[4] = { GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 0) ? 0xff : 0, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 1) ? 0xff : 0, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 2) ? 0xff : 0, GET_COLORMASK_BIT(ctx->Color.ColorMask, 0, 3) ? 0xff : 0, }; mask = pack_rgba_i(s->format, colormask); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~buf; } else if (buf & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) { mask = pack_zs_i(s->format, (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask) ? ~0 : 0, (buffers & BUFFER_BIT_STENCIL ? ctx->Stencil.WriteMask[0] : 0)); value = pack_zs_f(s->format, ctx->Depth.Clear, ctx->Stencil.Clear); if (mask) context_drv(ctx)->surface_fill( ctx, s, mask, value, x, y, w, h); buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); } } if (buffers) _mesa_meta_Clear(ctx, buffers); }