From d6ac959833a8e40a27907940969c622692f749b1 Mon Sep 17 00:00:00 2001 From: Zack Rusin Date: Mon, 17 Sep 2007 11:55:18 -0400 Subject: Combing depth and stencil objects and making them immutable. Converting depth and stencil objects into a single state object (d3d10 like) and making it immutable. --- src/mesa/pipe/softpipe/sp_quad_depth_test.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/mesa/pipe/softpipe/sp_quad_depth_test.c') diff --git a/src/mesa/pipe/softpipe/sp_quad_depth_test.c b/src/mesa/pipe/softpipe/sp_quad_depth_test.c index 5d46e70393..ff1d84a02d 100644 --- a/src/mesa/pipe/softpipe/sp_quad_depth_test.c +++ b/src/mesa/pipe/softpipe/sp_quad_depth_test.c @@ -77,7 +77,7 @@ sp_depth_test_quad(struct quad_stage *qs, struct quad_header *quad) /* get zquad from zbuffer */ sps->read_quad_z(sps, quad->x0, quad->y0, bzzzz); - switch (softpipe->depth_test.func) { + switch (softpipe->depth_stencil->depth.func) { case PIPE_FUNC_NEVER: /* zmask = 0 */ break; @@ -129,7 +129,7 @@ sp_depth_test_quad(struct quad_stage *qs, struct quad_header *quad) quad->mask &= zmask; - if (softpipe->depth_test.writemask) { + if (softpipe->depth_stencil->depth.writemask) { /* This is also efficient with sse / spe instructions: */ -- cgit v1.2.3