summaryrefslogtreecommitdiffstats
path: root/src/mesa
diff options
context:
space:
mode:
authorEric Anholt <[email protected]>2009-08-06 13:55:09 -0700
committerEric Anholt <[email protected]>2009-08-07 14:04:11 -0700
commita2a3d8d7f056a9c3c613da62ddc2618bf5227ce6 (patch)
tree54de31705333a20b7bfb9895e9f744bdfeb87731 /src/mesa
parentcaf4f0ede78b4f6b1e340e33b96f21ce8a6ac344 (diff)
intel: Fix googleearth by avoiding GL_VIEWPORT_BIT in meta clear push/pop
I have no idea why this fixes things, but being more efficient sounds good anyway. Fixes regression in 99d07d0f91ddd37926d08f4e7f10d55cac28d9a7 where most of the lit half of the world was not drawn.
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/common/dri_metaops.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/common/dri_metaops.c b/src/mesa/drivers/dri/common/dri_metaops.c
index fe183c2e870..cdbea344951 100644
--- a/src/mesa/drivers/dri/common/dri_metaops.c
+++ b/src/mesa/drivers/dri/common/dri_metaops.c
@@ -357,6 +357,7 @@ meta_clear_tris(struct dri_metaops *meta, GLbitfield mask)
GLuint saved_shader_program = 0;
unsigned int saved_active_texture;
struct gl_array_object *arraySave = NULL;
+ GLfloat saved_near, saved_far;
if (!meta->clear.arrayObj)
meta_init_clear(meta);
@@ -370,8 +371,7 @@ meta_clear_tris(struct dri_metaops *meta, GLbitfield mask)
GL_POLYGON_BIT |
GL_STENCIL_BUFFER_BIT |
GL_TRANSFORM_BIT |
- GL_CURRENT_BIT |
- GL_VIEWPORT_BIT);
+ GL_CURRENT_BIT);
saved_active_texture = ctx->Texture.CurrentUnit;
/* Disable existing GL state we don't want to apply to a clear. */
@@ -440,6 +440,8 @@ meta_clear_tris(struct dri_metaops *meta, GLbitfield mask)
/* The ClearDepth value is unaffected by DepthRange, so do a default
* mapping.
*/
+ saved_near = ctx->Viewport.Near;
+ saved_far = ctx->Viewport.Far;
_mesa_DepthRange(0.0, 1.0);
/* Prepare the vertices, which are the same regardless of which buffer we're
@@ -519,6 +521,7 @@ meta_clear_tris(struct dri_metaops *meta, GLbitfield mask)
if (saved_shader_program)
_mesa_UseProgramObjectARB(saved_shader_program);
+ _mesa_DepthRange(saved_near, saved_far);
_mesa_PopAttrib();
/* restore current array object */