dri/nv20: Clear with the 3D engine.
authorFrancisco Jerez <currojerez@riseup.net>
Sat, 23 Oct 2010 01:01:06 +0000 (03:01 +0200)
committerFrancisco Jerez <currojerez@riseup.net>
Sat, 30 Oct 2010 17:25:31 +0000 (19:25 +0200)
src/mesa/drivers/dri/nouveau/nv20_context.c

index c6111a2..4ca7cd6 100644 (file)
@@ -26,6 +26,8 @@
 
 #include "nouveau_driver.h"
 #include "nouveau_context.h"
+#include "nouveau_fbo.h"
+#include "nouveau_util.h"
 #include "nouveau_class.h"
 #include "nv04_driver.h"
 #include "nv10_driver.h"
@@ -40,6 +42,57 @@ static const struct dri_extension nv20_extensions[] = {
 };
 
 static void
+nv20_clear(struct gl_context *ctx, GLbitfield buffers)
+{
+       struct nouveau_channel *chan = context_chan(ctx);
+       struct nouveau_grobj *kelvin = context_eng3d(ctx);
+       struct gl_framebuffer *fb = ctx->DrawBuffer;
+       uint32_t clear = 0;
+
+       nouveau_validate_framebuffer(ctx);
+
+       if (buffers & BUFFER_BITS_COLOR) {
+               struct nouveau_surface *s = &to_nouveau_renderbuffer(
+                       fb->_ColorDrawBuffers[0])->surface;
+
+               if (ctx->Color.ColorMask[0][RCOMP])
+                       clear |= NV20TCL_CLEAR_BUFFERS_COLOR_R;
+               if (ctx->Color.ColorMask[0][GCOMP])
+                       clear |= NV20TCL_CLEAR_BUFFERS_COLOR_G;
+               if (ctx->Color.ColorMask[0][BCOMP])
+                       clear |= NV20TCL_CLEAR_BUFFERS_COLOR_B;
+               if (ctx->Color.ColorMask[0][ACOMP])
+                       clear |= NV20TCL_CLEAR_BUFFERS_COLOR_A;
+
+               BEGIN_RING(chan, kelvin, NV20TCL_CLEAR_VALUE, 1);
+               OUT_RING(chan, pack_rgba_f(s->format, ctx->Color.ClearColor));
+
+               buffers &= ~BUFFER_BITS_COLOR;
+       }
+
+       if (buffers & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
+               struct nouveau_surface *s = &to_nouveau_renderbuffer(
+                       fb->_DepthBuffer->Wrapped)->surface;
+
+               if (buffers & BUFFER_BIT_DEPTH && ctx->Depth.Mask)
+                       clear |= NV20TCL_CLEAR_BUFFERS_DEPTH;
+               if (buffers & BUFFER_BIT_STENCIL && ctx->Stencil.WriteMask[0])
+                       clear |= NV20TCL_CLEAR_BUFFERS_STENCIL;
+
+               BEGIN_RING(chan, kelvin, NV20TCL_CLEAR_DEPTH_VALUE, 1);
+               OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear,
+                                        ctx->Stencil.Clear));
+
+               buffers &= ~(BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
+       }
+
+       BEGIN_RING(chan, kelvin, NV20TCL_CLEAR_BUFFERS, 1);
+       OUT_RING(chan, clear);
+
+       nouveau_clear(ctx, buffers);
+}
+
+static void
 nv20_hwctx_init(struct gl_context *ctx)
 {
        struct nouveau_channel *chan = context_chan(ctx);
@@ -410,6 +463,7 @@ nv20_context_create(struct nouveau_screen *screen, const struct gl_config *visua
        ctx->Const.MaxTextureUnits = NV20_TEXTURE_UNITS;
        ctx->Const.MaxTextureMaxAnisotropy = 8;
        ctx->Const.MaxTextureLodBias = 15;
+       ctx->Driver.Clear = nv20_clear;
 
        /* 2D engine. */
        ret = nv04_surface_init(ctx);