_mesa_AttachShader(clear->shader_prog, vs);
_mesa_DeleteShader(vs);
_mesa_BindAttribLocation(clear->shader_prog, 0, "position");
- _mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta clear");
+ _mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta repclear");
_mesa_LinkProgram(clear->shader_prog);
clear->color_location =
brw_draw_prims(ctx, &prim, 1, NULL,
GL_TRUE, start, start + count - 1,
- NULL, NULL);
+ NULL, 0, NULL);
}
static void
}
for (int i = 0; i < 4; i++) {
- if (color->f[i] != 0.0 && color->f[i] != 1.0 &&
+ if (color->f[i] != 0.0f && color->f[i] != 1.0f &&
_mesa_format_has_color_component(format, i)) {
return false;
}
uint32_t bits = 0;
for (int i = 0; i < 4; i++) {
/* Testing for non-0 works for integer and float colors */
- if (color->f[i] != 0.0)
+ if (color->f[i] != 0.0f)
bits |= 1 << (GEN7_SURFACE_CLEAR_COLOR_SHIFT + (3 - i));
}
return bits;
* write-flush must be issued before sending any DRAW commands on that
* render target.
*/
- intel_batchbuffer_emit_mi_flush(brw);
+ brw_emit_mi_flush(brw);
/* If we had to fall back to plain clear for any buffers, clear those now
* by calling into meta.
GLuint fbo, rbo;
struct rect rect;
- intel_batchbuffer_emit_mi_flush(brw);
+ brw_emit_mi_flush(brw);
_mesa_meta_begin(ctx, MESA_META_ALL);