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authorLaura Ekstrand <[email protected]>2015-02-05 13:43:12 -0800
committerFredrik Höglund <[email protected]>2015-05-14 15:48:15 +0200
commita0329c7b40de3db22d22c74793a7c268e8904e53 (patch)
tree95f450d9349b840b3207b74b0ec145b9f9779ddf /src/mesa/main/clear.c
parentbbd9c55d0217c697cbe090057bfbf830b551ed36 (diff)
main: Fake entry point for glClearNamedFramebufferfi.
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 81e255e5ee7..426caea4709 100644
--- a/src/mesa/main/clear.c
+++ b/src/mesa/main/clear.c
@@ -682,3 +682,21 @@ _mesa_ClearBufferfi(GLenum buffer, GLint drawbuffer,
ctx->Stencil.Clear = clearStencilSave;
}
}
+
+
+/**
+ * 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_ClearNamedFramebufferfi(GLuint framebuffer, GLenum buffer,
+ GLfloat depth, GLint stencil)
+{
+ GLint oldfb;
+
+ _mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &oldfb);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+ _mesa_ClearBufferfi(buffer, 0, depth, stencil);
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint) oldfb);
+}