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authorBrian Paul <brian.paul@tungstengraphics.com>2005-09-21 02:46:17 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2005-09-21 02:46:17 +0000
commit4092fbd55ac92a59d09d5167ced328683bed049c (patch)
tree191b4ea6a9c266953da5c8177ceadd21ef06821e /src/mesa/drivers/dri/ffb/ffb_context.h
parent5bfb9356d6df4c8b1e177ebda01631d99355ba25 (diff)
replace GLdepth with GLuint
Diffstat (limited to 'src/mesa/drivers/dri/ffb/ffb_context.h')
-rw-r--r--src/mesa/drivers/dri/ffb/ffb_context.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/mesa/drivers/dri/ffb/ffb_context.h b/src/mesa/drivers/dri/ffb/ffb_context.h
index 33f6f7cff8..df1b65d748 100644
--- a/src/mesa/drivers/dri/ffb/ffb_context.h
+++ b/src/mesa/drivers/dri/ffb/ffb_context.h
@@ -294,13 +294,13 @@ do { if ((STATE_MASK) & ~((FMESA)->state_dirty)) { \
* 1.0 would produce a value of 0x0fffffff in the actual Z
* buffer, which is the maximum value.
*
- * Mesa's depth type is a 32-bit int, so we use the following macro
+ * Mesa's depth type is a 32-bit uint, so we use the following macro
* to convert to/from FFB hw Z values. Note we also have to clear
* out the top bits as that is where the Y (stencil) buffer is stored
* and during hw Z buffer reads it is always there. (During writes
* we tell the hw to discard those top 4 bits).
*/
-#define Z_TO_MESA(VAL) ((GLdepth)(((VAL) & 0x0fffffff) << (32 - 28)))
+#define Z_TO_MESA(VAL) ((GLuint)(((VAL) & 0x0fffffff) << (32 - 28)))
#define Z_FROM_MESA(VAL) (((GLuint)((GLdouble)(VAL))) >> (32 - 28))
#endif /* !(_FFB_CONTEXT_H) */