const FxU16 clearD = (FxU16) (ctx->Depth.Clear * 0xffff);
GLbitfield softwareMask = mask & (DD_STENCIL_BIT | DD_ACCUM_BIT);
+ /* we can't clear stencil or accum buffers */
+ mask &= ~(DD_STENCIL_BIT | DD_ACCUM_BIT);
+
if (MESA_VERBOSE & VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDClear(%d,%d,%d,%d)\n", (int) x, (int) y,
(int) width, (int) height);
}
if (colorMask != 0xffffffff) {
- /* do color buffer clears in software */
+ /* do masked color buffer clears in software */
softwareMask |= (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
}