Required for glClearBuffer, which only clears one colorbuffer attachment.
Example:
If the first colorbuffer is float and the second one is int:
pipe->clear(pipe, PIPE_CLEAR_COLOR0, float_clear_color, ...);
pipe->clear(pipe, PIPE_CLEAR_COLOR1, int_clear_color, ...);
This doesn't need any driver changes yet, because all drivers just use:
if (flags & PIPE_CLEAR_COLOR) ..
The drivers which support GL 3.0 will have to implement it properly though.
pp_filter_set_fb(p);
pp_filter_misc_state(p);
cso_set_depth_stencil_alpha(p->cso, &mstencil);
- p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR,
+ p->pipe->clear(p->pipe, PIPE_CLEAR_STENCIL | PIPE_CLEAR_COLOR0,
&p->clear_color, 0, 0);
cso_single_sampler(p->cso, PIPE_SHADER_FRAGMENT, 0, &p->sampler_point);
pp_filter_set_clear_fb(struct pp_program *p)
{
cso_set_framebuffer(p->cso, &p->framebuffer);
- p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);
+ p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR0, &p->clear_color, 0, 0);
}
struct pipe_framebuffer_state *framebuffer, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
- if (buffers & PIPE_CLEAR_COLOR) {
- unsigned i;
- for (i = 0; i < framebuffer->nr_cbufs; i++) {
+ unsigned i;
+
+ for (i = 0; i < framebuffer->nr_cbufs; i++) {
+ if (buffers & (PIPE_CLEAR_COLOR0 << i)) {
struct pipe_surface *ps = framebuffer->cbufs[i];
pipe->clear_render_target(pipe, ps, color, 0, 0, ps->width, ps->height);
}
(struct pipe_framebuffer_state*)r300->fb_state.state;
/* Only color clear allowed, and only one colorbuffer. */
- if (clear_buffers != PIPE_CLEAR_COLOR || fb->nr_cbufs != 1)
+ if ((clear_buffers & ~PIPE_CLEAR_COLOR) != 0 || fb->nr_cbufs != 1)
return FALSE;
return r300_surface(fb->cbufs[0])->cbzb_allowed;
/**
* Clear buffer bits
*/
+#define PIPE_CLEAR_DEPTH (1 << 0)
+#define PIPE_CLEAR_STENCIL (1 << 1)
+#define PIPE_CLEAR_COLOR0 (1 << 2)
+#define PIPE_CLEAR_COLOR1 (1 << 3)
+#define PIPE_CLEAR_COLOR2 (1 << 4)
+#define PIPE_CLEAR_COLOR3 (1 << 5)
+#define PIPE_CLEAR_COLOR4 (1 << 6)
+#define PIPE_CLEAR_COLOR5 (1 << 7)
+#define PIPE_CLEAR_COLOR6 (1 << 8)
+#define PIPE_CLEAR_COLOR7 (1 << 9)
+/** Combined flags */
/** All color buffers currently bound */
-#define PIPE_CLEAR_COLOR (1 << 0)
-#define PIPE_CLEAR_DEPTH (1 << 1)
-#define PIPE_CLEAR_STENCIL (1 << 2)
-/** Depth/stencil combined */
+#define PIPE_CLEAR_COLOR (PIPE_CLEAR_COLOR0 | PIPE_CLEAR_COLOR1 | \
+ PIPE_CLEAR_COLOR2 | PIPE_CLEAR_COLOR3 | \
+ PIPE_CLEAR_COLOR4 | PIPE_CLEAR_COLOR5 | \
+ PIPE_CLEAR_COLOR6 | PIPE_CLEAR_COLOR7)
#define PIPE_CLEAR_DEPTHSTENCIL (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)
/**
clear_color.f[1] = ctx->state.vg.clear_color[1];
clear_color.f[2] = ctx->state.vg.clear_color[2];
clear_color.f[3] = ctx->state.vg.clear_color[3];
- ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_COLOR | PIPE_CLEAR_DEPTHSTENCIL,
+ ctx->pipe->clear(ctx->pipe, PIPE_CLEAR_COLOR0 | PIPE_CLEAR_DEPTHSTENCIL,
&clear_color, 1., 0);
} else if (renderer_clear_begin(ctx->renderer)) {
/* XXX verify coord round-off */