namespace Msp {
namespace GL {
+void OpenGLCommands::submit_frame()
+{
+ glFlush();
+}
+
void OpenGLCommands::use_pipeline(const PipelineState *ps)
{
pipeline_state = ps;
if(!target)
throw invalid_operation("OpenGLCommands::clear");
+ if(!values)
+ return;
+
static Require _req(MSP_clear_buffer);
pipeline_state->apply();
unsigned buffers = get_gl_buffer_bits(source->get_format())&get_gl_buffer_bits(target.get_format());
if(ARB_direct_state_access)
+ {
+ target.refresh();
glBlitNamedFramebuffer(source->id, target.id, 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+ }
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, source->id);