/* * Mesa 3-D graphics library * Version: 7.1 * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** * \file clear.c * glClearColor, glClearIndex, glClear() functions. */ #include "glheader.h" #include "clear.h" #include "context.h" #include "colormac.h" #include "enums.h" #include "macros.h" #include "mtypes.h" #include "state.h" #if _HAVE_FULL_GL void GLAPIENTRY _mesa_ClearIndex( GLfloat c ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->Color.ClearIndex == (GLuint) c) return; FLUSH_VERTICES(ctx, _NEW_COLOR); ctx->Color.ClearIndex = (GLuint) c; } #endif /** * Specify the clear values for the color buffers. * * \param red red color component. * \param green green color component. * \param blue blue color component. * \param alpha alpha component. * * \sa glClearColor(). * * Clamps the parameters and updates gl_colorbuffer_attrib::ClearColor. On a * change, flushes the vertices and notifies the driver via the * dd_function_table::ClearColor callback. */ void GLAPIENTRY _mesa_ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ) { GLfloat tmp[4]; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); tmp[0] = CLAMP(red, 0.0F, 1.0F); tmp[1] = CLAMP(green, 0.0F, 1.0F); tmp[2] = CLAMP(blue, 0.0F, 1.0F); tmp[3] = CLAMP(alpha, 0.0F, 1.0F); if (TEST_EQ_4V(tmp, ctx->Color.ClearColor)) return; /* no change */ FLUSH_VERTICES(ctx, _NEW_COLOR); COPY_4V(ctx->Color.ClearColor, tmp); if (ctx->Driver.ClearColor) { /* it's OK to call glClearColor in CI mode but it should be a NOP */ (*ctx->Driver.ClearColor)(ctx, ctx->Color.ClearColor); } } /** * GL_EXT_texture_integer */ void GLAPIENTRY _mesa_ClearColorIiEXT(GLint r, GLint g, GLint b, GLint a) { GLfloat tmp[4]; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); tmp[0] = (GLfloat) r; tmp[1] = (GLfloat) g; tmp[2] = (GLfloat) b; tmp[3] = (GLfloat) a; if (TEST_EQ_4V(tmp, ctx->Color.ClearColor)) return; /* no change */ FLUSH_VERTICES(ctx, _NEW_COLOR); /* XXX we should eventually have a float/int/uint union for * the ctx->Color.ClearColor state. */ COPY_4V(ctx->Color.ClearColor, tmp); if (ctx->Driver.ClearColor) { ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor); } } /** * GL_EXT_texture_integer */ void GLAPIENTRY _mesa_ClearColorIuiEXT(GLuint r, GLuint g, GLuint b, GLuint a) { GLfloat tmp[4]; GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); tmp[0] = (GLfloat) r; tmp[1] = (GLfloat) g; tmp[2] = (GLfloat) b; tmp[3] = (GLfloat) a; if (TEST_EQ_4V(tmp, ctx->Color.ClearColor)) return; /* no change */ FLUSH_VERTICES(ctx, _NEW_COLOR); /* XXX we should eventually have a float/int/uint union for * the ctx->Color.ClearColor state. */ COPY_4V(ctx->Color.ClearColor, tmp); if (ctx->Driver.ClearColor) { ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor); } } /** * Clear buffers. * * \param mask bit-mask indicating the buffers to be cleared. * * Flushes the vertices and verifies the parameter. If __struct gl_contextRec::NewState * is set then calls _mesa_update_state() to update gl_frame_buffer::_Xmin, * etc. If the rasterization mode is set to GL_RENDER then requests the driver * to clear the buffers, via the dd_function_table::Clear callback. */ void GLAPIENTRY _mesa_Clear( GLbitfield mask ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); FLUSH_CURRENT(ctx, 0); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glClear 0x%x\n", mask); if (mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_ACCUM_BUFFER_BIT)) { /* invalid bit set */ _mesa_error( ctx, GL_INVALID_VALUE, "glClear(0x%x)", mask); return; } if (ctx->NewState) { _mesa_update_state( ctx ); /* update _Xmin, etc */ } if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) { _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, "glClear(incomplete framebuffer)"); return; } if (ctx->DrawBuffer->Width == 0 || ctx->DrawBuffer->Height == 0 || ctx->DrawBuffer->_Xmin >= ctx->DrawBuffer->_Xmax || ctx->DrawBuffer->_Ymin >= ctx->DrawBuffer->_Ymax) return; if (ctx->RenderMode == GL_RENDER) { GLbitfield bufferMask; /* don't clear depth buffer if depth writing disabled */ if (!ctx->Depth.Mask) mask &= ~GL_DEPTH_BUFFER_BIT; /* Build the bitmask to send to device driver's Clear function. * Note that the GL_COLOR_BUFFER_BIT flag will expand to 0, 1, 2 or 4 * of the BUFFER_BIT_FRONT/BACK_LEFT/RIGHT flags, or one of the * BUFFER_BIT_COLORn flags. */ bufferMask = 0; if (mask & GL_COLOR_BUFFER_BIT) { GLuint i; for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) { bufferMask |= (1 << ctx->DrawBuffer->_ColorDrawBufferIndexes[i]); } } if ((mask & GL_DEPTH_BUFFER_BIT) && ctx->DrawBuffer->Visual.haveDepthBuffer) { bufferMask |= BUFFER_BIT_DEPTH; } if ((mask & GL_STENCIL_BUFFER_BIT) && ctx->DrawBuffer->Visual.haveStencilBuffer) { bufferMask |= BUFFER_BIT_STENCIL; } if ((mask & GL_ACCUM_BUFFER_BIT) && ctx->DrawBuffer->Visual.haveAccumBuffer) { bufferMask |= BUFFER_BIT_ACCUM; } ASSERT(ctx->Driver.Clear); ctx->Driver.Clear(ctx, bufferMask); } } /** Returned by make_color_buffer_mask() for errors */ #define INVALID_MASK ~0x0 /** * Convert the glClearBuffer 'drawbuffer' parameter into a bitmask of * BUFFER_BIT_x values. * Return INVALID_MASK if the drawbuffer value is invalid. */ static GLbitfield make_color_buffer_mask(struct gl_context *ctx, GLint drawbuffer) { const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment; GLbitfield mask = 0x0; switch (drawbuffer) { case GL_FRONT: if (att[BUFFER_FRONT_LEFT].Renderbuffer) mask |= BUFFER_BIT_FRONT_LEFT; if (att[BUFFER_FRONT_RIGHT].Renderbuffer) mask |= BUFFER_BIT_FRONT_RIGHT; break; case GL_BACK: if (att[BUFFER_BACK_LEFT].Renderbuffer) mask |= BUFFER_BIT_BACK_LEFT; if (att[BUFFER_BACK_RIGHT].Renderbuffer) mask |= BUFFER_BIT_BACK_RIGHT; break; case GL_LEFT: if (att[BUFFER_FRONT_LEFT].Renderbuffer) mask |= BUFFER_BIT_FRONT_LEFT; if (att[BUFFER_BACK_LEFT].Renderbuffer) mask |= BUFFER_BIT_BACK_LEFT; break; case GL_RIGHT: if (att[BUFFER_FRONT_RIGHT].Renderbuffer) mask |= BUFFER_BIT_FRONT_RIGHT; if (att[BUFFER_BACK_RIGHT].Renderbuffer) mask |= BUFFER_BIT_BACK_RIGHT; break; case GL_FRONT_AND_BACK: if (att[BUFFER_FRONT_LEFT].Renderbuffer) mask |= BUFFER_BIT_FRONT_LEFT; if (att[BUFFER_BACK_LEFT].Renderbuffer) mask |= BUFFER_BIT_BACK_LEFT; if (att[BUFFER_FRONT_RIGHT].Renderbuffer) mask |= BUFFER_BIT_FRONT_RIGHT; if (att[BUFFER_BACK_RIGHT].Renderbuffer) mask |= BUFFER_BIT_BACK_RIGHT; break; default: if (drawbuffer < 0 || drawbuffer >= (GLint)ctx->Const.MaxDrawBuffers) { mask = INVALID_MASK; } else if (att[BUFFER_COLOR0 + drawbuffer].Renderbuffer) { mask |= (BUFFER_BIT_COLOR0 << drawbuffer); } } return mask; } /** * New in GL 3.0 * Clear signed integer color buffer or stencil buffer (not depth). */ void GLAPIENTRY _mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); FLUSH_CURRENT(ctx, 0); if (ctx->NewState) { _mesa_update_state( ctx ); } switch (buffer) { case GL_STENCIL: if (drawbuffer != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)", drawbuffer); return; } else { /* Save current stencil clear value, set to 'value', do the * stencil clear and restore the clear value. * XXX in the future we may have a new ctx->Driver.ClearBuffer() * hook instead. */ const GLuint clearSave = ctx->Stencil.Clear; ctx->Stencil.Clear = *value; if (ctx->Driver.ClearStencil) ctx->Driver.ClearStencil(ctx, *value); ctx->Driver.Clear(ctx, BUFFER_BIT_STENCIL); ctx->Stencil.Clear = clearSave; if (ctx->Driver.ClearStencil) ctx->Driver.ClearStencil(ctx, clearSave); } break; case GL_COLOR: { const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer); if (mask == INVALID_MASK) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)", drawbuffer); return; } else if (mask) { /* XXX note: we're putting the integer clear values into the * floating point state var. This will not always work. We'll * need a new ctx->Driver.ClearBuffer() hook.... */ GLclampf clearSave[4]; /* save color */ COPY_4V(clearSave, ctx->Color.ClearColor); /* set color */ COPY_4V_CAST(ctx->Color.ClearColor, value, GLclampf); if (ctx->Driver.ClearColor) ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor); /* clear buffer(s) */ ctx->Driver.Clear(ctx, mask); /* restore color */ COPY_4V(ctx->Color.ClearColor, clearSave); if (ctx->Driver.ClearColor) ctx->Driver.ClearColor(ctx, clearSave); } } break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferiv(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); return; } } /** * New in GL 3.0 * Clear unsigned integer color buffer (not depth, not stencil). */ void GLAPIENTRY _mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); FLUSH_CURRENT(ctx, 0); if (ctx->NewState) { _mesa_update_state( ctx ); } switch (buffer) { case GL_COLOR: { const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer); if (mask == INVALID_MASK) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferuiv(drawbuffer=%d)", drawbuffer); return; } else if (mask) { /* XXX note: we're putting the uint clear values into the * floating point state var. This will not always work. We'll * need a new ctx->Driver.ClearBuffer() hook.... */ GLclampf clearSave[4]; /* save color */ COPY_4V(clearSave, ctx->Color.ClearColor); /* set color */ COPY_4V_CAST(ctx->Color.ClearColor, value, GLclampf); if (ctx->Driver.ClearColor) ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor); /* clear buffer(s) */ ctx->Driver.Clear(ctx, mask); /* restore color */ COPY_4V(ctx->Color.ClearColor, clearSave); if (ctx->Driver.ClearColor) ctx->Driver.ClearColor(ctx, clearSave); } } break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferuiv(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); return; } } /** * New in GL 3.0 * Clear fixed-pt or float color buffer or depth buffer (not stencil). */ void GLAPIENTRY _mesa_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); FLUSH_CURRENT(ctx, 0); if (ctx->NewState) { _mesa_update_state( ctx ); } switch (buffer) { case GL_DEPTH: if (drawbuffer != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)", drawbuffer); return; } else { /* Save current depth clear value, set to 'value', do the * depth clear and restore the clear value. * XXX in the future we may have a new ctx->Driver.ClearBuffer() * hook instead. */ const GLclampd clearSave = ctx->Depth.Clear; ctx->Depth.Clear = *value; if (ctx->Driver.ClearDepth) ctx->Driver.ClearDepth(ctx, *value); ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH); ctx->Depth.Clear = clearSave; if (ctx->Driver.ClearDepth) ctx->Driver.ClearDepth(ctx, clearSave); } /* clear depth buffer to value */ break; case GL_COLOR: { const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer); if (mask == INVALID_MASK) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)", drawbuffer); return; } else if (mask) { GLclampf clearSave[4]; /* save color */ COPY_4V(clearSave, ctx->Color.ClearColor); /* set color */ COPY_4V_CAST(ctx->Color.ClearColor, value, GLclampf); if (ctx->Driver.ClearColor) ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor); /* clear buffer(s) */ ctx->Driver.Clear(ctx, mask); /* restore color */ COPY_4V(ctx->Color.ClearColor, clearSave); if (ctx->Driver.ClearColor) ctx->Driver.ClearColor(ctx, clearSave); } } break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfv(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); return; } } /** * New in GL 3.0 * Clear depth/stencil buffer only. */ void GLAPIENTRY _mesa_ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx); FLUSH_CURRENT(ctx, 0); if (buffer != GL_DEPTH_STENCIL) { _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfi(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); return; } if (drawbuffer != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfi(drawbuffer=%d)", drawbuffer); return; } if (ctx->NewState) { _mesa_update_state( ctx ); } { /* save current clear values */ const GLclampd clearDepthSave = ctx->Depth.Clear; const GLuint clearStencilSave = ctx->Stencil.Clear; /* set new clear values */ ctx->Depth.Clear = depth; ctx->Stencil.Clear = stencil; if (ctx->Driver.ClearDepth) ctx->Driver.ClearDepth(ctx, depth); if (ctx->Driver.ClearStencil) ctx->Driver.ClearStencil(ctx, stencil); /* clear buffers */ ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL); /* restore */ ctx->Depth.Clear = clearDepthSave; ctx->Stencil.Clear = clearStencilSave; if (ctx->Driver.ClearDepth) ctx->Driver.ClearDepth(ctx, clearDepthSave); if (ctx->Driver.ClearStencil) ctx->Driver.ClearStencil(ctx, clearStencilSave); } }