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cogl: Ensure to only clear the depth buffer if depth testing is enabled
The depth buffer is marked as invalid when 1) the framebuffer is just created, and 2) whenever GL_DEPTH_TEST is enabled on it. This will ensure the framebuffers attached depth buffer (if any) is properly cleared before it's actually used, while saving needless clears while depth testing is disabled (the default). https://bugzilla.gnome.org/show_bug.cgi?id=782344
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@ -192,6 +192,11 @@ struct _CoglFramebuffer
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CoglFramebufferBits bits;
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int samples_per_pixel;
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/* Whether the depth buffer was enabled for this framebuffer,
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* usually means it needs to be cleared before being reused next.
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*/
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CoglBool depth_buffer_clear_needed;
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};
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typedef enum {
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@ -116,6 +116,7 @@ _cogl_framebuffer_init (CoglFramebuffer *framebuffer,
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framebuffer->viewport_age_for_scissor_workaround = -1;
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framebuffer->dither_enabled = TRUE;
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framebuffer->depth_writing_enabled = TRUE;
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framebuffer->depth_buffer_clear_needed = TRUE;
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framebuffer->modelview_stack = cogl_matrix_stack_new (ctx);
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framebuffer->projection_stack = cogl_matrix_stack_new (ctx);
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@ -267,6 +268,13 @@ cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
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int scissor_y1;
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CoglBool saved_viewport_scissor_workaround;
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if (!framebuffer->depth_buffer_clear_needed &&
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(buffers & COGL_BUFFER_BIT_DEPTH))
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buffers &= ~(COGL_BUFFER_BIT_DEPTH);
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if (buffers == 0)
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return;
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_cogl_clip_stack_get_bounds (clip_stack,
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&scissor_x0, &scissor_y0,
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&scissor_x1, &scissor_y1);
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@ -414,6 +422,9 @@ cleared:
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_cogl_framebuffer_mark_mid_scene (framebuffer);
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_cogl_framebuffer_mark_clear_clip_dirty (framebuffer);
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if (buffers & COGL_BUFFER_BIT_DEPTH)
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framebuffer->depth_buffer_clear_needed = FALSE;
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if (buffers & COGL_BUFFER_BIT_COLOR && buffers & COGL_BUFFER_BIT_DEPTH)
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{
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/* For our fast-path for reading back a single pixel of simple
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@ -378,7 +378,11 @@ flush_depth_state (CoglContext *ctx,
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if (ctx->depth_test_enabled_cache != depth_state->test_enabled)
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{
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if (depth_state->test_enabled == TRUE)
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GE (ctx, glEnable (GL_DEPTH_TEST));
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{
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GE (ctx, glEnable (GL_DEPTH_TEST));
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if (ctx->current_draw_buffer)
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ctx->current_draw_buffer->depth_buffer_clear_needed = TRUE;
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}
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else
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GE (ctx, glDisable (GL_DEPTH_TEST));
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ctx->depth_test_enabled_cache = depth_state->test_enabled;
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