void
softpipe_clear(struct pipe_context *pipe, GLboolean color, GLboolean depth,
- GLboolean stencil, GLboolean accum)
+ GLboolean stencil)
{
struct softpipe_context *softpipe = softpipe_context(pipe);
GLint x, y, w, h;
pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearVal, mask);
}
}
-
- if (accum) {
- /* XXX there might be no notion of accum buffers in 'pipe'.
- * Just implement them with a deep RGBA surface format...
- */
- struct pipe_surface *ps = softpipe->framebuffer.abuf;
- GLuint clearVal = 0x0; /* XXX FIX */
- GLuint mask = ~0;
- assert(ps);
- pipe->region_fill(pipe, ps->region, 0, x, y, w, h, clearVal, mask);
- }
}
static void
clear_with_quad(GLcontext *ctx,
GLboolean color, GLboolean depth,
- GLboolean stencil, GLboolean accum)
+ GLboolean stencil)
{
struct st_context *st = ctx->st;
struct pipe_blend_state blend;
GLboolean depth = (mask & BUFFER_BIT_DEPTH) ? GL_TRUE : GL_FALSE;
GLboolean stencil = (mask & BUFFER_BIT_STENCIL) ? GL_TRUE : GL_FALSE;
GLboolean accum = (mask & BUFFER_BIT_ACCUM) ? GL_TRUE : GL_FALSE;
+
GLboolean maskColor, maskStencil;
GLboolean fullscreen = 1; /* :-) */
- GLuint stencilMax = 1 << ctx->DrawBuffer->_StencilBuffer->StencilBits;
+ GLuint stencilMax = stencil ? (1 << ctx->DrawBuffer->_StencilBuffer->StencilBits) : 0;
/* This makes sure the softpipe has the latest scissor, etc values */
st_validate_state( st );
- maskColor = st->state.blend.colormask != PIPE_MASK_RGBA;
- maskStencil = ctx->Stencil.WriteMask[0] != stencilMax;
+ maskColor = color && st->state.blend.colormask != PIPE_MASK_RGBA;
+ maskStencil = stencil && ctx->Stencil.WriteMask[0] != stencilMax;
- if (fullscreen && !maskColor) {
+ if (fullscreen && !maskColor && !maskStencil) {
/* pipe->clear() should clear a particular surface, so that we
* can iterate over render buffers at this level and clear the
* ones GL is asking for.
* buffers, though could perhaps deal with them explicitly at
* this level.
*/
- st->pipe->clear(st->pipe, color, depth, stencil, accum);
+ st->pipe->clear(st->pipe, color, depth, stencil);
+
+ /* And here we would do a clear on whatever surface we are using
+ * to implement accum buffers:
+ */
+ assert(!accum);
}
else {
/* Convert to geometry, etc:
*/
- clear_with_quad(ctx, color, depth, stencil, accum);
+ clear_with_quad(ctx, color, depth, stencil);
}
}