/* * Mesa 3-D graphics library * * Copyright (C) 1999-2008 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ #include "main/glheader.h" #include "main/accum.h" #include "main/condrender.h" #include "main/format_pack.h" #include "main/macros.h" #include "main/imports.h" #include "main/mtypes.h" #include "s_context.h" #include "s_depth.h" #include "s_stencil.h" /** * Clear an rgba color buffer with masking if needed. */ static void clear_rgba_buffer(struct gl_context *ctx, struct gl_renderbuffer *rb, const GLubyte colorMask[4]) { const GLint x = ctx->DrawBuffer->_Xmin; const GLint y = ctx->DrawBuffer->_Ymin; const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; const GLuint pixelSize = _mesa_get_format_bytes(rb->Format); const GLboolean doMasking = (colorMask[0] == 0 || colorMask[1] == 0 || colorMask[2] == 0 || colorMask[3] == 0); const GLfloat (*clearColor)[4] = (const GLfloat (*)[4]) ctx->Color.ClearColor.f; GLbitfield mapMode = GL_MAP_WRITE_BIT; GLubyte *map; GLint rowStride; GLint i, j; if (doMasking) { /* we'll need to read buffer values too */ mapMode |= GL_MAP_READ_BIT; } /* map dest buffer */ ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height, mapMode, &map, &rowStride); if (!map) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(color)"); return; } /* for 1, 2, 4-byte clearing */ #define SIMPLE_TYPE_CLEAR(TYPE) \ do { \ TYPE pixel, pixelMask; \ _mesa_pack_float_rgba_row(rb->Format, 1, clearColor, &pixel); \ if (doMasking) { \ _mesa_pack_colormask(rb->Format, colorMask, &pixelMask); \ pixel &= pixelMask; \ pixelMask = ~pixelMask; \ } \ for (i = 0; i < height; i++) { \ TYPE *row = (TYPE *) map; \ if (doMasking) { \ for (j = 0; j < width; j++) { \ row[j] = (row[j] & pixelMask) | pixel; \ } \ } \ else { \ for (j = 0; j < width; j++) { \ row[j] = pixel; \ } \ } \ map += rowStride; \ } \ } while (0) /* for 3, 6, 8, 12, 16-byte clearing */ #define MULTI_WORD_CLEAR(TYPE, N) \ do { \ TYPE pixel[N], pixelMask[N]; \ GLuint k; \ _mesa_pack_float_rgba_row(rb->Format, 1, clearColor, pixel); \ if (doMasking) { \ _mesa_pack_colormask(rb->Format, colorMask, pixelMask); \ for (k = 0; k < N; k++) { \ pixel[k] &= pixelMask[k]; \ pixelMask[k] = ~pixelMask[k]; \ } \ } \ for (i = 0; i < height; i++) { \ TYPE *row = (TYPE *) map; \ if (doMasking) { \ for (j = 0; j < width; j++) { \ for (k = 0; k < N; k++) { \ row[j * N + k] = \ (row[j * N + k] & pixelMask[k]) | pixel[k]; \ } \ } \ } \ else { \ for (j = 0; j < width; j++) { \ for (k = 0; k < N; k++) { \ row[j * N + k] = pixel[k]; \ } \ } \ } \ map += rowStride; \ } \ } while(0) switch (pixelSize) { case 1: SIMPLE_TYPE_CLEAR(GLubyte); break; case 2: SIMPLE_TYPE_CLEAR(GLushort); break; case 3: MULTI_WORD_CLEAR(GLubyte, 3); break; case 4: SIMPLE_TYPE_CLEAR(GLuint); break; case 6: MULTI_WORD_CLEAR(GLushort, 3); break; case 8: MULTI_WORD_CLEAR(GLuint, 2); break; case 12: MULTI_WORD_CLEAR(GLuint, 3); break; case 16: MULTI_WORD_CLEAR(GLuint, 4); break; default: _mesa_problem(ctx, "bad pixel size in clear_rgba_buffer()"); } /* unmap buffer */ ctx->Driver.UnmapRenderbuffer(ctx, rb); } /** * Clear the front/back/left/right/aux color buffers. * This function is usually only called if the device driver can't * clear its own color buffers for some reason (such as with masking). */ static void clear_color_buffers(struct gl_context *ctx) { GLuint buf; for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) { struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[buf]; /* If this is an ES2 context or GL_ARB_ES2_compatibility is supported, * the framebuffer can be complete with some attachments be missing. In * this case the _ColorDrawBuffers pointer will be NULL. */ if (rb == NULL) continue; clear_rgba_buffer(ctx, rb, ctx->Color.ColorMask[buf]); } } /** * Called via the device driver's ctx->Driver.Clear() function if the * device driver can't clear one or more of the buffers itself. * \param buffers bitfield of BUFFER_BIT_* values indicating which * renderbuffers are to be cleared. * \param all if GL_TRUE, clear whole buffer, else clear specified region. */ void _swrast_Clear(struct gl_context *ctx, GLbitfield buffers) { const GLbitfield BUFFER_DS = BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL; #ifdef DEBUG_FOO { const GLbitfield legalBits = BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT | BUFFER_BIT_BACK_LEFT | BUFFER_BIT_BACK_RIGHT | BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL | BUFFER_BIT_ACCUM | BUFFER_BIT_AUX0; assert((buffers & (~legalBits)) == 0); } #endif if (!_mesa_check_conditional_render(ctx)) return; /* don't clear */ if (SWRAST_CONTEXT(ctx)->NewState) _swrast_validate_derived(ctx); if ((buffers & BUFFER_BITS_COLOR) && (ctx->DrawBuffer->_NumColorDrawBuffers > 0)) { clear_color_buffers(ctx); } if (buffers & BUFFER_BIT_ACCUM) { _mesa_clear_accum_buffer(ctx); } if (buffers & BUFFER_DS) { struct gl_renderbuffer *depthRb = ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; struct gl_renderbuffer *stencilRb = ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer; if ((buffers & BUFFER_DS) == BUFFER_DS && depthRb == stencilRb) { /* clear depth and stencil together */ _swrast_clear_depth_stencil_buffer(ctx); } else { /* clear depth, stencil separately */ if (buffers & BUFFER_BIT_DEPTH) { _swrast_clear_depth_buffer(ctx); } if (buffers & BUFFER_BIT_STENCIL) { _swrast_clear_stencil_buffer(ctx); } } } }