static void
clear_color_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
+
if (check_clear_color_with_quad( ctx, rb )) {
/* masking or scissoring */
clear_with_quad(ctx, GL_TRUE, GL_FALSE, GL_FALSE);
}
else {
/* clear whole buffer w/out masking */
- struct st_renderbuffer *strb = st_renderbuffer(rb);
uint clearValue;
/* NOTE: we always pass the clear color as PIPE_FORMAT_A8R8G8B8_UNORM
* at this time!
static void
clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
+
if (check_clear_depth_with_quad(ctx, rb)) {
/* scissoring or we have a combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
}
else {
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
/* simple clear of whole buffer */
uint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);
ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
static void
clear_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
+
if (check_clear_stencil_with_quad(ctx, rb)) {
/* masking or scissoring or combined depth/stencil buffer */
clear_with_quad(ctx, GL_FALSE, GL_FALSE, GL_TRUE);
}
else {
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
/* simple clear of whole buffer */
GLuint clearValue = ctx->Stencil.Clear;
static void
clear_depth_stencil_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
+ struct st_renderbuffer *strb = st_renderbuffer(rb);
+
+ if (!strb->surface)
+ return;
if (check_clear_depth_stencil_with_quad(ctx, rb)) {
/* masking or scissoring */
clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_TRUE);
}
else {
- struct st_renderbuffer *strb = st_renderbuffer(rb);
-
/* clear whole buffer w/out masking */
GLuint clearValue = util_pack_z(strb->surface->format, ctx->Depth.Clear);