Make sure we have up to date buffers before we start looking at
the tiling bits to determine how to clear.
GLuint buf;
all = (cw == fb->Width && ch == fb->Height);
- intel_prepare_render(intel);
-
/* Loop over all renderbuffers */
for (buf = 0; buf < BUFFER_COUNT && mask; buf++) {
const GLbitfield bufBit = 1 << buf;
tri_mask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT));
}
+ /* Make sure we have up to date buffers before we start looking at
+ * the tiling bits to determine how to clear. */
+ intel_prepare_render(intel);
+
/* HW stencil */
if (mask & BUFFER_BIT_STENCIL) {
const struct intel_region *stencilRegion