{
struct intel_context *intel = intel_context(ctx);
struct gl_framebuffer *fb = ctx->DrawBuffer;
- GLuint clear_depth;
+ GLuint clear_depth_value, clear_depth_mask;
GLboolean all;
GLint cx, cy, cw, ch;
GLbitfield fail_mask = 0;
/*
* Compute values for clearing the buffers.
*/
- clear_depth = 0;
+ clear_depth_value = 0;
+ clear_depth_mask = 0;
if (mask & BUFFER_BIT_DEPTH) {
- clear_depth = (GLuint) (fb->_DepthMax * ctx->Depth.Clear);
+ clear_depth_value = (GLuint) (fb->_DepthMax * ctx->Depth.Clear);
+ clear_depth_mask = XY_BLT_WRITE_RGB;
}
if (mask & BUFFER_BIT_STENCIL) {
- clear_depth |= (ctx->Stencil.Clear & 0xff) << 24;
+ clear_depth_value |= (ctx->Stencil.Clear & 0xff) << 24;
+ clear_depth_mask |= XY_BLT_WRITE_ALPHA;
}
cx = fb->_Xmin;
mask &= (1 << BUFFER_COUNT) - 1;
while (mask) {
GLuint buf = _mesa_ffs(mask) - 1;
+ GLboolean is_depth_stencil = buf == BUFFER_DEPTH || buf == BUFFER_STENCIL;
struct intel_renderbuffer *irb;
drm_intel_bo *write_buffer;
int x1, y1, x2, y2;
/* Setup the blit command */
if (cpp == 4) {
- if (buf == BUFFER_DEPTH || buf == BUFFER_STENCIL) {
- if (mask & BUFFER_BIT_DEPTH)
- CMD |= XY_BLT_WRITE_RGB;
- if (mask & BUFFER_BIT_STENCIL)
- CMD |= XY_BLT_WRITE_ALPHA;
+ if (is_depth_stencil) {
+ CMD |= clear_depth_mask;
} else {
/* clearing RGBA */
CMD |= XY_BLT_WRITE_ALPHA | XY_BLT_WRITE_RGB;
#endif
BR13 |= (pitch * cpp);
- if (buf == BUFFER_DEPTH || buf == BUFFER_STENCIL) {
- clear_val = clear_depth;
+ if (is_depth_stencil) {
+ clear_val = clear_depth_value;
} else {
uint8_t clear[4];
GLclampf *color = ctx->Color.ClearColor;