#include "main/glheader.h"
#include "main/formats.h"
#include "main/macros.h"
-#include "shader/prog_instruction.h"
+#include "program/prog_instruction.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_accum.h"
#include "st_program.h"
#include "pipe/p_context.h"
+#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
#include "pipe/p_defines.h"
#include "util/u_format.h"
* ctx->DrawBuffer->_X/Ymin/max fields.
*/
static void
-clear_with_quad(GLcontext *ctx,
+clear_with_quad(struct gl_context *ctx,
GLboolean color, GLboolean depth, GLboolean stencil)
{
struct st_context *st = st_context(ctx);
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_color_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
* drawing a quad.
*/
static INLINE GLboolean
-check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
+check_clear_depth_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
const GLuint stencilMax = 0xff;
GLboolean maskStencil
* Determine if we need to clear the depth buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb,
+check_clear_depth_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
* Determine if we need to clear the stencil buffer by drawing a quad.
*/
static INLINE GLboolean
-check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb,
+check_clear_stencil_with_quad(struct gl_context *ctx, struct gl_renderbuffer *rb,
boolean ds_separate)
{
const struct st_renderbuffer *strb = st_renderbuffer(rb);
* Called via ctx->Driver.Clear()
*/
static void
-st_Clear(GLcontext *ctx, GLbitfield mask)
+st_Clear(struct gl_context *ctx, GLbitfield mask)
{
static const GLbitfield BUFFER_BITS_DS
= (BUFFER_BIT_DEPTH | BUFFER_BIT_STENCIL);
* required from the visual. Hence fix this up to avoid potential
* read-modify-write in the driver.
*/
- if (((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
+ if ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) &&
+ ((clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) &&
(depthRb == stencilRb) &&
(ctx->DrawBuffer->Visual.depthBits == 0 ||
ctx->DrawBuffer->Visual.stencilBits == 0))