Move pf_is_depth_and_stencil() to u_format auxiliary module.

This commit is contained in:
Michal Krol
2009-12-03 10:20:49 +01:00
parent d28740c298
commit 0bed834be4
5 changed files with 26 additions and 13 deletions

View File

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