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path: root/src/mesa/drivers/dri/tdfx/tdfx_render.c
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Diffstat (limited to 'src/mesa/drivers/dri/tdfx/tdfx_render.c')
-rw-r--r--src/mesa/drivers/dri/tdfx/tdfx_render.c40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/mesa/drivers/dri/tdfx/tdfx_render.c b/src/mesa/drivers/dri/tdfx/tdfx_render.c
index 3ce91b9257..56f5f147ee 100644
--- a/src/mesa/drivers/dri/tdfx/tdfx_render.c
+++ b/src/mesa/drivers/dri/tdfx/tdfx_render.c
@@ -51,7 +51,7 @@ static void tdfxClear( GLcontext *ctx,
GLint x, GLint y, GLint width, GLint height )
{
tdfxContextPtr fxMesa = (tdfxContextPtr) ctx->DriverCtx;
- GLbitfield softwareMask = mask & (DD_ACCUM_BIT);
+ GLbitfield softwareMask = mask & (BUFFER_BIT_ACCUM);
const GLuint stencil_size =
fxMesa->haveHwStencil ? fxMesa->glCtx->Visual.stencilBits : 0;
@@ -67,14 +67,14 @@ static void tdfxClear( GLcontext *ctx,
}
/* we can't clear accum buffers */
- mask &= ~(DD_ACCUM_BIT);
+ mask &= ~(BUFFER_BIT_ACCUM);
- if (mask & DD_STENCIL_BIT) {
+ if (mask & BUFFER_BIT_STENCIL) {
if (!fxMesa->haveHwStencil || ctx->Stencil.WriteMask[0] != 0xff) {
/* Napalm seems to have trouble with stencil write masks != 0xff */
/* do stencil clear in software */
- mask &= ~(DD_STENCIL_BIT);
- softwareMask |= DD_STENCIL_BIT;
+ mask &= ~(BUFFER_BIT_STENCIL);
+ softwareMask |= BUFFER_BIT_STENCIL;
}
}
@@ -82,8 +82,8 @@ static void tdfxClear( GLcontext *ctx,
/* can only do color masking if running in 24/32bpp on Napalm */
if (ctx->Color.ColorMask[RCOMP] != ctx->Color.ColorMask[GCOMP] ||
ctx->Color.ColorMask[GCOMP] != ctx->Color.ColorMask[BCOMP]) {
- softwareMask |= (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
- mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
+ softwareMask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT));
+ mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT);
}
}
@@ -94,7 +94,7 @@ static void tdfxClear( GLcontext *ctx,
* in the OGL state.
*/
LOCK_HARDWARE(fxMesa);
- if (mask & DD_STENCIL_BIT) {
+ if (mask & BUFFER_BIT_STENCIL) {
fxMesa->Glide.grStencilMask(/*ctx->Stencil.WriteMask*/ 0xff);
/* set stencil ref value = desired clear value */
fxMesa->Glide.grStencilFunc(GR_CMP_ALWAYS,
@@ -119,8 +119,8 @@ static void tdfxClear( GLcontext *ctx,
* This could probably be done fancier but doing each possible case
* explicitly is less error prone.
*/
- switch (mask & ~DD_STENCIL_BIT) {
- case DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
+ switch (mask & ~BUFFER_BIT_STENCIL) {
+ case BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH:
/* back buffer & depth */
FX_grColorMaskv_NoLock(ctx, true4); /* work around Voodoo3 bug */
fxMesa->Glide.grDepthMask(FXTRUE);
@@ -139,7 +139,7 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXFALSE);
}
break;
- case DD_FRONT_LEFT_BIT | DD_DEPTH_BIT:
+ case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_DEPTH:
/* XXX it appears that the depth buffer isn't cleared when
* glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
* This is a work-around/
@@ -173,7 +173,7 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXFALSE);
}
break;
- case DD_BACK_LEFT_BIT:
+ case BUFFER_BIT_BACK_LEFT:
/* back buffer only */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
@@ -190,7 +190,7 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXTRUE);
}
break;
- case DD_FRONT_LEFT_BIT:
+ case BUFFER_BIT_FRONT_LEFT:
/* front buffer only */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
@@ -207,7 +207,7 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXTRUE);
}
break;
- case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT:
+ case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT:
/* front and back */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
@@ -234,7 +234,7 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXTRUE);
}
break;
- case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
+ case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH:
/* clear front */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
@@ -263,7 +263,7 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXFALSE);
}
break;
- case DD_DEPTH_BIT:
+ case BUFFER_BIT_DEPTH:
/* just the depth buffer */
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grColorMaskv_NoLock(ctx, false4);
@@ -278,14 +278,14 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
FX_grColorMaskv_NoLock(ctx, true4);
- if (ctx->Color._DrawDestMask[0] & DD_FRONT_LEFT_BIT)
+ if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_FRONT_LEFT)
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (!ctx->Depth.Test || !ctx->Depth.Mask)
fxMesa->Glide.grDepthMask(FXFALSE);
break;
default:
/* clear no color buffers or depth buffer but might clear stencil */
- if (stencil_size > 0 && (mask & DD_STENCIL_BIT)) {
+ if (stencil_size > 0 && (mask & BUFFER_BIT_STENCIL)) {
/* XXX need this RenderBuffer call to work around Glide bug */
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
fxMesa->Glide.grDepthMask(FXFALSE);
@@ -298,14 +298,14 @@ static void tdfxClear( GLcontext *ctx,
fxMesa->Glide.grDepthMask(FXTRUE);
}
FX_grColorMaskv_NoLock(ctx, true4);
- if (ctx->Color._DrawDestMask[0] & DD_FRONT_LEFT_BIT)
+ if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_FRONT_LEFT)
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
}
}
}
END_CLIP_LOOP(fxMesa);
- if (fxMesa->haveHwStencil && (mask & DD_STENCIL_BIT)) {
+ if (fxMesa->haveHwStencil && (mask & BUFFER_BIT_STENCIL)) {
/* We changed the stencil state above. Signal that we need to
* upload it again.
*/