CSO_BIT_STREAM_OUTPUTS |
CSO_BIT_VERTEX_ELEMENTS |
CSO_BIT_AUX_VERTEX_BUFFER_SLOT |
+ CSO_BIT_PAUSE_QUERIES |
CSO_BITS_ALL_SHADERS));
/* blend state: RGBA masking */
(unsigned) ctx->Scissor.ScissorArray[0].Height < rb->Height);
}
+/**
+ * Return if window rectangles must be enabled during the clear.
+ */
+static inline bool
+is_window_rectangle_enabled(struct gl_context *ctx)
+{
+ if (ctx->DrawBuffer == ctx->WinSysDrawBuffer)
+ return false;
+ return ctx->Scissor.NumWindowRects > 0 ||
+ ctx->Scissor.WindowRectMode == GL_INCLUSIVE_EXT;
+}
+
/**
* Return if all of the color channels are masked.
GLuint i;
st_flush_bitmap_cache(st);
+ st_invalidate_readpix_cache(st);
/* This makes sure the pipe has the latest scissor, etc values */
st_validate_state( st, ST_PIPELINE_RENDER );
continue;
if (is_scissor_enabled(ctx, rb) ||
+ is_window_rectangle_enabled(ctx) ||
is_color_masked(ctx, colormask_index))
quad_buffers |= PIPE_CLEAR_COLOR0 << i;
else
struct st_renderbuffer *strb = st_renderbuffer(depthRb);
if (strb->surface && ctx->Depth.Mask) {
- if (is_scissor_enabled(ctx, depthRb))
+ if (is_scissor_enabled(ctx, depthRb) ||
+ is_window_rectangle_enabled(ctx))
quad_buffers |= PIPE_CLEAR_DEPTH;
else
clear_buffers |= PIPE_CLEAR_DEPTH;
if (strb->surface && !is_stencil_disabled(ctx, stencilRb)) {
if (is_scissor_enabled(ctx, stencilRb) ||
+ is_window_rectangle_enabled(ctx) ||
is_stencil_masked(ctx, stencilRb))
quad_buffers |= PIPE_CLEAR_STENCIL;
else