Move pf_is_depth_and_stencil() to u_format auxiliary module.
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@@ -52,6 +52,7 @@
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#include "pipe/p_inlines.h"
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#include "pipe/p_state.h"
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#include "pipe/p_defines.h"
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#include "util/u_format.h"
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#include "util/u_pack_color.h"
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#include "util/u_simple_shaders.h"
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#include "util/u_draw_quad.h"
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@@ -341,7 +342,7 @@ static INLINE GLboolean
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check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = pf_is_depth_and_stencil(strb->surface->format);
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const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
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if (ctx->Scissor.Enabled &&
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(ctx->Scissor.X != 0 ||
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@@ -365,7 +366,7 @@ static INLINE GLboolean
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check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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{
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const struct st_renderbuffer *strb = st_renderbuffer(rb);
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const GLboolean isDS = pf_is_depth_and_stencil(strb->surface->format);
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const GLboolean isDS = util_format_is_depth_and_stencil(strb->surface->format);
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const GLuint stencilMax = 0xff;
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const GLboolean maskStencil
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= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;
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