Beispiel #1
0
/**
 * Called via the device driver's ctx->Driver.Clear() function if the
 * device driver can't clear one or more of the buffers itself.
 * \param mask  bitfield of BUFER_BIT_* values indicating which renderbuffers
 *              are to be cleared.
 * \param all  if GL_TRUE, clear whole buffer, else clear specified region.
 */
void
_swrast_Clear(GLcontext *ctx, GLbitfield mask,
              GLboolean all, GLint x, GLint y, GLint width, GLint height)
{
    SWcontext *swrast = SWRAST_CONTEXT(ctx);

    (void) all;
    (void) x;
    (void) y;
    (void) width;
    (void) height;

#ifdef DEBUG_FOO
    {
        const GLbitfield legalBits =
            BUFFER_BIT_FRONT_LEFT |
            BUFFER_BIT_FRONT_RIGHT |
            BUFFER_BIT_BACK_LEFT |
            BUFFER_BIT_BACK_RIGHT |
            BUFFER_BIT_DEPTH |
            BUFFER_BIT_STENCIL |
            BUFFER_BIT_ACCUM |
            BUFFER_BIT_AUX0 |
            BUFFER_BIT_AUX1 |
            BUFFER_BIT_AUX2 |
            BUFFER_BIT_AUX3;
        assert((mask & (~legalBits)) == 0);
    }
#endif

    RENDER_START(swrast,ctx);

    /* do software clearing here */
    if (mask) {
        if (mask & ctx->DrawBuffer->_ColorDrawBufferMask[0]) {
            clear_color_buffers(ctx);
        }
        if (mask & BUFFER_BIT_DEPTH) {
            _swrast_clear_depth_buffer(ctx, ctx->DrawBuffer->_DepthBuffer);
        }
        if (mask & BUFFER_BIT_ACCUM) {
            _swrast_clear_accum_buffer(ctx,
                                       ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
        }
        if (mask & BUFFER_BIT_STENCIL) {
            _swrast_clear_stencil_buffer(ctx, ctx->DrawBuffer->_StencilBuffer);
        }
    }

    RENDER_FINISH(swrast,ctx);
}
Beispiel #2
0
/**
 * Called via the device driver's ctx->Driver.Clear() function if the
 * device driver can't clear one or more of the buffers itself.
 * \param buffers  bitfield of BUFFER_BIT_* values indicating which
 *                 renderbuffers are to be cleared.
 * \param all  if GL_TRUE, clear whole buffer, else clear specified region.
 */
void
_swrast_Clear(GLcontext *ctx, GLbitfield buffers)
{
#ifdef DEBUG_FOO
   {
      const GLbitfield legalBits =
         BUFFER_BIT_FRONT_LEFT |
	 BUFFER_BIT_FRONT_RIGHT |
	 BUFFER_BIT_BACK_LEFT |
	 BUFFER_BIT_BACK_RIGHT |
	 BUFFER_BIT_DEPTH |
	 BUFFER_BIT_STENCIL |
	 BUFFER_BIT_ACCUM |
         BUFFER_BIT_AUX0;
      assert((buffers & (~legalBits)) == 0);
   }
#endif

   swrast_render_start(ctx);

   /* do software clearing here */
   if (buffers) {
      if ((buffers & BUFFER_BITS_COLOR)
          && (ctx->DrawBuffer->_NumColorDrawBuffers > 0)) {
         clear_color_buffers(ctx);
      }
      if (buffers & BUFFER_BIT_DEPTH) {
         _swrast_clear_depth_buffer(ctx, ctx->DrawBuffer->_DepthBuffer);
      }
      if (buffers & BUFFER_BIT_ACCUM) {
         _swrast_clear_accum_buffer(ctx,
                       ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);
      }
      if (buffers & BUFFER_BIT_STENCIL) {
         _swrast_clear_stencil_buffer(ctx, ctx->DrawBuffer->_StencilBuffer);
      }
   }

   swrast_render_finish(ctx);
}