mesa/clear: simplify ClearBufferiv error handling
[mesa.git] / src / mesa / main / clear.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file clear.c
28 * glClearColor, glClearIndex, glClear() functions.
29 */
30
31
32
33 #include "glheader.h"
34 #include "clear.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "fbobject.h"
38 #include "get.h"
39 #include "macros.h"
40 #include "mtypes.h"
41 #include "state.h"
42
43
44
45 void GLAPIENTRY
46 _mesa_ClearIndex( GLfloat c )
47 {
48 GET_CURRENT_CONTEXT(ctx);
49
50 ctx->Color.ClearIndex = (GLuint) c;
51 }
52
53
54 /**
55 * Specify the clear values for the color buffers.
56 *
57 * \param red red color component.
58 * \param green green color component.
59 * \param blue blue color component.
60 * \param alpha alpha component.
61 *
62 * \sa glClearColor().
63 */
64 void GLAPIENTRY
65 _mesa_ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
66 {
67 GET_CURRENT_CONTEXT(ctx);
68
69 ctx->Color.ClearColor.f[0] = red;
70 ctx->Color.ClearColor.f[1] = green;
71 ctx->Color.ClearColor.f[2] = blue;
72 ctx->Color.ClearColor.f[3] = alpha;
73 }
74
75
76 /**
77 * GL_EXT_texture_integer
78 */
79 void GLAPIENTRY
80 _mesa_ClearColorIiEXT(GLint r, GLint g, GLint b, GLint a)
81 {
82 GET_CURRENT_CONTEXT(ctx);
83
84 ctx->Color.ClearColor.i[0] = r;
85 ctx->Color.ClearColor.i[1] = g;
86 ctx->Color.ClearColor.i[2] = b;
87 ctx->Color.ClearColor.i[3] = a;
88 }
89
90
91 /**
92 * GL_EXT_texture_integer
93 */
94 void GLAPIENTRY
95 _mesa_ClearColorIuiEXT(GLuint r, GLuint g, GLuint b, GLuint a)
96 {
97 GET_CURRENT_CONTEXT(ctx);
98
99 ctx->Color.ClearColor.ui[0] = r;
100 ctx->Color.ClearColor.ui[1] = g;
101 ctx->Color.ClearColor.ui[2] = b;
102 ctx->Color.ClearColor.ui[3] = a;
103 }
104
105
106 /**
107 * Returns true if color writes are enabled for the given color attachment.
108 *
109 * Beyond checking ColorMask, this uses _mesa_format_has_color_component to
110 * ignore components that don't actually exist in the format (such as X in
111 * XRGB).
112 */
113 static bool
114 color_buffer_writes_enabled(const struct gl_context *ctx, unsigned idx)
115 {
116 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[idx];
117 GLuint c;
118 GLubyte colorMask = 0;
119
120 if (rb) {
121 for (c = 0; c < 4; c++) {
122 if (_mesa_format_has_color_component(rb->Format, c))
123 colorMask |= ctx->Color.ColorMask[idx][c];
124 }
125 }
126
127 return colorMask != 0;
128 }
129
130
131 /**
132 * Clear buffers.
133 *
134 * \param mask bit-mask indicating the buffers to be cleared.
135 *
136 * Flushes the vertices and verifies the parameter.
137 * If __struct gl_contextRec::NewState is set then calls _mesa_update_state()
138 * to update gl_frame_buffer::_Xmin, etc. If the rasterization mode is set to
139 * GL_RENDER then requests the driver to clear the buffers, via the
140 * dd_function_table::Clear callback.
141 */
142 void GLAPIENTRY
143 _mesa_Clear( GLbitfield mask )
144 {
145 GET_CURRENT_CONTEXT(ctx);
146 FLUSH_VERTICES(ctx, 0);
147
148 FLUSH_CURRENT(ctx, 0);
149
150 if (MESA_VERBOSE & VERBOSE_API)
151 _mesa_debug(ctx, "glClear 0x%x\n", mask);
152
153 if (mask & ~(GL_COLOR_BUFFER_BIT |
154 GL_DEPTH_BUFFER_BIT |
155 GL_STENCIL_BUFFER_BIT |
156 GL_ACCUM_BUFFER_BIT)) {
157 /* invalid bit set */
158 _mesa_error( ctx, GL_INVALID_VALUE, "glClear(0x%x)", mask);
159 return;
160 }
161
162 /* Accumulation buffers were removed in core contexts, and they never
163 * existed in OpenGL ES.
164 */
165 if ((mask & GL_ACCUM_BUFFER_BIT) != 0
166 && (ctx->API == API_OPENGL_CORE || _mesa_is_gles(ctx))) {
167 _mesa_error( ctx, GL_INVALID_VALUE, "glClear(GL_ACCUM_BUFFER_BIT)");
168 return;
169 }
170
171 if (ctx->NewState) {
172 _mesa_update_state( ctx ); /* update _Xmin, etc */
173 }
174
175 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
176 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
177 "glClear(incomplete framebuffer)");
178 return;
179 }
180
181 if (ctx->RasterDiscard)
182 return;
183
184 if (ctx->RenderMode == GL_RENDER) {
185 GLbitfield bufferMask;
186
187 /* don't clear depth buffer if depth writing disabled */
188 if (!ctx->Depth.Mask)
189 mask &= ~GL_DEPTH_BUFFER_BIT;
190
191 /* Build the bitmask to send to device driver's Clear function.
192 * Note that the GL_COLOR_BUFFER_BIT flag will expand to 0, 1, 2 or 4
193 * of the BUFFER_BIT_FRONT/BACK_LEFT/RIGHT flags, or one of the
194 * BUFFER_BIT_COLORn flags.
195 */
196 bufferMask = 0;
197 if (mask & GL_COLOR_BUFFER_BIT) {
198 GLuint i;
199 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
200 GLint buf = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
201
202 if (buf >= 0 && color_buffer_writes_enabled(ctx, i)) {
203 bufferMask |= 1 << buf;
204 }
205 }
206 }
207
208 if ((mask & GL_DEPTH_BUFFER_BIT)
209 && ctx->DrawBuffer->Visual.haveDepthBuffer) {
210 bufferMask |= BUFFER_BIT_DEPTH;
211 }
212
213 if ((mask & GL_STENCIL_BUFFER_BIT)
214 && ctx->DrawBuffer->Visual.haveStencilBuffer) {
215 bufferMask |= BUFFER_BIT_STENCIL;
216 }
217
218 if ((mask & GL_ACCUM_BUFFER_BIT)
219 && ctx->DrawBuffer->Visual.haveAccumBuffer) {
220 bufferMask |= BUFFER_BIT_ACCUM;
221 }
222
223 assert(ctx->Driver.Clear);
224 ctx->Driver.Clear(ctx, bufferMask);
225 }
226 }
227
228
229 /** Returned by make_color_buffer_mask() for errors */
230 #define INVALID_MASK ~0x0U
231
232
233 /**
234 * Convert the glClearBuffer 'drawbuffer' parameter into a bitmask of
235 * BUFFER_BIT_x values.
236 * Return INVALID_MASK if the drawbuffer value is invalid.
237 */
238 static GLbitfield
239 make_color_buffer_mask(struct gl_context *ctx, GLint drawbuffer)
240 {
241 const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
242 GLbitfield mask = 0x0;
243
244 /* From the GL 4.0 specification:
245 * If buffer is COLOR, a particular draw buffer DRAW_BUFFERi is
246 * specified by passing i as the parameter drawbuffer, and value
247 * points to a four-element vector specifying the R, G, B, and A
248 * color to clear that draw buffer to. If the draw buffer is one
249 * of FRONT, BACK, LEFT, RIGHT, or FRONT_AND_BACK, identifying
250 * multiple buffers, each selected buffer is cleared to the same
251 * value.
252 *
253 * Note that "drawbuffer" and "draw buffer" have different meaning.
254 * "drawbuffer" specifies DRAW_BUFFERi, while "draw buffer" is what's
255 * assigned to DRAW_BUFFERi. It could be COLOR_ATTACHMENT0, FRONT, BACK,
256 * etc.
257 */
258 if (drawbuffer < 0 || drawbuffer >= (GLint)ctx->Const.MaxDrawBuffers) {
259 return INVALID_MASK;
260 }
261
262 switch (ctx->DrawBuffer->ColorDrawBuffer[drawbuffer]) {
263 case GL_FRONT:
264 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
265 mask |= BUFFER_BIT_FRONT_LEFT;
266 if (att[BUFFER_FRONT_RIGHT].Renderbuffer)
267 mask |= BUFFER_BIT_FRONT_RIGHT;
268 break;
269 case GL_BACK:
270 if (att[BUFFER_BACK_LEFT].Renderbuffer)
271 mask |= BUFFER_BIT_BACK_LEFT;
272 if (att[BUFFER_BACK_RIGHT].Renderbuffer)
273 mask |= BUFFER_BIT_BACK_RIGHT;
274 break;
275 case GL_LEFT:
276 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
277 mask |= BUFFER_BIT_FRONT_LEFT;
278 if (att[BUFFER_BACK_LEFT].Renderbuffer)
279 mask |= BUFFER_BIT_BACK_LEFT;
280 break;
281 case GL_RIGHT:
282 if (att[BUFFER_FRONT_RIGHT].Renderbuffer)
283 mask |= BUFFER_BIT_FRONT_RIGHT;
284 if (att[BUFFER_BACK_RIGHT].Renderbuffer)
285 mask |= BUFFER_BIT_BACK_RIGHT;
286 break;
287 case GL_FRONT_AND_BACK:
288 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
289 mask |= BUFFER_BIT_FRONT_LEFT;
290 if (att[BUFFER_BACK_LEFT].Renderbuffer)
291 mask |= BUFFER_BIT_BACK_LEFT;
292 if (att[BUFFER_FRONT_RIGHT].Renderbuffer)
293 mask |= BUFFER_BIT_FRONT_RIGHT;
294 if (att[BUFFER_BACK_RIGHT].Renderbuffer)
295 mask |= BUFFER_BIT_BACK_RIGHT;
296 break;
297 default:
298 {
299 GLint buf = ctx->DrawBuffer->_ColorDrawBufferIndexes[drawbuffer];
300
301 if (buf >= 0 && att[buf].Renderbuffer) {
302 mask |= 1 << buf;
303 }
304 }
305 }
306
307 return mask;
308 }
309
310
311
312 /**
313 * New in GL 3.0
314 * Clear signed integer color buffer or stencil buffer (not depth).
315 */
316 void GLAPIENTRY
317 _mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
318 {
319 GET_CURRENT_CONTEXT(ctx);
320 FLUSH_VERTICES(ctx, 0);
321
322 FLUSH_CURRENT(ctx, 0);
323
324 if (ctx->NewState) {
325 _mesa_update_state( ctx );
326 }
327
328 switch (buffer) {
329 case GL_STENCIL:
330 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
331 *
332 * "ClearBuffer generates an INVALID VALUE error if buffer is
333 * COLOR and drawbuffer is less than zero, or greater than the
334 * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH,
335 * STENCIL, or DEPTH STENCIL and drawbuffer is not zero."
336 */
337 if (drawbuffer != 0) {
338 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)",
339 drawbuffer);
340 return;
341 }
342 else if (ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer
343 && !ctx->RasterDiscard) {
344 /* Save current stencil clear value, set to 'value', do the
345 * stencil clear and restore the clear value.
346 * XXX in the future we may have a new ctx->Driver.ClearBuffer()
347 * hook instead.
348 */
349 const GLuint clearSave = ctx->Stencil.Clear;
350 ctx->Stencil.Clear = *value;
351 ctx->Driver.Clear(ctx, BUFFER_BIT_STENCIL);
352 ctx->Stencil.Clear = clearSave;
353 }
354 break;
355 case GL_COLOR:
356 {
357 const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
358 if (mask == INVALID_MASK) {
359 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)",
360 drawbuffer);
361 return;
362 }
363 else if (mask && !ctx->RasterDiscard) {
364 union gl_color_union clearSave;
365
366 /* save color */
367 clearSave = ctx->Color.ClearColor;
368 /* set color */
369 COPY_4V(ctx->Color.ClearColor.i, value);
370 /* clear buffer(s) */
371 ctx->Driver.Clear(ctx, mask);
372 /* restore color */
373 ctx->Color.ClearColor = clearSave;
374 }
375 }
376 break;
377 default:
378 /* Page 498 of the PDF, section '17.4.3.1 Clearing Individual Buffers'
379 * of the OpenGL 4.5 spec states:
380 *
381 * "An INVALID_ENUM error is generated by ClearBufferiv and
382 * ClearNamedFramebufferiv if buffer is not COLOR or STENCIL."
383 */
384 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferiv(buffer=%s)",
385 _mesa_enum_to_string(buffer));
386 return;
387 }
388 }
389
390
391 /**
392 * The ClearBuffer framework is so complicated and so riddled with the
393 * assumption that the framebuffer is bound that, for now, we will just fake
394 * direct state access clearing for the user.
395 */
396 void GLAPIENTRY
397 _mesa_ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer,
398 GLint drawbuffer, const GLint *value)
399 {
400 GLint oldfb;
401
402 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
403 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
404 _mesa_ClearBufferiv(buffer, drawbuffer, value);
405 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
406 }
407
408
409 /**
410 * New in GL 3.0
411 * Clear unsigned integer color buffer (not depth, not stencil).
412 */
413 void GLAPIENTRY
414 _mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
415 {
416 GET_CURRENT_CONTEXT(ctx);
417
418 FLUSH_VERTICES(ctx, 0);
419 FLUSH_CURRENT(ctx, 0);
420
421 if (ctx->NewState) {
422 _mesa_update_state( ctx );
423 }
424
425 switch (buffer) {
426 case GL_COLOR:
427 {
428 const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
429 if (mask == INVALID_MASK) {
430 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferuiv(drawbuffer=%d)",
431 drawbuffer);
432 return;
433 }
434 else if (mask && !ctx->RasterDiscard) {
435 union gl_color_union clearSave;
436
437 /* save color */
438 clearSave = ctx->Color.ClearColor;
439 /* set color */
440 COPY_4V(ctx->Color.ClearColor.ui, value);
441 /* clear buffer(s) */
442 ctx->Driver.Clear(ctx, mask);
443 /* restore color */
444 ctx->Color.ClearColor = clearSave;
445 }
446 }
447 break;
448 case GL_DEPTH:
449 case GL_STENCIL:
450 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
451 *
452 * "The result of ClearBuffer is undefined if no conversion between
453 * the type of the specified value and the type of the buffer being
454 * cleared is defined (for example, if ClearBufferiv is called for a
455 * fixed- or floating-point buffer, or if ClearBufferfv is called
456 * for a signed or unsigned integer buffer). This is not an error."
457 *
458 * In this case we take "undefined" and "not an error" to mean "ignore."
459 * Even though we could do something sensible for GL_STENCIL, page 263
460 * (page 279 of the PDF) says:
461 *
462 * "Only ClearBufferiv should be used to clear stencil buffers."
463 *
464 * Note that we still need to generate an error for the invalid
465 * drawbuffer case (see the GL_STENCIL case in _mesa_ClearBufferiv).
466 */
467 if (drawbuffer != 0) {
468 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferuiv(drawbuffer=%d)",
469 drawbuffer);
470 return;
471 }
472 return;
473 default:
474 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferuiv(buffer=%s)",
475 _mesa_enum_to_string(buffer));
476 return;
477 }
478 }
479
480
481 /**
482 * The ClearBuffer framework is so complicated and so riddled with the
483 * assumption that the framebuffer is bound that, for now, we will just fake
484 * direct state access clearing for the user.
485 */
486 void GLAPIENTRY
487 _mesa_ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer,
488 GLint drawbuffer, const GLuint *value)
489 {
490 GLint oldfb;
491
492 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
493 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
494 _mesa_ClearBufferuiv(buffer, drawbuffer, value);
495 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
496 }
497
498
499 /**
500 * New in GL 3.0
501 * Clear fixed-pt or float color buffer or depth buffer (not stencil).
502 */
503 void GLAPIENTRY
504 _mesa_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
505 {
506 GET_CURRENT_CONTEXT(ctx);
507
508 FLUSH_VERTICES(ctx, 0);
509 FLUSH_CURRENT(ctx, 0);
510
511 if (ctx->NewState) {
512 _mesa_update_state( ctx );
513 }
514
515 switch (buffer) {
516 case GL_DEPTH:
517 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
518 *
519 * "ClearBuffer generates an INVALID VALUE error if buffer is
520 * COLOR and drawbuffer is less than zero, or greater than the
521 * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH,
522 * STENCIL, or DEPTH STENCIL and drawbuffer is not zero."
523 */
524 if (drawbuffer != 0) {
525 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)",
526 drawbuffer);
527 return;
528 }
529 else if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer
530 && !ctx->RasterDiscard) {
531 /* Save current depth clear value, set to 'value', do the
532 * depth clear and restore the clear value.
533 * XXX in the future we may have a new ctx->Driver.ClearBuffer()
534 * hook instead.
535 */
536 const GLclampd clearSave = ctx->Depth.Clear;
537 ctx->Depth.Clear = *value;
538 ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH);
539 ctx->Depth.Clear = clearSave;
540 }
541 /* clear depth buffer to value */
542 break;
543 case GL_COLOR:
544 {
545 const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
546 if (mask == INVALID_MASK) {
547 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)",
548 drawbuffer);
549 return;
550 }
551 else if (mask && !ctx->RasterDiscard) {
552 union gl_color_union clearSave;
553
554 /* save color */
555 clearSave = ctx->Color.ClearColor;
556 /* set color */
557 COPY_4V(ctx->Color.ClearColor.f, value);
558 /* clear buffer(s) */
559 ctx->Driver.Clear(ctx, mask);
560 /* restore color */
561 ctx->Color.ClearColor = clearSave;
562 }
563 }
564 break;
565 case GL_STENCIL:
566 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
567 *
568 * "The result of ClearBuffer is undefined if no conversion between
569 * the type of the specified value and the type of the buffer being
570 * cleared is defined (for example, if ClearBufferiv is called for a
571 * fixed- or floating-point buffer, or if ClearBufferfv is called
572 * for a signed or unsigned integer buffer). This is not an error."
573 *
574 * In this case we take "undefined" and "not an error" to mean "ignore."
575 * Note that we still need to generate an error for the invalid
576 * drawbuffer case (see the GL_DEPTH case above).
577 */
578 if (drawbuffer != 0) {
579 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)",
580 drawbuffer);
581 return;
582 }
583 return;
584 default:
585 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfv(buffer=%s)",
586 _mesa_enum_to_string(buffer));
587 return;
588 }
589 }
590
591
592 /**
593 * The ClearBuffer framework is so complicated and so riddled with the
594 * assumption that the framebuffer is bound that, for now, we will just fake
595 * direct state access clearing for the user.
596 */
597 void GLAPIENTRY
598 _mesa_ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer,
599 GLint drawbuffer, const GLfloat *value)
600 {
601 GLint oldfb;
602
603 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
604 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
605 _mesa_ClearBufferfv(buffer, drawbuffer, value);
606 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
607 }
608
609
610 /**
611 * New in GL 3.0
612 * Clear depth/stencil buffer only.
613 */
614 void GLAPIENTRY
615 _mesa_ClearBufferfi(GLenum buffer, GLint drawbuffer,
616 GLfloat depth, GLint stencil)
617 {
618 GET_CURRENT_CONTEXT(ctx);
619 GLbitfield mask = 0;
620
621 FLUSH_VERTICES(ctx, 0);
622 FLUSH_CURRENT(ctx, 0);
623
624 if (buffer != GL_DEPTH_STENCIL) {
625 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfi(buffer=%s)",
626 _mesa_enum_to_string(buffer));
627 return;
628 }
629
630 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
631 *
632 * "ClearBuffer generates an INVALID VALUE error if buffer is
633 * COLOR and drawbuffer is less than zero, or greater than the
634 * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH,
635 * STENCIL, or DEPTH STENCIL and drawbuffer is not zero."
636 */
637 if (drawbuffer != 0) {
638 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfi(drawbuffer=%d)",
639 drawbuffer);
640 return;
641 }
642
643 if (ctx->RasterDiscard)
644 return;
645
646 if (ctx->NewState) {
647 _mesa_update_state( ctx );
648 }
649
650 if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer)
651 mask |= BUFFER_BIT_DEPTH;
652 if (ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer)
653 mask |= BUFFER_BIT_STENCIL;
654
655 if (mask) {
656 /* save current clear values */
657 const GLclampd clearDepthSave = ctx->Depth.Clear;
658 const GLuint clearStencilSave = ctx->Stencil.Clear;
659
660 /* set new clear values */
661 ctx->Depth.Clear = depth;
662 ctx->Stencil.Clear = stencil;
663
664 /* clear buffers */
665 ctx->Driver.Clear(ctx, mask);
666
667 /* restore */
668 ctx->Depth.Clear = clearDepthSave;
669 ctx->Stencil.Clear = clearStencilSave;
670 }
671 }
672
673
674 /**
675 * The ClearBuffer framework is so complicated and so riddled with the
676 * assumption that the framebuffer is bound that, for now, we will just fake
677 * direct state access clearing for the user.
678 */
679 void GLAPIENTRY
680 _mesa_ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer,
681 GLfloat depth, GLint stencil)
682 {
683 GLint oldfb;
684
685 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
686 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
687 _mesa_ClearBufferfi(buffer, 0, depth, stencil);
688 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
689 }