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/**************************************************************************
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* Copyright 2009 Intel Corporation.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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#include "main/glheader.h"
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#include "main/enums.h"
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#include "main/image.h"
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#include "main/mtypes.h"
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#include "main/attrib.h"
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#include "main/blend.h"
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#include "main/bufferobj.h"
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#include "main/buffers.h"
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#include "main/depth.h"
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#include "main/enable.h"
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#include "main/macros.h"
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#include "main/matrix.h"
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#include "main/texstate.h"
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#include "main/shaders.h"
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#include "main/stencil.h"
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#include "main/varray.h"
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#include "glapi/dispatch.h"
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#include "swrast/swrast.h"
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#include "intel_context.h"
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#include "intel_blit.h"
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#include "intel_chipset.h"
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#include "intel_clear.h"
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#include "intel_fbo.h"
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#include "intel_pixel.h"
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#define FILE_DEBUG_FLAG DEBUG_BLIT
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#define TRI_CLEAR_COLOR_BITS (BUFFER_BIT_BACK_LEFT | \
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BUFFER_BIT_FRONT_LEFT | \
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* Perform glClear where mask contains only color, depth, and/or stencil.
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* The implementation is based on calling into Mesa to set GL state and
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* performing normal triangle rendering. The intent of this path is to
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* have as generic a path as possible, so that any driver could make use of
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intel_clear_tris(GLcontext *ctx, GLbitfield mask)
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struct intel_context *intel = intel_context(ctx);
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GLfloat vertices[4][3];
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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GLboolean saved_fp_enable = GL_FALSE, saved_vp_enable = GL_FALSE;
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GLuint saved_shader_program = 0;
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unsigned int saved_active_texture;
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assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
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BUFFER_BIT_STENCIL)) == 0);
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_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT |
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_mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
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saved_active_texture = ctx->Texture.CurrentUnit;
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/* Disable existing GL state we don't want to apply to a clear. */
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_mesa_Disable(GL_ALPHA_TEST);
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_mesa_Disable(GL_BLEND);
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_mesa_Disable(GL_CULL_FACE);
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_mesa_Disable(GL_FOG);
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_mesa_Disable(GL_POLYGON_SMOOTH);
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_mesa_Disable(GL_POLYGON_STIPPLE);
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_mesa_Disable(GL_POLYGON_OFFSET_FILL);
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_mesa_Disable(GL_LIGHTING);
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_mesa_Disable(GL_CLIP_PLANE0);
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_mesa_Disable(GL_CLIP_PLANE1);
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_mesa_Disable(GL_CLIP_PLANE2);
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_mesa_Disable(GL_CLIP_PLANE3);
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_mesa_Disable(GL_CLIP_PLANE4);
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_mesa_Disable(GL_CLIP_PLANE5);
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if (ctx->Extensions.ARB_fragment_program && ctx->FragmentProgram.Enabled) {
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saved_fp_enable = GL_TRUE;
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_mesa_Disable(GL_FRAGMENT_PROGRAM_ARB);
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if (ctx->Extensions.ARB_vertex_program && ctx->VertexProgram.Enabled) {
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saved_vp_enable = GL_TRUE;
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_mesa_Disable(GL_VERTEX_PROGRAM_ARB);
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if (ctx->Extensions.ARB_shader_objects && ctx->Shader.CurrentProgram) {
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saved_shader_program = ctx->Shader.CurrentProgram->Name;
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_mesa_UseProgramObjectARB(0);
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if (ctx->Texture._EnabledUnits != 0) {
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for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
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_mesa_ActiveTextureARB(GL_TEXTURE0 + i);
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_mesa_Disable(GL_TEXTURE_1D);
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_mesa_Disable(GL_TEXTURE_2D);
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_mesa_Disable(GL_TEXTURE_3D);
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if (ctx->Extensions.ARB_texture_cube_map)
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_mesa_Disable(GL_TEXTURE_CUBE_MAP_ARB);
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if (ctx->Extensions.NV_texture_rectangle)
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_mesa_Disable(GL_TEXTURE_RECTANGLE_NV);
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if (ctx->Extensions.MESA_texture_array) {
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_mesa_Disable(GL_TEXTURE_1D_ARRAY_EXT);
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_mesa_Disable(GL_TEXTURE_2D_ARRAY_EXT);
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intel_meta_set_passthrough_transform(intel);
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for (i = 0; i < 4; i++) {
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color[i][0] = ctx->Color.ClearColor[0];
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color[i][1] = ctx->Color.ClearColor[1];
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color[i][2] = ctx->Color.ClearColor[2];
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color[i][3] = ctx->Color.ClearColor[3];
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/* convert clear Z from [0,1] to NDC coord in [-1,1] */
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dst_z = -1.0 + 2.0 * ctx->Depth.Clear;
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/* Prepare the vertices, which are the same regardless of which buffer we're
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vertices[0][0] = fb->_Xmin;
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vertices[0][1] = fb->_Ymin;
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vertices[0][2] = dst_z;
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vertices[1][0] = fb->_Xmax;
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vertices[1][1] = fb->_Ymin;
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vertices[1][2] = dst_z;
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vertices[2][0] = fb->_Xmax;
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vertices[2][1] = fb->_Ymax;
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vertices[2][2] = dst_z;
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vertices[3][0] = fb->_Xmin;
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vertices[3][1] = fb->_Ymax;
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vertices[3][2] = dst_z;
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_mesa_ColorPointer(4, GL_FLOAT, 4 * sizeof(GLfloat), &color);
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_mesa_VertexPointer(3, GL_FLOAT, 3 * sizeof(GLfloat), &vertices);
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_mesa_Enable(GL_COLOR_ARRAY);
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_mesa_Enable(GL_VERTEX_ARRAY);
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GLuint this_mask = 0;
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color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
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this_mask |= (1 << (color_bit - 1));
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/* Clear depth/stencil in the same pass as color. */
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this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
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/* Select the current color buffer and use the color write mask if
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* we have one, otherwise don't write any color channels.
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if (this_mask & BUFFER_BIT_FRONT_LEFT)
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_mesa_DrawBuffer(GL_FRONT_LEFT);
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else if (this_mask & BUFFER_BIT_BACK_LEFT)
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_mesa_DrawBuffer(GL_BACK_LEFT);
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else if (color_bit != 0)
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_mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
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(color_bit - BUFFER_COLOR0 - 1));
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_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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/* Control writing of the depth clear value to depth. */
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if (this_mask & BUFFER_BIT_DEPTH) {
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_mesa_DepthFunc(GL_ALWAYS);
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_mesa_Enable(GL_DEPTH_TEST);
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_mesa_Disable(GL_DEPTH_TEST);
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_mesa_DepthMask(GL_FALSE);
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/* Control writing of the stencil clear value to stencil. */
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if (this_mask & BUFFER_BIT_STENCIL) {
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_mesa_Enable(GL_STENCIL_TEST);
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_mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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_mesa_StencilFuncSeparate(GL_FRONT, GL_ALWAYS, ctx->Stencil.Clear,
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ctx->Stencil.WriteMask[0]);
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_mesa_Disable(GL_STENCIL_TEST);
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CALL_DrawArrays(ctx->Exec, (GL_TRIANGLE_FAN, 0, 4));
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intel_meta_restore_transform(intel);
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_mesa_ActiveTextureARB(GL_TEXTURE0 + saved_active_texture);
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_mesa_Enable(GL_FRAGMENT_PROGRAM_ARB);
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_mesa_Enable(GL_VERTEX_PROGRAM_ARB);
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if (saved_shader_program)
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_mesa_UseProgramObjectARB(saved_shader_program);
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_mesa_PopClientAttrib();
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static const char *buffer_names[] = {
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[BUFFER_FRONT_LEFT] = "front",
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[BUFFER_BACK_LEFT] = "back",
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[BUFFER_FRONT_RIGHT] = "front right",
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[BUFFER_BACK_RIGHT] = "back right",
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[BUFFER_AUX0] = "aux0",
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[BUFFER_AUX1] = "aux1",
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[BUFFER_AUX2] = "aux2",
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[BUFFER_AUX3] = "aux3",
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[BUFFER_DEPTH] = "depth",
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[BUFFER_STENCIL] = "stencil",
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[BUFFER_ACCUM] = "accum",
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[BUFFER_COLOR0] = "color0",
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[BUFFER_COLOR1] = "color1",
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[BUFFER_COLOR2] = "color2",
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[BUFFER_COLOR3] = "color3",
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[BUFFER_COLOR4] = "color4",
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[BUFFER_COLOR5] = "color5",
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[BUFFER_COLOR6] = "color6",
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[BUFFER_COLOR7] = "color7",
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* Called by ctx->Driver.Clear.
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intelClear(GLcontext *ctx, GLbitfield mask)
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struct intel_context *intel = intel_context(ctx);
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const GLuint colorMask = *((GLuint *) & ctx->Color.ColorMask);
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GLbitfield tri_mask = 0;
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GLbitfield blit_mask = 0;
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GLbitfield swrast_mask = 0;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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fprintf(stderr, "%s\n", __FUNCTION__);
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/* HW color buffers (front, back, aux, generic FBO, etc) */
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if (colorMask == ~0) {
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/* clear all R,G,B,A */
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/* XXX FBO: need to check if colorbuffers are software RBOs! */
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blit_mask |= (mask & BUFFER_BITS_COLOR);
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/* glColorMask in effect */
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tri_mask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT));
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if (mask & BUFFER_BIT_STENCIL) {
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const struct intel_region *stencilRegion
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= intel_get_rb_region(fb, BUFFER_STENCIL);
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/* have hw stencil */
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if (IS_965(intel->intelScreen->deviceID) ||
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(ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
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/* We have to use the 3D engine if we're clearing a partial mask
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* of the stencil buffer, or if we're on a 965 which has a tiled
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* depth/stencil buffer in a layout we can't blit to.
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tri_mask |= BUFFER_BIT_STENCIL;
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/* clearing all stencil bits, use blitting */
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blit_mask |= BUFFER_BIT_STENCIL;
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if (mask & BUFFER_BIT_DEPTH) {
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/* clear depth with whatever method is used for stencil (see above) */
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if (IS_965(intel->intelScreen->deviceID) ||
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tri_mask & BUFFER_BIT_STENCIL)
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tri_mask |= BUFFER_BIT_DEPTH;
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blit_mask |= BUFFER_BIT_DEPTH;
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/* If we're doing a tri pass for depth/stencil, include a likely color
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if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
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int color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
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if (color_bit != 0) {
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tri_mask |= blit_mask & (1 << (color_bit - 1));
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blit_mask &= ~(1 << (color_bit - 1));
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/* SW fallback clearing */
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swrast_mask = mask & ~tri_mask & ~blit_mask;
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for (i = 0; i < BUFFER_COUNT; i++) {
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GLuint bufBit = 1 << i;
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if ((blit_mask | tri_mask) & bufBit) {
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if (!fb->Attachment[i].Renderbuffer->ClassID) {
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blit_mask &= ~bufBit;
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swrast_mask |= bufBit;
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if (INTEL_DEBUG & DEBUG_BLIT) {
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for (i = 0; i < BUFFER_COUNT; i++) {
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if (blit_mask & (1 << i))
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DBG(" %s", buffer_names[i]);
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intelClearWithBlit(ctx, blit_mask);
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if (INTEL_DEBUG & DEBUG_BLIT) {
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for (i = 0; i < BUFFER_COUNT; i++) {
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if (tri_mask & (1 << i))
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DBG(" %s", buffer_names[i]);
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intel_clear_tris(ctx, tri_mask);
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if (INTEL_DEBUG & DEBUG_BLIT) {
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DBG("swrast clear:");
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for (i = 0; i < BUFFER_COUNT; i++) {
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if (swrast_mask & (1 << i))
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DBG(" %s", buffer_names[i]);
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_swrast_Clear(ctx, swrast_mask);
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intelInitClearFuncs(struct dd_function_table *functions)
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functions->Clear = intelClear;