#include "context.h"
#include "colormac.h"
#include "enums.h"
+#include "macros.h"
+#include "mtypes.h"
#include "state.h"
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.ClearIndex = (GLuint) c;
-
- if (!ctx->Visual.rgbMode && ctx->Driver.ClearIndex) {
- /* it's OK to call glClearIndex in RGBA mode but it should be a NOP */
- (*ctx->Driver.ClearIndex)( ctx, ctx->Color.ClearIndex );
- }
}
#endif
FLUSH_VERTICES(ctx, _NEW_COLOR);
COPY_4V(ctx->Color.ClearColor, tmp);
- if (ctx->Visual.rgbMode && ctx->Driver.ClearColor) {
+ if (ctx->Driver.ClearColor) {
/* it's OK to call glClearColor in CI mode but it should be a NOP */
(*ctx->Driver.ClearColor)(ctx, ctx->Color.ClearColor);
}
}
+/**
+ * GL_EXT_texture_integer
+ */
+void GLAPIENTRY
+_mesa_ClearColorIiEXT(GLint r, GLint g, GLint b, GLint a)
+{
+ GLfloat tmp[4];
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ tmp[0] = (GLfloat) r;
+ tmp[1] = (GLfloat) g;
+ tmp[2] = (GLfloat) b;
+ tmp[3] = (GLfloat) a;
+
+ if (TEST_EQ_4V(tmp, ctx->Color.ClearColor))
+ return; /* no change */
+
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+
+ /* XXX we should eventually have a float/int/uint union for
+ * the ctx->Color.ClearColor state.
+ */
+ COPY_4V(ctx->Color.ClearColor, tmp);
+
+ if (ctx->Driver.ClearColor) {
+ ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
+ }
+}
+
+
+/**
+ * GL_EXT_texture_integer
+ */
+void GLAPIENTRY
+_mesa_ClearColorIuiEXT(GLuint r, GLuint g, GLuint b, GLuint a)
+{
+ GLfloat tmp[4];
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ tmp[0] = (GLfloat) r;
+ tmp[1] = (GLfloat) g;
+ tmp[2] = (GLfloat) b;
+ tmp[3] = (GLfloat) a;
+
+ if (TEST_EQ_4V(tmp, ctx->Color.ClearColor))
+ return; /* no change */
+
+ FLUSH_VERTICES(ctx, _NEW_COLOR);
+
+ /* XXX we should eventually have a float/int/uint union for
+ * the ctx->Color.ClearColor state.
+ */
+ COPY_4V(ctx->Color.ClearColor, tmp);
+
+ if (ctx->Driver.ClearColor) {
+ ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
+ }
+}
+
+
/**
* Clear buffers.
*
* \param mask bit-mask indicating the buffers to be cleared.
*
- * Flushes the vertices and verifies the parameter. If __GLcontextRec::NewState
+ * Flushes the vertices and verifies the parameter. If __struct gl_contextRec::NewState
* is set then calls _mesa_update_state() to update gl_frame_buffer::_Xmin,
* etc. If the rasterization mode is set to GL_RENDER then requests the driver
* to clear the buffers, via the dd_function_table::Clear callback.
* Return INVALID_MASK if the drawbuffer value is invalid.
*/
static GLbitfield
-make_color_buffer_mask(GLcontext *ctx, GLint drawbuffer)
+make_color_buffer_mask(struct gl_context *ctx, GLint drawbuffer)
{
const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
GLbitfield mask = 0x0;
mask |= BUFFER_BIT_BACK_RIGHT;
break;
default:
- if (drawbuffer < 0 || drawbuffer >= ctx->Const.MaxDrawBuffers) {
+ if (drawbuffer < 0 || drawbuffer >= (GLint)ctx->Const.MaxDrawBuffers) {
mask = INVALID_MASK;
}
else if (att[BUFFER_COLOR0 + drawbuffer].Renderbuffer) {
FLUSH_CURRENT(ctx, 0);
- if (!ctx->DrawBuffer->Visual.rgbMode) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glClearBufferiv()");
- return;
- }
-
if (ctx->NewState) {
_mesa_update_state( ctx );
}
* floating point state var. This will not always work. We'll
* need a new ctx->Driver.ClearBuffer() hook....
*/
- GLfloat clearSave[4];
+ GLclampf clearSave[4];
/* save color */
COPY_4V(clearSave, ctx->Color.ClearColor);
/* set color */
- COPY_4V(ctx->Color.ClearColor, value);
+ COPY_4V_CAST(ctx->Color.ClearColor, value, GLclampf);
if (ctx->Driver.ClearColor)
ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
/* clear buffer(s) */
FLUSH_CURRENT(ctx, 0);
- if (!ctx->DrawBuffer->Visual.rgbMode) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glClearBufferuiv()");
- return;
- }
-
if (ctx->NewState) {
_mesa_update_state( ctx );
}
{
const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
if (mask == INVALID_MASK) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)",
+ _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferuiv(drawbuffer=%d)",
drawbuffer);
return;
}
* floating point state var. This will not always work. We'll
* need a new ctx->Driver.ClearBuffer() hook....
*/
- GLfloat clearSave[4];
+ GLclampf clearSave[4];
/* save color */
COPY_4V(clearSave, ctx->Color.ClearColor);
/* set color */
- COPY_4V(ctx->Color.ClearColor, value);
+ COPY_4V_CAST(ctx->Color.ClearColor, value, GLclampf);
if (ctx->Driver.ClearColor)
ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
/* clear buffer(s) */
FLUSH_CURRENT(ctx, 0);
- if (!ctx->DrawBuffer->Visual.rgbMode) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glClearBufferfv()");
- return;
- }
-
if (ctx->NewState) {
_mesa_update_state( ctx );
}
* XXX in the future we may have a new ctx->Driver.ClearBuffer()
* hook instead.
*/
- const GLfloat clearSave = ctx->Depth.Clear;
+ const GLclampd clearSave = ctx->Depth.Clear;
ctx->Depth.Clear = *value;
if (ctx->Driver.ClearDepth)
ctx->Driver.ClearDepth(ctx, *value);
return;
}
else if (mask) {
- GLfloat clearSave[4];
+ GLclampf clearSave[4];
/* save color */
COPY_4V(clearSave, ctx->Color.ClearColor);
/* set color */
- COPY_4V(ctx->Color.ClearColor, value);
+ COPY_4V_CAST(ctx->Color.ClearColor, value, GLclampf);
if (ctx->Driver.ClearColor)
ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
/* clear buffer(s) */
FLUSH_CURRENT(ctx, 0);
- if (!ctx->DrawBuffer->Visual.rgbMode) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glClearBufferfi()");
- return;
- }
-
if (buffer != GL_DEPTH_STENCIL) {
_mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfi(buffer=%s)",
_mesa_lookup_enum_by_nr(buffer));
{
/* save current clear values */
- const GLfloat clearDepthSave = ctx->Depth.Clear;
+ const GLclampd clearDepthSave = ctx->Depth.Clear;
const GLuint clearStencilSave = ctx->Stencil.Clear;
/* set new clear values */