1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file clear.c
28 * glClearColor, glClearIndex, glClear() functions.
29 */
30
31
32
33 #include "glheader.h"
34 #include "clear.h"
35 #include "context.h"
36 #include "enums.h"
37 #include "fbobject.h"
38 #include "get.h"
39 #include "macros.h"
40 #include "mtypes.h"
41 #include "state.h"
42
43
44
45 void GLAPIENTRY
_mesa_ClearIndex(GLfloat c)46 _mesa_ClearIndex( GLfloat c )
47 {
48 GET_CURRENT_CONTEXT(ctx);
49
50 ctx->Color.ClearIndex = (GLuint) c;
51 }
52
53
54 /**
55 * Specify the clear values for the color buffers.
56 *
57 * \param red red color component.
58 * \param green green color component.
59 * \param blue blue color component.
60 * \param alpha alpha component.
61 *
62 * \sa glClearColor().
63 */
64 void GLAPIENTRY
_mesa_ClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)65 _mesa_ClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
66 {
67 GET_CURRENT_CONTEXT(ctx);
68
69 ctx->Color.ClearColor.f[0] = red;
70 ctx->Color.ClearColor.f[1] = green;
71 ctx->Color.ClearColor.f[2] = blue;
72 ctx->Color.ClearColor.f[3] = alpha;
73 }
74
75
76 /**
77 * GL_EXT_texture_integer
78 */
79 void GLAPIENTRY
_mesa_ClearColorIiEXT(GLint r,GLint g,GLint b,GLint a)80 _mesa_ClearColorIiEXT(GLint r, GLint g, GLint b, GLint a)
81 {
82 GET_CURRENT_CONTEXT(ctx);
83
84 ctx->Color.ClearColor.i[0] = r;
85 ctx->Color.ClearColor.i[1] = g;
86 ctx->Color.ClearColor.i[2] = b;
87 ctx->Color.ClearColor.i[3] = a;
88 }
89
90
91 /**
92 * GL_EXT_texture_integer
93 */
94 void GLAPIENTRY
_mesa_ClearColorIuiEXT(GLuint r,GLuint g,GLuint b,GLuint a)95 _mesa_ClearColorIuiEXT(GLuint r, GLuint g, GLuint b, GLuint a)
96 {
97 GET_CURRENT_CONTEXT(ctx);
98
99 ctx->Color.ClearColor.ui[0] = r;
100 ctx->Color.ClearColor.ui[1] = g;
101 ctx->Color.ClearColor.ui[2] = b;
102 ctx->Color.ClearColor.ui[3] = a;
103 }
104
105
106 /**
107 * Returns true if color writes are enabled for the given color attachment.
108 *
109 * Beyond checking ColorMask, this uses _mesa_format_has_color_component to
110 * ignore components that don't actually exist in the format (such as X in
111 * XRGB).
112 */
113 static bool
color_buffer_writes_enabled(const struct gl_context * ctx,unsigned idx)114 color_buffer_writes_enabled(const struct gl_context *ctx, unsigned idx)
115 {
116 struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[idx];
117 GLuint c;
118 GLubyte colorMask = 0;
119
120 if (rb) {
121 for (c = 0; c < 4; c++) {
122 if (_mesa_format_has_color_component(rb->Format, c))
123 colorMask |= ctx->Color.ColorMask[idx][c];
124 }
125 }
126
127 return colorMask != 0;
128 }
129
130
131 /**
132 * Clear buffers.
133 *
134 * \param mask bit-mask indicating the buffers to be cleared.
135 *
136 * Flushes the vertices and verifies the parameter.
137 * If __struct gl_contextRec::NewState is set then calls _mesa_update_state()
138 * to update gl_frame_buffer::_Xmin, etc. If the rasterization mode is set to
139 * GL_RENDER then requests the driver to clear the buffers, via the
140 * dd_function_table::Clear callback.
141 */
142 void GLAPIENTRY
_mesa_Clear(GLbitfield mask)143 _mesa_Clear( GLbitfield mask )
144 {
145 GET_CURRENT_CONTEXT(ctx);
146 FLUSH_VERTICES(ctx, 0);
147
148 FLUSH_CURRENT(ctx, 0);
149
150 if (MESA_VERBOSE & VERBOSE_API)
151 _mesa_debug(ctx, "glClear 0x%x\n", mask);
152
153 if (mask & ~(GL_COLOR_BUFFER_BIT |
154 GL_DEPTH_BUFFER_BIT |
155 GL_STENCIL_BUFFER_BIT |
156 GL_ACCUM_BUFFER_BIT)) {
157 /* invalid bit set */
158 _mesa_error( ctx, GL_INVALID_VALUE, "glClear(0x%x)", mask);
159 return;
160 }
161
162 /* Accumulation buffers were removed in core contexts, and they never
163 * existed in OpenGL ES.
164 */
165 if ((mask & GL_ACCUM_BUFFER_BIT) != 0
166 && (ctx->API == API_OPENGL_CORE || _mesa_is_gles(ctx))) {
167 _mesa_error( ctx, GL_INVALID_VALUE, "glClear(GL_ACCUM_BUFFER_BIT)");
168 return;
169 }
170
171 if (ctx->NewState) {
172 _mesa_update_state( ctx ); /* update _Xmin, etc */
173 }
174
175 if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
176 _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
177 "glClear(incomplete framebuffer)");
178 return;
179 }
180
181 if (ctx->RasterDiscard)
182 return;
183
184 if (ctx->RenderMode == GL_RENDER) {
185 GLbitfield bufferMask;
186
187 /* don't clear depth buffer if depth writing disabled */
188 if (!ctx->Depth.Mask)
189 mask &= ~GL_DEPTH_BUFFER_BIT;
190
191 /* Build the bitmask to send to device driver's Clear function.
192 * Note that the GL_COLOR_BUFFER_BIT flag will expand to 0, 1, 2 or 4
193 * of the BUFFER_BIT_FRONT/BACK_LEFT/RIGHT flags, or one of the
194 * BUFFER_BIT_COLORn flags.
195 */
196 bufferMask = 0;
197 if (mask & GL_COLOR_BUFFER_BIT) {
198 GLuint i;
199 for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers; i++) {
200 GLint buf = ctx->DrawBuffer->_ColorDrawBufferIndexes[i];
201
202 if (buf >= 0 && color_buffer_writes_enabled(ctx, i)) {
203 bufferMask |= 1 << buf;
204 }
205 }
206 }
207
208 if ((mask & GL_DEPTH_BUFFER_BIT)
209 && ctx->DrawBuffer->Visual.haveDepthBuffer) {
210 bufferMask |= BUFFER_BIT_DEPTH;
211 }
212
213 if ((mask & GL_STENCIL_BUFFER_BIT)
214 && ctx->DrawBuffer->Visual.haveStencilBuffer) {
215 bufferMask |= BUFFER_BIT_STENCIL;
216 }
217
218 if ((mask & GL_ACCUM_BUFFER_BIT)
219 && ctx->DrawBuffer->Visual.haveAccumBuffer) {
220 bufferMask |= BUFFER_BIT_ACCUM;
221 }
222
223 assert(ctx->Driver.Clear);
224 ctx->Driver.Clear(ctx, bufferMask);
225 }
226 }
227
228
229 /** Returned by make_color_buffer_mask() for errors */
230 #define INVALID_MASK ~0x0U
231
232
233 /**
234 * Convert the glClearBuffer 'drawbuffer' parameter into a bitmask of
235 * BUFFER_BIT_x values.
236 * Return INVALID_MASK if the drawbuffer value is invalid.
237 */
238 static GLbitfield
make_color_buffer_mask(struct gl_context * ctx,GLint drawbuffer)239 make_color_buffer_mask(struct gl_context *ctx, GLint drawbuffer)
240 {
241 const struct gl_renderbuffer_attachment *att = ctx->DrawBuffer->Attachment;
242 GLbitfield mask = 0x0;
243
244 /* From the GL 4.0 specification:
245 * If buffer is COLOR, a particular draw buffer DRAW_BUFFERi is
246 * specified by passing i as the parameter drawbuffer, and value
247 * points to a four-element vector specifying the R, G, B, and A
248 * color to clear that draw buffer to. If the draw buffer is one
249 * of FRONT, BACK, LEFT, RIGHT, or FRONT_AND_BACK, identifying
250 * multiple buffers, each selected buffer is cleared to the same
251 * value.
252 *
253 * Note that "drawbuffer" and "draw buffer" have different meaning.
254 * "drawbuffer" specifies DRAW_BUFFERi, while "draw buffer" is what's
255 * assigned to DRAW_BUFFERi. It could be COLOR_ATTACHMENT0, FRONT, BACK,
256 * etc.
257 */
258 if (drawbuffer < 0 || drawbuffer >= (GLint)ctx->Const.MaxDrawBuffers) {
259 return INVALID_MASK;
260 }
261
262 switch (ctx->DrawBuffer->ColorDrawBuffer[drawbuffer]) {
263 case GL_FRONT:
264 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
265 mask |= BUFFER_BIT_FRONT_LEFT;
266 if (att[BUFFER_FRONT_RIGHT].Renderbuffer)
267 mask |= BUFFER_BIT_FRONT_RIGHT;
268 break;
269 case GL_BACK:
270 /* For GLES contexts with a single buffered configuration, we actually
271 * only have a front renderbuffer, so any clear calls to GL_BACK should
272 * affect that buffer. See draw_buffer_enum_to_bitmask for details.
273 */
274 if (_mesa_is_gles(ctx))
275 if (!ctx->DrawBuffer->Visual.doubleBufferMode)
276 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
277 mask |= BUFFER_BIT_FRONT_LEFT;
278 if (att[BUFFER_BACK_LEFT].Renderbuffer)
279 mask |= BUFFER_BIT_BACK_LEFT;
280 if (att[BUFFER_BACK_RIGHT].Renderbuffer)
281 mask |= BUFFER_BIT_BACK_RIGHT;
282 break;
283 case GL_LEFT:
284 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
285 mask |= BUFFER_BIT_FRONT_LEFT;
286 if (att[BUFFER_BACK_LEFT].Renderbuffer)
287 mask |= BUFFER_BIT_BACK_LEFT;
288 break;
289 case GL_RIGHT:
290 if (att[BUFFER_FRONT_RIGHT].Renderbuffer)
291 mask |= BUFFER_BIT_FRONT_RIGHT;
292 if (att[BUFFER_BACK_RIGHT].Renderbuffer)
293 mask |= BUFFER_BIT_BACK_RIGHT;
294 break;
295 case GL_FRONT_AND_BACK:
296 if (att[BUFFER_FRONT_LEFT].Renderbuffer)
297 mask |= BUFFER_BIT_FRONT_LEFT;
298 if (att[BUFFER_BACK_LEFT].Renderbuffer)
299 mask |= BUFFER_BIT_BACK_LEFT;
300 if (att[BUFFER_FRONT_RIGHT].Renderbuffer)
301 mask |= BUFFER_BIT_FRONT_RIGHT;
302 if (att[BUFFER_BACK_RIGHT].Renderbuffer)
303 mask |= BUFFER_BIT_BACK_RIGHT;
304 break;
305 default:
306 {
307 GLint buf = ctx->DrawBuffer->_ColorDrawBufferIndexes[drawbuffer];
308
309 if (buf >= 0 && att[buf].Renderbuffer) {
310 mask |= 1 << buf;
311 }
312 }
313 }
314
315 return mask;
316 }
317
318
319
320 /**
321 * New in GL 3.0
322 * Clear signed integer color buffer or stencil buffer (not depth).
323 */
324 void GLAPIENTRY
_mesa_ClearBufferiv(GLenum buffer,GLint drawbuffer,const GLint * value)325 _mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
326 {
327 GET_CURRENT_CONTEXT(ctx);
328 FLUSH_VERTICES(ctx, 0);
329
330 FLUSH_CURRENT(ctx, 0);
331
332 if (ctx->NewState) {
333 _mesa_update_state( ctx );
334 }
335
336 switch (buffer) {
337 case GL_STENCIL:
338 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
339 *
340 * "ClearBuffer generates an INVALID VALUE error if buffer is
341 * COLOR and drawbuffer is less than zero, or greater than the
342 * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH,
343 * STENCIL, or DEPTH STENCIL and drawbuffer is not zero."
344 */
345 if (drawbuffer != 0) {
346 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)",
347 drawbuffer);
348 return;
349 }
350 else if (ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer
351 && !ctx->RasterDiscard) {
352 /* Save current stencil clear value, set to 'value', do the
353 * stencil clear and restore the clear value.
354 * XXX in the future we may have a new ctx->Driver.ClearBuffer()
355 * hook instead.
356 */
357 const GLuint clearSave = ctx->Stencil.Clear;
358 ctx->Stencil.Clear = *value;
359 ctx->Driver.Clear(ctx, BUFFER_BIT_STENCIL);
360 ctx->Stencil.Clear = clearSave;
361 }
362 break;
363 case GL_COLOR:
364 {
365 const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
366 if (mask == INVALID_MASK) {
367 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)",
368 drawbuffer);
369 return;
370 }
371 else if (mask && !ctx->RasterDiscard) {
372 union gl_color_union clearSave;
373
374 /* save color */
375 clearSave = ctx->Color.ClearColor;
376 /* set color */
377 COPY_4V(ctx->Color.ClearColor.i, value);
378 /* clear buffer(s) */
379 ctx->Driver.Clear(ctx, mask);
380 /* restore color */
381 ctx->Color.ClearColor = clearSave;
382 }
383 }
384 break;
385 default:
386 /* Page 498 of the PDF, section '17.4.3.1 Clearing Individual Buffers'
387 * of the OpenGL 4.5 spec states:
388 *
389 * "An INVALID_ENUM error is generated by ClearBufferiv and
390 * ClearNamedFramebufferiv if buffer is not COLOR or STENCIL."
391 */
392 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferiv(buffer=%s)",
393 _mesa_enum_to_string(buffer));
394 return;
395 }
396 }
397
398
399 /**
400 * The ClearBuffer framework is so complicated and so riddled with the
401 * assumption that the framebuffer is bound that, for now, we will just fake
402 * direct state access clearing for the user.
403 */
404 void GLAPIENTRY
_mesa_ClearNamedFramebufferiv(GLuint framebuffer,GLenum buffer,GLint drawbuffer,const GLint * value)405 _mesa_ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer,
406 GLint drawbuffer, const GLint *value)
407 {
408 GLint oldfb;
409
410 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
411 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
412 _mesa_ClearBufferiv(buffer, drawbuffer, value);
413 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
414 }
415
416
417 /**
418 * New in GL 3.0
419 * Clear unsigned integer color buffer (not depth, not stencil).
420 */
421 void GLAPIENTRY
_mesa_ClearBufferuiv(GLenum buffer,GLint drawbuffer,const GLuint * value)422 _mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
423 {
424 GET_CURRENT_CONTEXT(ctx);
425
426 FLUSH_VERTICES(ctx, 0);
427 FLUSH_CURRENT(ctx, 0);
428
429 if (ctx->NewState) {
430 _mesa_update_state( ctx );
431 }
432
433 switch (buffer) {
434 case GL_COLOR:
435 {
436 const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
437 if (mask == INVALID_MASK) {
438 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferuiv(drawbuffer=%d)",
439 drawbuffer);
440 return;
441 }
442 else if (mask && !ctx->RasterDiscard) {
443 union gl_color_union clearSave;
444
445 /* save color */
446 clearSave = ctx->Color.ClearColor;
447 /* set color */
448 COPY_4V(ctx->Color.ClearColor.ui, value);
449 /* clear buffer(s) */
450 ctx->Driver.Clear(ctx, mask);
451 /* restore color */
452 ctx->Color.ClearColor = clearSave;
453 }
454 }
455 break;
456 default:
457 /* Page 498 of the PDF, section '17.4.3.1 Clearing Individual Buffers'
458 * of the OpenGL 4.5 spec states:
459 *
460 * "An INVALID_ENUM error is generated by ClearBufferuiv and
461 * ClearNamedFramebufferuiv if buffer is not COLOR."
462 */
463 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferuiv(buffer=%s)",
464 _mesa_enum_to_string(buffer));
465 return;
466 }
467 }
468
469
470 /**
471 * The ClearBuffer framework is so complicated and so riddled with the
472 * assumption that the framebuffer is bound that, for now, we will just fake
473 * direct state access clearing for the user.
474 */
475 void GLAPIENTRY
_mesa_ClearNamedFramebufferuiv(GLuint framebuffer,GLenum buffer,GLint drawbuffer,const GLuint * value)476 _mesa_ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer,
477 GLint drawbuffer, const GLuint *value)
478 {
479 GLint oldfb;
480
481 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
482 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
483 _mesa_ClearBufferuiv(buffer, drawbuffer, value);
484 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
485 }
486
487
488 /**
489 * New in GL 3.0
490 * Clear fixed-pt or float color buffer or depth buffer (not stencil).
491 */
492 void GLAPIENTRY
_mesa_ClearBufferfv(GLenum buffer,GLint drawbuffer,const GLfloat * value)493 _mesa_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
494 {
495 GET_CURRENT_CONTEXT(ctx);
496
497 FLUSH_VERTICES(ctx, 0);
498 FLUSH_CURRENT(ctx, 0);
499
500 if (ctx->NewState) {
501 _mesa_update_state( ctx );
502 }
503
504 switch (buffer) {
505 case GL_DEPTH:
506 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
507 *
508 * "ClearBuffer generates an INVALID VALUE error if buffer is
509 * COLOR and drawbuffer is less than zero, or greater than the
510 * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH,
511 * STENCIL, or DEPTH STENCIL and drawbuffer is not zero."
512 */
513 if (drawbuffer != 0) {
514 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)",
515 drawbuffer);
516 return;
517 }
518 else if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer
519 && !ctx->RasterDiscard) {
520 /* Save current depth clear value, set to 'value', do the
521 * depth clear and restore the clear value.
522 * XXX in the future we may have a new ctx->Driver.ClearBuffer()
523 * hook instead.
524 */
525 const GLclampd clearSave = ctx->Depth.Clear;
526 ctx->Depth.Clear = *value;
527 ctx->Driver.Clear(ctx, BUFFER_BIT_DEPTH);
528 ctx->Depth.Clear = clearSave;
529 }
530 /* clear depth buffer to value */
531 break;
532 case GL_COLOR:
533 {
534 const GLbitfield mask = make_color_buffer_mask(ctx, drawbuffer);
535 if (mask == INVALID_MASK) {
536 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)",
537 drawbuffer);
538 return;
539 }
540 else if (mask && !ctx->RasterDiscard) {
541 union gl_color_union clearSave;
542
543 /* save color */
544 clearSave = ctx->Color.ClearColor;
545 /* set color */
546 COPY_4V(ctx->Color.ClearColor.f, value);
547 /* clear buffer(s) */
548 ctx->Driver.Clear(ctx, mask);
549 /* restore color */
550 ctx->Color.ClearColor = clearSave;
551 }
552 }
553 break;
554 default:
555 /* Page 498 of the PDF, section '17.4.3.1 Clearing Individual Buffers'
556 * of the OpenGL 4.5 spec states:
557 *
558 * "An INVALID_ENUM error is generated by ClearBufferfv and
559 * ClearNamedFramebufferfv if buffer is not COLOR or DEPTH."
560 */
561 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfv(buffer=%s)",
562 _mesa_enum_to_string(buffer));
563 return;
564 }
565 }
566
567
568 /**
569 * The ClearBuffer framework is so complicated and so riddled with the
570 * assumption that the framebuffer is bound that, for now, we will just fake
571 * direct state access clearing for the user.
572 */
573 void GLAPIENTRY
_mesa_ClearNamedFramebufferfv(GLuint framebuffer,GLenum buffer,GLint drawbuffer,const GLfloat * value)574 _mesa_ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer,
575 GLint drawbuffer, const GLfloat *value)
576 {
577 GLint oldfb;
578
579 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
580 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
581 _mesa_ClearBufferfv(buffer, drawbuffer, value);
582 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
583 }
584
585
586 /**
587 * New in GL 3.0
588 * Clear depth/stencil buffer only.
589 */
590 void GLAPIENTRY
_mesa_ClearBufferfi(GLenum buffer,GLint drawbuffer,GLfloat depth,GLint stencil)591 _mesa_ClearBufferfi(GLenum buffer, GLint drawbuffer,
592 GLfloat depth, GLint stencil)
593 {
594 GET_CURRENT_CONTEXT(ctx);
595 GLbitfield mask = 0;
596
597 FLUSH_VERTICES(ctx, 0);
598 FLUSH_CURRENT(ctx, 0);
599
600 if (buffer != GL_DEPTH_STENCIL) {
601 _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfi(buffer=%s)",
602 _mesa_enum_to_string(buffer));
603 return;
604 }
605
606 /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says:
607 *
608 * "ClearBuffer generates an INVALID VALUE error if buffer is
609 * COLOR and drawbuffer is less than zero, or greater than the
610 * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH,
611 * STENCIL, or DEPTH STENCIL and drawbuffer is not zero."
612 */
613 if (drawbuffer != 0) {
614 _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfi(drawbuffer=%d)",
615 drawbuffer);
616 return;
617 }
618
619 if (ctx->RasterDiscard)
620 return;
621
622 if (ctx->NewState) {
623 _mesa_update_state( ctx );
624 }
625
626 if (ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer)
627 mask |= BUFFER_BIT_DEPTH;
628 if (ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer)
629 mask |= BUFFER_BIT_STENCIL;
630
631 if (mask) {
632 /* save current clear values */
633 const GLclampd clearDepthSave = ctx->Depth.Clear;
634 const GLuint clearStencilSave = ctx->Stencil.Clear;
635
636 /* set new clear values */
637 ctx->Depth.Clear = depth;
638 ctx->Stencil.Clear = stencil;
639
640 /* clear buffers */
641 ctx->Driver.Clear(ctx, mask);
642
643 /* restore */
644 ctx->Depth.Clear = clearDepthSave;
645 ctx->Stencil.Clear = clearStencilSave;
646 }
647 }
648
649
650 /**
651 * The ClearBuffer framework is so complicated and so riddled with the
652 * assumption that the framebuffer is bound that, for now, we will just fake
653 * direct state access clearing for the user.
654 */
655 void GLAPIENTRY
_mesa_ClearNamedFramebufferfi(GLuint framebuffer,GLenum buffer,GLint drawbuffer,GLfloat depth,GLint stencil)656 _mesa_ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer,
657 GLint drawbuffer, GLfloat depth, GLint stencil)
658 {
659 GLint oldfb;
660
661 _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
662 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
663 _mesa_ClearBufferfi(buffer, drawbuffer, depth, stencil);
664 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
665 }
666