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authorLaura Ekstrand <[email protected]>2015-02-05 13:30:50 -0800
committerFredrik Höglund <[email protected]>2015-05-14 15:48:15 +0200
commit43db4b8465c203f9748cd2a7e08d8242573116f1 (patch)
treeb4fe37dbb85c85578113812437bd26a4adc4732e /src/mesa/main/clear.c
parent6236c477990d67499f494b3c95844217fbd9a3dd (diff)
main: Fake entry point for glClearNamedFramebufferuiv.
Mesa's ClearBuffer framework is very complicated and thoroughly married to the object binding model. Moreover, the OpenGL spec for ClearBuffer is also very complicated. At some point, we should implement buffer clearing for arbitrary framebuffer objects, but for now, we will just wrap ClearBuffer. Reviewed-by: Fredrik Höglund <[email protected]> Signed-off-by: Fredrik Höglund <[email protected]>
Diffstat (limited to 'src/mesa/main/clear.c')
-rw-r--r--src/mesa/main/clear.c18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/mesa/main/clear.c b/src/mesa/main/clear.c
index 4e029cf258f..05bbf1564be 100644
--- a/src/mesa/main/clear.c
+++ b/src/mesa/main/clear.c
@@ -492,6 +492,24 @@ _mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
/**
+ * The ClearBuffer framework is so complicated and so riddled with the
+ * assumption that the framebuffer is bound that, for now, we will just fake
+ * direct state access clearing for the user.
+ */
+void GLAPIENTRY
+_mesa_ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer,
+ GLint drawbuffer, const GLuint *value)
+{
+ GLint oldfb;
+
+ _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+ _mesa_ClearBufferuiv(buffer, drawbuffer, value);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
+}
+
+
+/**
* New in GL 3.0
* Clear fixed-pt or float color buffer or depth buffer (not stencil).
*/