Browse Source

Removed _BIT suffix from BGFX_CLEAR_* flags.

Branimir Karadžić 11 years ago
parent
commit
ff7f967c1b

+ 1 - 1
examples/00-helloworld/helloworld.cpp

@@ -23,7 +23,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/01-cubes/cubes.cpp

@@ -70,7 +70,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/02-metaballs/metaballs.cpp

@@ -475,7 +475,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/03-raymarch/raymarch.cpp

@@ -118,7 +118,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/04-mesh/mesh.cpp

@@ -21,7 +21,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/05-instancing/instancing.cpp

@@ -70,7 +70,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/06-bump/bump.cpp

@@ -118,7 +118,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/07-callback/callback.cpp

@@ -385,7 +385,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/08-update/update.cpp

@@ -127,7 +127,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/09-hdr/hdr.cpp

@@ -161,7 +161,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/10-font/font.cpp

@@ -62,7 +62,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/11-fontsdf/fontsdf.cpp

@@ -79,7 +79,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 1 - 1
examples/12-lod/lod.cpp

@@ -38,7 +38,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 10 - 10
examples/13-stencil/stencil.cpp

@@ -16,14 +16,14 @@
 #include "camera.h"
 #include "imgui/imgui.h"
 
-#define RENDER_VIEWID_RANGE1_PASS_0   1 
-#define RENDER_VIEWID_RANGE1_PASS_1   2 
-#define RENDER_VIEWID_RANGE1_PASS_2   3 
-#define RENDER_VIEWID_RANGE1_PASS_3   4 
-#define RENDER_VIEWID_RANGE1_PASS_4   5 
-#define RENDER_VIEWID_RANGE1_PASS_5   6 
+#define RENDER_VIEWID_RANGE1_PASS_0   1
+#define RENDER_VIEWID_RANGE1_PASS_1   2
+#define RENDER_VIEWID_RANGE1_PASS_2   3
+#define RENDER_VIEWID_RANGE1_PASS_3   4
+#define RENDER_VIEWID_RANGE1_PASS_4   5
+#define RENDER_VIEWID_RANGE1_PASS_5   6
 #define RENDER_VIEWID_RANGE5_PASS_6   7
-#define RENDER_VIEWID_RANGE1_PASS_7  13 
+#define RENDER_VIEWID_RANGE1_PASS_7  13
 
 #define MAX_NUM_LIGHTS 5
 
@@ -1209,7 +1209,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 		}
 
 		// Make sure at the beginning everything gets cleared.
-		clearView(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT, clearValues);
+		clearView(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL, clearValues);
 		bgfx::submit(0);
 		s_viewMask |= 1;
 
@@ -1238,7 +1238,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 				// Second pass - Draw reflected objects.
 
 				// Clear depth from previous pass.
-				clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH_BIT, clearValues);
+				clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH, clearValues);
 
 				// Compute reflected matrix.
 				float reflectMtx[16];
@@ -1352,7 +1352,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 				for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId)
 				{
 					// Clear stencil for this light source.
-					clearView(viewId, BGFX_CLEAR_STENCIL_BIT, clearValues);
+					clearView(viewId, BGFX_CLEAR_STENCIL, clearValues);
 
 					// Draw shadow projection of scene objects.
 

+ 6 - 6
examples/14-shadowvolumes/shadowvolumes.cpp

@@ -2616,9 +2616,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 		// Make sure at the beginning everything gets cleared.
 		bgfx::setViewClear(0
-				, BGFX_CLEAR_COLOR_BIT
-				| BGFX_CLEAR_DEPTH_BIT
-				| BGFX_CLEAR_STENCIL_BIT
+				, BGFX_CLEAR_COLOR
+				| BGFX_CLEAR_DEPTH
+				| BGFX_CLEAR_STENCIL
 				, clearValues.m_clearRgba
 				, clearValues.m_clearDepth
 				, clearValues.m_clearStencil
@@ -2653,7 +2653,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 		// Using stencil texture requires rendering to separate render target. first pass is building depth buffer.
 		if (settings_useStencilTexture)
 		{
-			bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH_BIT, 0x00000000, 1.0f, 0);
+			bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
 			bgfx::setViewFrameBuffer(VIEWID_RANGE1_RT_PASS1, s_stencilFb);
 
 			const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
@@ -2689,7 +2689,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 				bgfx::setViewFrameBuffer(viewId, s_stencilFb);
 
 				bgfx::setViewClear(viewId
-						, BGFX_CLEAR_COLOR_BIT
+						, BGFX_CLEAR_COLOR
 						, 0x00000000
 						, 1.0f
 						, 0
@@ -2701,7 +2701,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 				bgfx::setViewFrameBuffer(viewId, invalid);
 
 				bgfx::setViewClear(viewId
-						, BGFX_CLEAR_STENCIL_BIT
+						, BGFX_CLEAR_STENCIL
 						, clearValues.m_clearRgba
 						, clearValues.m_clearDepth
 						, clearValues.m_clearStencil

+ 2 - 2
examples/15-shadowmaps-simple/shadowmaps_simple.cpp

@@ -282,12 +282,12 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 		// Clear backbuffer and shadowmap framebuffer at beginning.
 		bgfx::setViewClear(RENDER_SHADOW_PASS_ID
-			, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
+			, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
 			, 0x303030ff, 1.0f, 0
 			);
 
 		bgfx::setViewClear(RENDER_SCENE_PASS_ID
-			, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
+			, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
 			, 0x303030ff, 1.0f, 0
 			);
 

+ 4 - 4
examples/16-shadowmaps/shadowmaps.cpp

@@ -2730,8 +2730,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 		// Clear backbuffer at beginning.
 		bgfx::setViewClear(0
-				, BGFX_CLEAR_COLOR_BIT
-				| BGFX_CLEAR_DEPTH_BIT
+				, BGFX_CLEAR_COLOR
+				| BGFX_CLEAR_DEPTH
 				, clearValues.m_clearRgba
 				, clearValues.m_clearDepth
 				, clearValues.m_clearStencil
@@ -2741,7 +2741,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 		// Clear shadowmap rendertarget at beginning.
 		const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
 							 ? 0
-							 : BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT
+							 : BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
 							 ;
 
 		bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
@@ -2753,7 +2753,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 		bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
 
 		const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
-							 ? BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
+							 ? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
 							 : 0
 							 ;
 

+ 1 - 1
examples/17-drawstress/drawstress.cpp

@@ -263,7 +263,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-			, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+			, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 			, 0x303030ff
 			, 1.0f
 			, 0

+ 1 - 1
examples/18-ibl/ibl.cpp

@@ -233,7 +233,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set views  clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 2 - 2
examples/19-oit/oit.cpp

@@ -319,7 +319,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 		bgfx::setClearColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
 
 		bgfx::setViewClear(0
-			, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+			, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 			, 1.0f // Depth
 			, 0    // Stencil
 			, 0    // FB texture 0, color palette 0
@@ -327,7 +327,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 			);
 
 		bgfx::setViewClear(1
-			, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+			, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 			, 1.0f // Depth
 			, 0    // Stencil
 			, 0    // Color palette 0

+ 1 - 1
examples/20-nanovg/nanovg.cpp

@@ -1215,7 +1215,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 2 - 2
examples/21-deferred/deferred.cpp

@@ -238,7 +238,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set geometry pass view clear state.
 	bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 1.0f
 		, 0
 		, 1
@@ -246,7 +246,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set light pass view clear state.
 	bgfx::setViewClear(RENDER_PASS_LIGHT_ID
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 1.0f
 		, 0
 		, 0

+ 5 - 5
examples/22-windows/windows.cpp

@@ -85,7 +85,7 @@ void cmdDestroyWindow(const void* /*_userData*/)
 	}
 }
 
-static const InputBinding s_bindings[] = 
+static const InputBinding s_bindings[] =
 {
 	{ entry::Key::KeyC, entry::Modifier::None, 1, cmdCreateWindow,  NULL },
 	{ entry::Key::KeyD, entry::Modifier::None, 1, cmdDestroyWindow, NULL },
@@ -115,7 +115,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0
@@ -218,7 +218,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 			{
 				bgfx::setViewRect(ii, 0, 0, windows[ii].m_width, windows[ii].m_height);
 				bgfx::setViewClear(ii
-					, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+					, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 					, 0x303030ff
 					, 1.0f
 					, 0
@@ -240,7 +240,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/22-windows");
 		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Rendering into multiple windows.");
 		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
-		
+
 		if (swapChainSupported)
 		{
 			bgfx::dbgTextPrintf(0, 5, 0x2f, "Press 'c' to create or 'd' to destroy window.");
@@ -283,7 +283,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 			}
 		}
 
-		// Advance to next frame. Rendering thread will be kicked to 
+		// Advance to next frame. Rendering thread will be kicked to
 		// process submitted rendering primitives.
 		bgfx::frame();
 	}

+ 1 - 1
examples/23-vectordisplay/main.cpp

@@ -51,7 +51,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 	bgfx::setDebug(debug);
 
 	// Set view 0 clear state.
-	bgfx::setViewClear(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT, 0x303030ff, 1.0f, 0);
+	bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
 
 	// Create vertex stream declaration.
 	PosColorVertex::init();

+ 1 - 1
examples/23-vectordisplay/vectordisplay.cpp

@@ -106,7 +106,7 @@ void VectorDisplay::setup(uint16_t _width, uint16_t _height, int _view)
 
 	genLinetex();
 
-	bgfx::setViewClear(_view, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT, 0x000000ff, 1.0f, 0);
+	bgfx::setViewClear(_view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x000000ff, 1.0f, 0);
 
 	setupResDependent();
 }

+ 1 - 1
examples/24-nbody/nbody.cpp

@@ -111,7 +111,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 
 	// Set view 0 clear state.
 	bgfx::setViewClear(0
-		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
+		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
 		, 0x303030ff
 		, 1.0f
 		, 0

+ 6 - 3
include/bgfxdefines.h

@@ -183,9 +183,12 @@
 
 ///
 #define BGFX_CLEAR_NONE                  UINT8_C(0x00)
-#define BGFX_CLEAR_COLOR_BIT             UINT8_C(0x01)
-#define BGFX_CLEAR_DEPTH_BIT             UINT8_C(0x02)
-#define BGFX_CLEAR_STENCIL_BIT           UINT8_C(0x04)
+#define BGFX_CLEAR_COLOR                 UINT8_C(0x01)
+#define BGFX_CLEAR_DEPTH                 UINT8_C(0x02)
+#define BGFX_CLEAR_STENCIL               UINT8_C(0x04)
+#define BGFX_CLEAR_DISCARD_COLOR         UINT8_C(0x08)
+#define BGFX_CLEAR_DISCARD_DEPTH         UINT8_C(0x10)
+#define BGFX_CLEAR_DISCARD_STENCIL       UINT8_C(0x20)
 
 ///
 #define BGFX_DEBUG_NONE                  UINT32_C(0x00000000)

+ 2 - 2
src/bgfx_p.h

@@ -2867,8 +2867,8 @@ namespace bgfx
 		BGFX_API_FUNC(void setViewClear(uint8_t _id, uint8_t _flags, float _depth, uint8_t _stencil, uint8_t _0, uint8_t _1, uint8_t _2, uint8_t _3, uint8_t _4, uint8_t _5, uint8_t _6, uint8_t _7) )
 		{
 			Clear& clear = m_clear[_id];
-			clear.m_flags = (_flags & ~BGFX_CLEAR_COLOR_BIT)
-				| (0xff != (_0&_1&_2&_3&_4&_5&_6&_7) ? BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_COLOR_USE_PALETTE_BIT : 0)
+			clear.m_flags = (_flags & ~BGFX_CLEAR_COLOR)
+				| (0xff != (_0&_1&_2&_3&_4&_5&_6&_7) ? BGFX_CLEAR_COLOR|BGFX_CLEAR_COLOR_USE_PALETTE_BIT : 0)
 				;
 			clear.m_index[0] = _0;
 			clear.m_index[1] = _1;

+ 11 - 11
src/renderer_d3d11.cpp

@@ -1375,7 +1375,7 @@ namespace bgfx
 			else
 			{
 				if (NULL != m_currentColor
-				&&  BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
+				&&  BGFX_CLEAR_COLOR & _clear.m_flags)
 				{
 					if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
 					{
@@ -1399,11 +1399,11 @@ namespace bgfx
 				}
 
 				if (NULL != m_currentDepthStencil
-				&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
+				&& (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
 				{
 					DWORD flags = 0;
-					flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
-					flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
+					flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
+					flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
 					m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
 				}
 			}
@@ -2030,11 +2030,11 @@ namespace bgfx
 				ID3D11DeviceContext* deviceCtx = m_deviceCtx;
 
 				uint64_t state = 0;
-				state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
-				state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
+				state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
+				state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
 
 				uint64_t stencil = 0;
-				stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
+				stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
 					| BGFX_STENCIL_TEST_ALWAYS
 					| BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
 					| BGFX_STENCIL_FUNC_RMASK(0xff)
@@ -2899,7 +2899,7 @@ namespace bgfx
 	{
 		ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
 
-		if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
+		if (BGFX_CLEAR_COLOR & _clear.m_flags)
 		{
 			if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
 			{
@@ -2933,11 +2933,11 @@ namespace bgfx
 		}
 
 		if (NULL != m_dsv
-		&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
+		&& (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
 		{
 			DWORD flags = 0;
-			flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
-			flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
+			flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
+			flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
 			deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
 		}
 	}

+ 5 - 5
src/renderer_d3d9.cpp

@@ -1467,7 +1467,7 @@ namespace bgfx
 				D3DCOLOR color = 0;
 				DWORD flags    = 0;
 
-				if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_COLOR & _clear.m_flags)
 				{
 					if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
 					{
@@ -1493,13 +1493,13 @@ namespace bgfx
 						) );
 				}
 
-				if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_DEPTH & _clear.m_flags)
 				{
 					flags |= D3DCLEAR_ZBUFFER;
 					DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
 				}
 
-				if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_STENCIL & _clear.m_flags)
 				{
 					flags |= D3DCLEAR_STENCIL;
 				}
@@ -1523,7 +1523,7 @@ namespace bgfx
 				DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
 				DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
 
-				if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_DEPTH & _clear.m_flags)
 				{
 					DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
 					DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
@@ -1542,7 +1542,7 @@ namespace bgfx
 					DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
 				}
 
-				if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_STENCIL & _clear.m_flags)
 				{
 					DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
 					DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );

+ 6 - 6
src/renderer_gl.cpp

@@ -2256,7 +2256,7 @@ namespace bgfx
 			if (1 == numMrt)
 			{
 				GLuint flags = 0;
-				if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_COLOR & _clear.m_flags)
 				{
 					if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
 					{
@@ -2281,14 +2281,14 @@ namespace bgfx
 					GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
 				}
 
-				if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_DEPTH & _clear.m_flags)
 				{
 					flags |= GL_DEPTH_BUFFER_BIT;
 					GL_CHECK(glClearDepth(_clear.m_depth) );
 					GL_CHECK(glDepthMask(GL_TRUE) );
 				}
 
-				if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_STENCIL & _clear.m_flags)
 				{
 					flags |= GL_STENCIL_BUFFER_BIT;
 					GL_CHECK(glClearStencil(_clear.m_stencil) );
@@ -2314,10 +2314,10 @@ namespace bgfx
 				GL_CHECK(glDisable(GL_CULL_FACE) );
 				GL_CHECK(glDisable(GL_BLEND) );
 
-				GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
+				GLboolean colorMask = !!(BGFX_CLEAR_COLOR & _clear.m_flags);
 				GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
 
-				if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_DEPTH & _clear.m_flags)
 				{
 					GL_CHECK(glEnable(GL_DEPTH_TEST) );
 					GL_CHECK(glDepthFunc(GL_ALWAYS) );
@@ -2328,7 +2328,7 @@ namespace bgfx
 					GL_CHECK(glDisable(GL_DEPTH_TEST) );
 				}
 
-				if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
+				if (BGFX_CLEAR_STENCIL & _clear.m_flags)
 				{
 					GL_CHECK(glEnable(GL_STENCIL_TEST) );
 					GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil,  0xff) );