<param name="height" type="GLsizei" />
</function>
+ <function name="ClearNamedFramebufferiv" offset="assign">
+ <param name="framebuffer" type="GLuint" />
+ <param name="buffer" type="GLenum" />
+ <param name="drawbuffer" type="GLint" />
+ <param name="value" type="const GLint *" />
+ </function>
+
<function name="BlitNamedFramebuffer" offset="assign">
<param name="readFramebuffer" type="GLuint" />
<param name="drawFramebuffer" type="GLuint" />
#include "clear.h"
#include "context.h"
#include "enums.h"
+#include "fbobject.h"
+#include "get.h"
#include "macros.h"
#include "mtypes.h"
#include "state.h"
}
+/**
+ * The ClearBuffer framework is so complicated and so riddled with the
+ * assumption that the framebuffer is bound that, for now, we will just fake
+ * direct state access clearing for the user.
+ */
+void GLAPIENTRY
+_mesa_ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer,
+ GLint drawbuffer, const GLint *value)
+{
+ GLint oldfb;
+
+ _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+ _mesa_ClearBufferiv(buffer, drawbuffer, value);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
+}
+
+
/**
* New in GL 3.0
* Clear unsigned integer color buffer (not depth, not stencil).
extern void GLAPIENTRY
_mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value);
+extern void GLAPIENTRY
+_mesa_ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer,
+ GLint drawbuffer, const GLint *value);
+
extern void GLAPIENTRY
_mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value);
{ "glNamedFramebufferTextureLayer", 45, -1 },
{ "glInvalidateNamedFramebufferSubData", 45, -1 },
{ "glInvalidateNamedFramebufferData", 45, -1 },
+ { "glClearNamedFramebufferiv", 45, -1 },
{ "glBlitNamedFramebuffer", 45, -1 },
{ "glCheckNamedFramebufferStatus", 45, -1 },
{ "glGetNamedFramebufferAttachmentParameteriv", 45, -1 },