st/mesa: code clean-ups, formatting fixes, comments, etc
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3374b26f52
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@ -47,16 +47,19 @@
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#include "st_inlines.h"
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#include "pipe/p_context.h"
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#include "util/u_inlines.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_format.h"
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#include "util/u_inlines.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_draw_quad.h"
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#include "cso_cache/cso_context.h"
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/**
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* Do per-context initialization for glClear.
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*/
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void
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st_init_clear(struct st_context *st)
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{
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@ -67,8 +70,7 @@ st_init_clear(struct st_context *st)
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st->clear.raster.gl_rasterization_rules = 1;
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/* fragment shader state: color pass-through program */
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st->clear.fs =
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util_make_fragment_passthrough_shader(pipe);
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st->clear.fs = util_make_fragment_passthrough_shader(pipe);
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/* vertex shader state: color/position pass-through */
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{
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@ -82,6 +84,9 @@ st_init_clear(struct st_context *st)
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}
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/**
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* Free per-context state for glClear.
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*/
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void
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st_destroy_clear(struct st_context *st)
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{
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@ -131,7 +136,8 @@ draw_quad(GLcontext *ctx,
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}
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if (!st->clear.vbuf) {
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st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
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st->clear.vbuf = pipe_buffer_create(pipe->screen, 32,
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PIPE_BUFFER_USAGE_VERTEX,
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max_slots * sizeof(st->clear.vertices));
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}
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@ -160,7 +166,8 @@ draw_quad(GLcontext *ctx,
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/* put vertex data into vbuf */
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st_no_flush_pipe_buffer_write_nooverlap(st, st->clear.vbuf,
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st->clear.vbuf_slot * sizeof(st->clear.vertices),
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st->clear.vbuf_slot
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* sizeof(st->clear.vertices),
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sizeof(st->clear.vertices),
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st->clear.vertices);
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@ -289,7 +296,8 @@ clear_with_quad(GLcontext *ctx,
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cso_set_vertex_shader_handle(st->cso_context, st->clear.vs);
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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draw_quad(ctx, x0, y0, x1, y1, (GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
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draw_quad(ctx, x0, y0, x1, y1,
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(GLfloat) ctx->Depth.Clear, ctx->Color.ClearColor);
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/* Restore pipe state */
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cso_restore_blend(st->cso_context);
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@ -301,7 +309,6 @@ clear_with_quad(GLcontext *ctx,
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cso_restore_fragment_shader(st->cso_context);
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cso_restore_vertex_shader(st->cso_context);
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cso_restore_vertex_elements(st->cso_context);
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}
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@ -328,6 +335,10 @@ check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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}
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/**
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* Determine if we need to clear the combiend depth/stencil buffer by
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* drawing a quad.
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*/
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static INLINE GLboolean
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check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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@ -369,8 +380,7 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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ctx->Scissor.Height < rb->Height))
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return GL_TRUE;
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if (isDS &&
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ctx->DrawBuffer->Visual.stencilBits > 0)
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if (isDS && ctx->DrawBuffer->Visual.stencilBits > 0)
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return GL_TRUE;
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return GL_FALSE;
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@ -408,8 +418,7 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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* rather than taking depth and stencil clear values from the
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* current state.
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*/
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if (isDS &&
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ctx->DrawBuffer->Visual.depthBits > 0)
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if (isDS && ctx->DrawBuffer->Visual.depthBits > 0)
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return GL_TRUE;
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return GL_FALSE;
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@ -417,7 +426,11 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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void st_flush_clear( struct st_context *st )
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/**
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* Called when we need to flush.
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*/
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void
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st_flush_clear(struct st_context *st)
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{
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/* Release vertex buffer to avoid synchronous rendering if we were
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* to map it in the next frame.
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@ -431,7 +444,8 @@ void st_flush_clear( struct st_context *st )
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/**
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* Called via ctx->Driver.Clear()
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*/
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static void st_Clear(GLcontext *ctx, GLbitfield mask)
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static void
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st_Clear(GLcontext *ctx, GLbitfield mask)
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{
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static const GLbitfield BUFFER_BITS_DS
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= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
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@ -440,8 +454,8 @@ static void st_Clear(GLcontext *ctx, GLbitfield mask)
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= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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struct gl_renderbuffer *stencilRb
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= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
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GLbitfield quad_buffers = 0;
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GLbitfield clear_buffers = 0;
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GLbitfield quad_buffers = 0x0;
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GLbitfield clear_buffers = 0x0;
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GLuint i;
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/* This makes sure the pipe has the latest scissor, etc values */
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@ -526,7 +540,8 @@ static void st_Clear(GLcontext *ctx, GLbitfield mask)
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}
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void st_init_clear_functions(struct dd_function_table *functions)
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void
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st_init_clear_functions(struct dd_function_table *functions)
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{
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functions->Clear = st_Clear;
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}
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