#define FILE_DEBUG_FLAG DEBUG_BLIT
+#define TRI_CLEAR_COLOR_BITS (BUFFER_BIT_BACK_LEFT | \
+ BUFFER_BIT_FRONT_LEFT | \
+ BUFFER_BIT_COLOR0 | \
+ BUFFER_BIT_COLOR1 | \
+ BUFFER_BIT_COLOR2 | \
+ BUFFER_BIT_COLOR3 | \
+ BUFFER_BIT_COLOR4 | \
+ BUFFER_BIT_COLOR5 | \
+ BUFFER_BIT_COLOR6 | \
+ BUFFER_BIT_COLOR7)
+
/**
* Perform glClear where mask contains only color, depth, and/or stencil.
*
GLboolean saved_shader_program = 0;
unsigned int saved_active_texture;
- assert((mask & ~(BUFFER_BIT_BACK_LEFT | BUFFER_BIT_FRONT_LEFT |
- BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) == 0);
+ assert((mask & ~(TRI_CLEAR_COLOR_BITS | BUFFER_BIT_DEPTH |
+ BUFFER_BIT_STENCIL)) == 0);
_mesa_PushAttrib(GL_COLOR_BUFFER_BIT |
GL_CURRENT_BIT |
while (mask != 0) {
GLuint this_mask = 0;
+ GLuint color_bit;
- if (mask & BUFFER_BIT_BACK_LEFT)
- this_mask = BUFFER_BIT_BACK_LEFT;
- else if (mask & BUFFER_BIT_FRONT_LEFT)
- this_mask = BUFFER_BIT_FRONT_LEFT;
+ color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
+ if (color_bit != 0)
+ this_mask |= (1 << (color_bit - 1));
/* Clear depth/stencil in the same pass as color. */
this_mask |= (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL));
_mesa_DrawBuffer(GL_FRONT_LEFT);
else if (this_mask & BUFFER_BIT_BACK_LEFT)
_mesa_DrawBuffer(GL_BACK_LEFT);
+ else if (color_bit != 0)
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0 +
+ (color_bit - BUFFER_COLOR0 - 1));
else
_mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
* buffer with it.
*/
if (mask & (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL)) {
- tri_mask |= blit_mask & BUFFER_BIT_BACK_LEFT;
- blit_mask &= ~BUFFER_BIT_BACK_LEFT;
+ int color_bit = _mesa_ffs(mask & TRI_CLEAR_COLOR_BITS);
+ if (color_bit != 0) {
+ tri_mask |= blit_mask & (1 << (color_bit - 1));
+ blit_mask &= ~(1 << (color_bit - 1));
+ }
}
/* SW fallback clearing */