mesa: Use new pf_is_depth_and_stencil inline.

This commit is contained in:
José Fonseca
2009-06-11 18:53:47 +01:00
parent 3f2e006b75
commit de413b1ba9

View File

@@ -103,20 +103,6 @@ st_destroy_clear(struct st_context *st)
} }
static GLboolean
is_depth_stencil_format(enum pipe_format pipeFormat)
{
switch (pipeFormat) {
case PIPE_FORMAT_S8Z24_UNORM:
case PIPE_FORMAT_Z24S8_UNORM:
return GL_TRUE;
default:
return GL_FALSE;
}
}
/** /**
* Draw a screen-aligned quadrilateral. * Draw a screen-aligned quadrilateral.
* Coords are window coords with y=0=bottom. These will be passed * Coords are window coords with y=0=bottom. These will be passed
@@ -331,7 +317,7 @@ static INLINE GLboolean
check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{ {
const struct st_renderbuffer *strb = st_renderbuffer(rb); const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = is_depth_stencil_format(strb->surface->format); const GLboolean isDS = pf_is_depth_and_stencil(strb->surface->format);
if (ctx->Scissor.Enabled) if (ctx->Scissor.Enabled)
return TRUE; return TRUE;
@@ -351,7 +337,7 @@ static INLINE GLboolean
check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb) check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
{ {
const struct st_renderbuffer *strb = st_renderbuffer(rb); const struct st_renderbuffer *strb = st_renderbuffer(rb);
const GLboolean isDS = is_depth_stencil_format(strb->surface->format); const GLboolean isDS = pf_is_depth_and_stencil(strb->surface->format);
const GLuint stencilMax = (1 << rb->StencilBits) - 1; const GLuint stencilMax = (1 << rb->StencilBits) - 1;
const GLboolean maskStencil const GLboolean maskStencil
= (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax; = (ctx->Stencil.WriteMask[0] & stencilMax) != stencilMax;