-#if _HAVE_FULL_GL
void GLAPIENTRY
_mesa_ClearIndex( GLfloat c )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->Color.ClearIndex == (GLuint) c)
return;
FLUSH_VERTICES(ctx, _NEW_COLOR);
ctx->Color.ClearIndex = (GLuint) c;
}
-#endif
/**
{
GLfloat tmp[4];
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
tmp[0] = red;
tmp[1] = green;
FLUSH_VERTICES(ctx, _NEW_COLOR);
COPY_4V(ctx->Color.ClearColor.f, tmp);
-
- if (ctx->Driver.ClearColor) {
- /* it's OK to call glClearColor in CI mode but it should be a NOP */
- /* we pass the clamped color, since all drivers that need this don't
- * support GL_ARB_color_buffer_float
- */
- (*ctx->Driver.ClearColor)(ctx, ctx->Color.ClearColor);
- }
}
{
GLint tmp[4];
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
tmp[0] = r;
tmp[1] = g;
FLUSH_VERTICES(ctx, _NEW_COLOR);
COPY_4V(ctx->Color.ClearColor.i, tmp);
-
- /* these should be NOP calls for drivers supporting EXT_texture_integer */
- if (ctx->Driver.ClearColor) {
- ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
- }
}
{
GLuint tmp[4];
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
tmp[0] = r;
tmp[1] = g;
FLUSH_VERTICES(ctx, _NEW_COLOR);
COPY_4V(ctx->Color.ClearColor.ui, tmp);
-
- /* these should be NOP calls for drivers supporting EXT_texture_integer */
- if (ctx->Driver.ClearColor) {
- ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
- }
}
_mesa_Clear( GLbitfield mask )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
return;
}
+ /* Accumulation buffers were removed in core contexts, and they never
+ * existed in OpenGL ES.
+ */
+ if ((mask & GL_ACCUM_BUFFER_BIT) != 0
+ && (ctx->API == API_OPENGL_CORE || _mesa_is_gles(ctx))) {
+ _mesa_error( ctx, GL_INVALID_VALUE, "glClear(GL_ACCUM_BUFFER_BIT)");
+ return;
+ }
+
if (ctx->NewState) {
_mesa_update_state( ctx ); /* update _Xmin, etc */
}
_mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
drawbuffer);
return;
}
- else if (!ctx->RasterDiscard) {
+ else if (ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer && !ctx->RasterDiscard) {
/* Save current stencil clear value, set to 'value', do the
* stencil clear and restore the clear value.
* XXX in the future we may have a new ctx->Driver.ClearBuffer()
*/
const GLuint clearSave = ctx->Stencil.Clear;
ctx->Stencil.Clear = *value;
- if (ctx->Driver.ClearStencil)
- ctx->Driver.ClearStencil(ctx, *value);
ctx->Driver.Clear(ctx, BUFFER_BIT_STENCIL);
ctx->Stencil.Clear = clearSave;
- if (ctx->Driver.ClearStencil)
- ctx->Driver.ClearStencil(ctx, clearSave);
}
break;
case GL_COLOR:
clearSave = ctx->Color.ClearColor;
/* set color */
COPY_4V(ctx->Color.ClearColor.i, value);
- if (ctx->Driver.ClearColor)
- ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
/* clear buffer(s) */
ctx->Driver.Clear(ctx, mask);
/* restore color */
ctx->Color.ClearColor = clearSave;
- if (ctx->Driver.ClearColor)
- ctx->Driver.ClearColor(ctx, clearSave);
}
}
break;
_mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
if (ctx->NewState) {
clearSave = ctx->Color.ClearColor;
/* set color */
COPY_4V(ctx->Color.ClearColor.ui, value);
- if (ctx->Driver.ClearColor)
- ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
/* clear buffer(s) */
ctx->Driver.Clear(ctx, mask);
/* restore color */
ctx->Color.ClearColor = clearSave;
- if (ctx->Driver.ClearColor)
- ctx->Driver.ClearColor(ctx, clearSave);
}
}
break;
_mesa_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
if (ctx->NewState) {
drawbuffer);
return;
}
- else if (!ctx->RasterDiscard) {
+ else if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer && !ctx->RasterDiscard) {
/* Save current depth clear value, set to 'value', do the
* depth clear and restore the clear value.
* XXX in the future we may have a new ctx->Driver.ClearBuffer()
*/
const GLclampd clearSave = ctx->Depth.Clear;
ctx->Depth.Clear = *value;
- if (ctx->Driver.ClearDepth)
- ctx->Driver.ClearDepth(ctx, *value);
ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH);
ctx->Depth.Clear = clearSave;
- if (ctx->Driver.ClearDepth)
- ctx->Driver.ClearDepth(ctx, clearSave);
}
/* clear depth buffer to value */
break;
/* save color */
clearSave = ctx->Color.ClearColor;
/* set color */
- COPY_4V_CAST(ctx->Color.ClearColor.f, value, GLclampf);
- if (ctx->Driver.ClearColor)
- ctx->Driver.ClearColor(ctx, ctx->Color.ClearColor);
+ COPY_4V(ctx->Color.ClearColor.f, value);
/* clear buffer(s) */
ctx->Driver.Clear(ctx, mask);
/* restore color */
ctx->Color.ClearColor = clearSave;
- if (ctx->Driver.ClearColor)
- ctx->Driver.ClearColor(ctx, clearSave);
}
}
break;
GLfloat depth, GLint stencil)
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ GLbitfield mask = 0;
+ FLUSH_VERTICES(ctx, 0);
FLUSH_CURRENT(ctx, 0);
if (buffer != GL_DEPTH_STENCIL) {
_mesa_update_state( ctx );
}
- {
+ if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer)
+ mask |= BUFFER_BIT_DEPTH;
+ if (ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer)
+ mask |= BUFFER_BIT_STENCIL;
+
+ if (mask) {
/* save current clear values */
const GLclampd clearDepthSave = ctx->Depth.Clear;
const GLuint clearStencilSave = ctx->Stencil.Clear;
/* set new clear values */
ctx->Depth.Clear = depth;
ctx->Stencil.Clear = stencil;
- if (ctx->Driver.ClearDepth)
- ctx->Driver.ClearDepth(ctx, depth);
- if (ctx->Driver.ClearStencil)
- ctx->Driver.ClearStencil(ctx, stencil);
/* clear buffers */
- ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
+ ctx->Driver.Clear(ctx, mask);
/* restore */
ctx->Depth.Clear = clearDepthSave;
ctx->Stencil.Clear = clearStencilSave;
- if (ctx->Driver.ClearDepth)
- ctx->Driver.ClearDepth(ctx, clearDepthSave);
- if (ctx->Driver.ClearStencil)
- ctx->Driver.ClearStencil(ctx, clearStencilSave);
}
}