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-rw-r--r--mesalib/src/mesa/state_tracker/st_cb_clear.c14
-rw-r--r--mesalib/src/mesa/state_tracker/st_format.c5
2 files changed, 10 insertions, 9 deletions
diff --git a/mesalib/src/mesa/state_tracker/st_cb_clear.c b/mesalib/src/mesa/state_tracker/st_cb_clear.c
index 117000ba7..a4799e3cc 100644
--- a/mesalib/src/mesa/state_tracker/st_cb_clear.c
+++ b/mesalib/src/mesa/state_tracker/st_cb_clear.c
@@ -323,9 +323,9 @@ clear_with_quad(struct gl_context *ctx,
set_vertex_shader(st);
if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
- st_translate_color(ctx->Color.ClearColorUnclamped,
- ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
- clearColor);
+ st_translate_color(ctx->Color.ClearColor.f,
+ ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+ clearColor);
}
/* draw quad matching scissor rect */
@@ -582,12 +582,12 @@ st_Clear(struct gl_context *ctx, GLbitfield mask)
clear_buffers |= PIPE_CLEAR_DEPTHSTENCIL;
if (ctx->DrawBuffer->_ColorDrawBuffers[0]) {
- st_translate_color(ctx->Color.ClearColor,
- ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
- clearColor);
+ st_translate_color(ctx->Color.ClearColor.f,
+ ctx->DrawBuffer->_ColorDrawBuffers[0]->_BaseFormat,
+ clearColor);
}
- st->pipe->clear(st->pipe, clear_buffers, ctx->Color.ClearColorUnclamped,
+ st->pipe->clear(st->pipe, clear_buffers, clearColor,
ctx->Depth.Clear, ctx->Stencil.Clear);
}
if (mask & BUFFER_BIT_ACCUM)
diff --git a/mesalib/src/mesa/state_tracker/st_format.c b/mesalib/src/mesa/state_tracker/st_format.c
index bd4f0860c..6eb8a506b 100644
--- a/mesalib/src/mesa/state_tracker/st_format.c
+++ b/mesalib/src/mesa/state_tracker/st_format.c
@@ -1441,8 +1441,9 @@ st_sampler_compat_formats(enum pipe_format format1, enum pipe_format format2)
* This is used for translating texture border color and the clear
* color. For example, the clear color is interpreted according to
* the renderbuffer's base format. For example, if clearing a
- * GL_LUMINANCE buffer, ClearColor[0] = luminance and ClearColor[1] =
- * alpha. Similarly for texture border colors.
+ * GL_LUMINANCE buffer, we'll return colorOut[0] = colorOut[1] =
+ * colorOut[2] = colorIn[0].
+ * Similarly for texture border colors.
*/
void
st_translate_color(const GLfloat colorIn[4], GLenum baseFormat,