+
+
+/**
+ * The ClearBuffer framework is so complicated and so riddled with the
+ * assumption that the framebuffer is bound that, for now, we will just fake
+ * direct state access clearing for the user.
+ */
+void GLAPIENTRY
+_mesa_ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer,
+ GLint drawbuffer, GLfloat depth, GLint stencil)
+{
+ GLint oldfb;
+
+ _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+ _mesa_ClearBufferfi(buffer, drawbuffer, depth, stencil);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
+}