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st/mesa: set geometry shader to NULL when doing internal drawing
[android-x86/external-mesa.git] / src / mesa / state_tracker / st_cb_clear.c
index 0e0c432..19a87aa 100644 (file)
 void
 st_init_clear(struct st_context *st)
 {
-   struct pipe_context *pipe = st->pipe;
    struct pipe_screen *pscreen = st->pipe->screen;
 
    memset(&st->clear, 0, sizeof(st->clear));
 
    st->clear.raster.gl_rasterization_rules = 1;
    st->clear.enable_ds_separate = pscreen->get_param(pscreen, PIPE_CAP_DEPTHSTENCIL_CLEAR_SEPARATE);
-
-   /* fragment shader state: color pass-through program */
-   st->clear.fs = util_make_fragment_passthrough_shader(pipe);
-
-   /* vertex shader state: color/position pass-through */
-   {
-      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
-                                      TGSI_SEMANTIC_COLOR };
-      const uint semantic_indexes[] = { 0, 0 };
-      st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
-                                                         semantic_names,
-                                                         semantic_indexes);
-   }
 }
 
 
@@ -108,13 +94,49 @@ st_destroy_clear(struct st_context *st)
 
 
 /**
+ * Helper function to set the fragment shaders.
+ */
+static INLINE void
+set_fragment_shader(struct st_context *st)
+{
+   if (!st->clear.fs)
+      st->clear.fs = util_make_fragment_passthrough_shader(st->pipe);
+
+   cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
+}
+
+
+/**
+ * Helper function to set the vertex shader.
+ */
+static INLINE void
+set_vertex_shader(struct st_context *st)
+{
+   /* vertex shader - still required to provide the linkage between
+    * fragment shader input semantics and vertex_element/buffers.
+    */
+   if (!st->clear.vs)
+   {
+      const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+                                      TGSI_SEMANTIC_COLOR };
+      const uint semantic_indexes[] = { 0, 0 };
+      st->clear.vs = util_make_vertex_passthrough_shader(st->pipe, 2,
+                                                         semantic_names,
+                                                         semantic_indexes);
+   }
+
+   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+}
+
+
+/**
  * Draw a screen-aligned quadrilateral.
  * Coords are clip coords with y=0=bottom.
  */
 static void
 draw_quad(struct st_context *st,
           float x0, float y0, float x1, float y1, GLfloat z,
-          const GLfloat color[4])
+          const union pipe_color_union *color)
 {
    struct pipe_context *pipe = st->pipe;
 
@@ -160,10 +182,10 @@ draw_quad(struct st_context *st,
    for (i = 0; i < 4; i++) {
       st->clear.vertices[i][0][2] = z;
       st->clear.vertices[i][0][3] = 1.0;
-      st->clear.vertices[i][1][0] = color[0];
-      st->clear.vertices[i][1][1] = color[1];
-      st->clear.vertices[i][1][2] = color[2];
-      st->clear.vertices[i][1][3] = color[3];
+      st->clear.vertices[i][1][0] = color->f[0];
+      st->clear.vertices[i][1][1] = color->f[1];
+      st->clear.vertices[i][1][2] = color->f[2];
+      st->clear.vertices[i][1][3] = color->f[3];
    }
 
    /* put vertex data into vbuf */
@@ -205,7 +227,7 @@ clear_with_quad(struct gl_context *ctx,
    const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax / fb_width * 2.0f - 1.0f;
    const GLfloat y0 = (GLfloat) ctx->DrawBuffer->_Ymin / fb_height * 2.0f - 1.0f;
    const GLfloat y1 = (GLfloat) ctx->DrawBuffer->_Ymax / fb_height * 2.0f - 1.0f;
-   float clearColor[4];
+   union pipe_color_union clearColor;
 
    /*
    printf("%s %s%s%s %f,%f %f,%f\n", __FUNCTION__, 
@@ -224,6 +246,7 @@ clear_with_quad(struct gl_context *ctx,
    cso_save_clip(st->cso_context);
    cso_save_fragment_shader(st->cso_context);
    cso_save_vertex_shader(st->cso_context);
+   cso_save_geometry_shader(st->cso_context);
    cso_save_vertex_elements(st->cso_context);
    cso_save_vertex_buffers(st->cso_context);
 
@@ -297,17 +320,18 @@ clear_with_quad(struct gl_context *ctx,
    }
 
    cso_set_clip(st->cso_context, &st->clear.clip);
-   cso_set_fragment_shader_handle(st->cso_context, st->clear.fs);
-   cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
+   set_fragment_shader(st);
+   set_vertex_shader(st);
+   cso_set_geometry_shader_handle(st->cso_context, NULL);
 
    if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
-      st_translate_color(ctx->Color.ClearColor,
-                         ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
-                         clearColor);
+      st_translate_color(ctx->Color.ClearColor.f,
+                               ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+                               clearColor.f);
    }
 
    /* draw quad matching scissor rect */
-   draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, clearColor);
+   draw_quad(st, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, &clearColor);
 
    /* Restore pipe state */
    cso_restore_blend(st->cso_context);
@@ -318,6 +342,7 @@ clear_with_quad(struct gl_context *ctx,
    cso_restore_clip(st->cso_context);
    cso_restore_fragment_shader(st->cso_context);
    cso_restore_vertex_shader(st->cso_context);
+   cso_restore_geometry_shader(st->cso_context);
    cso_restore_vertex_elements(st->cso_context);
    cso_restore_vertex_buffers(st->cso_context);
 }
@@ -359,7 +384,8 @@ check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuff
 
    assert(rb->Format == MESA_FORMAT_S8 ||
           rb->Format == MESA_FORMAT_Z24_S8 ||
-          rb->Format == MESA_FORMAT_S8_Z24);
+          rb->Format == MESA_FORMAT_S8_Z24 ||
+          rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
 
    if (ctx->Scissor.Enabled &&
        (ctx->Scissor.X != 0 ||
@@ -414,7 +440,8 @@ check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb
 
    assert(rb->Format == MESA_FORMAT_S8 ||
           rb->Format == MESA_FORMAT_Z24_S8 ||
-          rb->Format == MESA_FORMAT_S8_Z24);
+          rb->Format == MESA_FORMAT_S8_Z24 ||
+          rb->Format == MESA_FORMAT_Z32_FLOAT_X24S8);
 
    if (maskStencil) 
       return GL_TRUE;
@@ -548,7 +575,7 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
        * required from the visual. Hence fix this up to avoid potential
        * read-modify-write in the driver.
        */
-      float clearColor[4];
+      union pipe_color_union clearColor;
 
       if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
           ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
@@ -558,12 +585,12 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
          clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
 
       if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
-         st_translate_color(ctx->Color.ClearColor,
-                            ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
-                            clearColor);
+         st_translate_color(ctx->Color.ClearColor.f,
+                           ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+                           clearColor.f);
       }
 
-      st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColor,
+      st->pipe->clear(st->pipe, clear_buffers, &clearColor,
                       ctx->Depth.Clear, ctx->Stencil.Clear);
    }
    if (mask & BUFFER_BIT_ACCUM)