+void
+st_init_clear(struct st_context *st)
+{
+ struct pipe_context *pipe = st->pipe;
+
+ /* rasterizer state: bypass clipping */
+ memset(&st->clear.raster, 0, sizeof(st->clear.raster));
+ st->clear.raster.gl_rasterization_rules = 1;
+ st->clear.raster.bypass_clipping = 1;
+
+ /* viewport state: identity since we're drawing in window coords */
+ st->clear.viewport.scale[0] = 1.0;
+ st->clear.viewport.scale[1] = 1.0;
+ st->clear.viewport.scale[2] = 1.0;
+ st->clear.viewport.scale[3] = 1.0;
+ st->clear.viewport.translate[0] = 0.0;
+ st->clear.viewport.translate[1] = 0.0;
+ st->clear.viewport.translate[2] = 0.0;
+ st->clear.viewport.translate[3] = 0.0;
+
+ /* fragment shader state: color pass-through program */
+ st->clear.fs =
+ util_make_fragment_passthrough_shader(pipe, &st->clear.frag_shader);
+
+ /* vertex shader state: color/position pass-through */
+ {
+ const uint semantic_names[] = { TGSI_SEMANTIC_POSITION,
+ TGSI_SEMANTIC_COLOR };
+ const uint semantic_indexes[] = { 0, 0 };
+ st->clear.vs = util_make_vertex_passthrough_shader(pipe, 2,
+ semantic_names,
+ semantic_indexes,
+ &st->clear.vert_shader);
+ }
+}