Y invert, clean-up
This commit is contained in:
@@ -198,79 +198,96 @@ draw_quad(GLcontext *ctx,
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/**
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* Do glClear by drawing a quadrilateral.
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* The vertices of the quad will be computed from the
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* ctx->DrawBuffer->_X/Ymin/max fields.
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*/
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static void
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clear_with_quad(GLcontext *ctx, GLuint x0, GLuint y0,
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GLuint x1, GLuint y1,
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clear_with_quad(GLcontext *ctx,
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GLboolean color, GLboolean depth, GLboolean stencil)
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{
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static struct st_fragment_program *stfp = NULL;
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struct st_context *st = ctx->st;
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struct pipe_alpha_test_state alpha_test;
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struct pipe_blend_state blend;
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struct pipe_depth_state depth_test;
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struct pipe_stencil_state stencil_test;
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struct pipe_setup_state setup;
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struct pipe_fs_state fs;
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const GLfloat x0 = ctx->DrawBuffer->_Xmin;
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const GLfloat y0 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymax;
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const GLfloat x1 = ctx->DrawBuffer->_Xmax;
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const GLfloat y1 = ctx->DrawBuffer->Height - ctx->DrawBuffer->_Ymin;
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/* alpha state: disabled */
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memset(&alpha_test, 0, sizeof(alpha_test));
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st->pipe->set_alpha_test_state(st->pipe, &alpha_test);
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{
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struct pipe_alpha_test_state alpha_test;
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memset(&alpha_test, 0, sizeof(alpha_test));
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st->pipe->set_alpha_test_state(st->pipe, &alpha_test);
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}
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/* blend state: RGBA masking */
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memset(&blend, 0, sizeof(blend));
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if (color) {
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if (ctx->Color.ColorMask[0])
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blend.colormask |= PIPE_MASK_R;
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if (ctx->Color.ColorMask[1])
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blend.colormask |= PIPE_MASK_G;
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if (ctx->Color.ColorMask[2])
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blend.colormask |= PIPE_MASK_B;
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if (ctx->Color.ColorMask[3])
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blend.colormask |= PIPE_MASK_A;
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if (st->ctx->Color.DitherFlag)
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blend.dither = 1;
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{
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struct pipe_blend_state blend;
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memset(&blend, 0, sizeof(blend));
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if (color) {
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if (ctx->Color.ColorMask[0])
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blend.colormask |= PIPE_MASK_R;
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if (ctx->Color.ColorMask[1])
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blend.colormask |= PIPE_MASK_G;
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if (ctx->Color.ColorMask[2])
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blend.colormask |= PIPE_MASK_B;
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if (ctx->Color.ColorMask[3])
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blend.colormask |= PIPE_MASK_A;
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if (st->ctx->Color.DitherFlag)
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blend.dither = 1;
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}
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st->pipe->set_blend_state(st->pipe, &blend);
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}
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st->pipe->set_blend_state(st->pipe, &blend);
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/* depth state: always pass */
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memset(&depth_test, 0, sizeof(depth_test));
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if (depth) {
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depth_test.enabled = 1;
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depth_test.writemask = 1;
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depth_test.func = PIPE_FUNC_ALWAYS;
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{
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struct pipe_depth_state depth_test;
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memset(&depth_test, 0, sizeof(depth_test));
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if (depth) {
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depth_test.enabled = 1;
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depth_test.writemask = 1;
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depth_test.func = PIPE_FUNC_ALWAYS;
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}
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st->pipe->set_depth_state(st->pipe, &depth_test);
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}
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st->pipe->set_depth_state(st->pipe, &depth_test);
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/* setup state: nothing */
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memset(&setup, 0, sizeof(setup));
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if (ctx->Scissor.Enabled)
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setup.scissor = 1;
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st->pipe->set_setup_state(st->pipe, &setup);
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{
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struct pipe_setup_state setup;
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memset(&setup, 0, sizeof(setup));
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if (ctx->Scissor.Enabled)
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setup.scissor = 1;
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st->pipe->set_setup_state(st->pipe, &setup);
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}
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/* stencil state: always set to ref value */
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memset(&stencil_test, 0, sizeof(stencil_test));
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if (stencil) {
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stencil_test.front_enabled = 1;
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stencil_test.front_func = PIPE_FUNC_ALWAYS;
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stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.ref_value[0] = ctx->Stencil.Clear;
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stencil_test.value_mask[0] = 0xff;
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stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
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{
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struct pipe_stencil_state stencil_test;
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memset(&stencil_test, 0, sizeof(stencil_test));
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if (stencil) {
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stencil_test.front_enabled = 1;
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stencil_test.front_func = PIPE_FUNC_ALWAYS;
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stencil_test.front_fail_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.front_zpass_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.front_zfail_op = PIPE_STENCIL_OP_REPLACE;
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stencil_test.ref_value[0] = ctx->Stencil.Clear;
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stencil_test.value_mask[0] = 0xff;
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stencil_test.write_mask[0] = ctx->Stencil.WriteMask[0] & 0xff;
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}
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st->pipe->set_stencil_state(st->pipe, &stencil_test);
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}
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st->pipe->set_stencil_state(st->pipe, &stencil_test);
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/* fragment shader state: color pass-through program */
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if (!stfp) {
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stfp = make_color_shader(st);
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{
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static struct st_fragment_program *stfp = NULL;
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struct pipe_fs_state fs;
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if (!stfp) {
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stfp = make_color_shader(st);
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}
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memset(&fs, 0, sizeof(fs));
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fs.inputs_read = stfp->Base.Base.InputsRead;
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fs.tokens = &stfp->tokens[0];
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fs.constants = NULL;
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st->pipe->set_fs_state(st->pipe, &fs);
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}
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memset(&fs, 0, sizeof(fs));
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fs.inputs_read = stfp->Base.Base.InputsRead;
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fs.tokens = &stfp->tokens[0];
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fs.constants = NULL;
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st->pipe->set_fs_state(st->pipe, &fs);
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/* draw quad matching scissor rect (XXX verify coord round-off) */
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draw_quad(ctx, x0, y0, x1, y1, ctx->Depth.Clear, ctx->Color.ClearColor);
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@@ -306,12 +323,7 @@ clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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}
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else {
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/* masking or scissoring */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_TRUE, GL_FALSE, GL_FALSE);
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clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
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}
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}
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@@ -333,12 +345,7 @@ clear_accum_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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else {
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/* scissoring */
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/* XXX point framebuffer.cbufs[0] at the accum buffer */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_TRUE, GL_FALSE, GL_FALSE);
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clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
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}
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}
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@@ -356,12 +363,7 @@ clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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}
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else {
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/* masking or scissoring or combined z/stencil buffer */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_FALSE, GL_TRUE, GL_FALSE);
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clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
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}
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}
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@@ -381,12 +383,7 @@ clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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}
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else {
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/* masking or scissoring */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_FALSE, GL_FALSE, GL_TRUE);
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clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
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}
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}
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@@ -421,12 +418,7 @@ clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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}
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else {
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/* masking or scissoring */
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clear_with_quad(ctx,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmin,
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ctx->DrawBuffer->_Xmax,
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ctx->DrawBuffer->_Ymax,
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GL_FALSE, GL_TRUE, GL_TRUE);
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clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
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}
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}
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