static void nv10_clear(struct gl_context *ctx, GLbitfield buffers) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); 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_BIT_DEPTH) && ctx->Depth.Mask) { if (context_chipset(ctx) >= 0x17) nv17_zclear(ctx, &buffers); else nv10_zclear(ctx, &buffers); /* Emit the zclear state if it's dirty */ _mesa_update_state(ctx); } nouveau_pushbuf_bufctx(push, NULL); nouveau_clear(ctx, buffers); }
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); }
static void nv10_clear(struct gl_context *ctx, GLbitfield buffers) { nouveau_validate_framebuffer(ctx); if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask) { if (context_chipset(ctx) >= 0x17) nv17_zclear(ctx, &buffers); else nv10_zclear(ctx, &buffers); /* Emit the zclear state if it's dirty */ _mesa_update_state(ctx); } nouveau_clear(ctx, buffers); }
static void nouveau_draw_buffers(struct gl_context *ctx, GLsizei n, const GLenum *buffers) { nouveau_validate_framebuffer(ctx); context_dirty(ctx, FRAMEBUFFER); }
static void nouveau_read_buffer(struct gl_context *ctx, GLenum buffer) { nouveau_validate_framebuffer(ctx); }
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); }