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
This commit is contained in:
Carlos Garnacho 2017-05-08 15:10:58 +02:00
parent 3c6a518d40
commit 4139907a7e
3 changed files with 21 additions and 1 deletions

View File

@ -192,6 +192,11 @@ struct _CoglFramebuffer
CoglFramebufferBits bits;
int samples_per_pixel;
/* Whether the depth buffer was enabled for this framebuffer,
* usually means it needs to be cleared before being reused next.
*/
CoglBool depth_buffer_clear_needed;
};
typedef enum {

View File

@ -116,6 +116,7 @@ _cogl_framebuffer_init (CoglFramebuffer *framebuffer,
framebuffer->viewport_age_for_scissor_workaround = -1;
framebuffer->dither_enabled = TRUE;
framebuffer->depth_writing_enabled = TRUE;
framebuffer->depth_buffer_clear_needed = TRUE;
framebuffer->modelview_stack = cogl_matrix_stack_new (ctx);
framebuffer->projection_stack = cogl_matrix_stack_new (ctx);
@ -267,6 +268,13 @@ cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
int scissor_y1;
CoglBool saved_viewport_scissor_workaround;
if (!framebuffer->depth_buffer_clear_needed &&
(buffers & COGL_BUFFER_BIT_DEPTH))
buffers &= ~(COGL_BUFFER_BIT_DEPTH);
if (buffers == 0)
return;
_cogl_clip_stack_get_bounds (clip_stack,
&scissor_x0, &scissor_y0,
&scissor_x1, &scissor_y1);
@ -414,6 +422,9 @@ cleared:
_cogl_framebuffer_mark_mid_scene (framebuffer);
_cogl_framebuffer_mark_clear_clip_dirty (framebuffer);
if (buffers & COGL_BUFFER_BIT_DEPTH)
framebuffer->depth_buffer_clear_needed = FALSE;
if (buffers & COGL_BUFFER_BIT_COLOR && buffers & COGL_BUFFER_BIT_DEPTH)
{
/* For our fast-path for reading back a single pixel of simple

View File

@ -378,7 +378,11 @@ flush_depth_state (CoglContext *ctx,
if (ctx->depth_test_enabled_cache != depth_state->test_enabled)
{
if (depth_state->test_enabled == TRUE)
GE (ctx, glEnable (GL_DEPTH_TEST));
{
GE (ctx, glEnable (GL_DEPTH_TEST));
if (ctx->current_draw_buffer)
ctx->current_draw_buffer->depth_buffer_clear_needed = TRUE;
}
else
GE (ctx, glDisable (GL_DEPTH_TEST));
ctx->depth_test_enabled_cache = depth_state->test_enabled;