-/* $XFree86: xc/lib/GL/mesa/src/drv/ffb/ffb_context.h,v 1.2 2002/02/22 21:32:58 dawes Exp $ */
#ifndef _FFB_CONTEXT_H
#define _FFB_CONTEXT_H
/* Fog state. */
float Znear, Zfar;
- drmContext hHWContext;
- drmLock *driHwLock;
+ drm_context_t hHWContext;
+ drm_hw_lock_t *driHwLock;
int driFd;
unsigned int clear_pixel;
* 1.0 would produce a value of 0x0fffffff in the actual Z
* buffer, which is the maximum value.
*
- * Mesa's depth type is a 32-bit int, so we use the following macro
+ * Mesa's depth type is a 32-bit uint, so we use the following macro
* to convert to/from FFB hw Z values. Note we also have to clear
* out the top bits as that is where the Y (stencil) buffer is stored
* and during hw Z buffer reads it is always there. (During writes
* we tell the hw to discard those top 4 bits).
*/
-#define Z_TO_MESA(VAL) ((GLdepth)(((VAL) & 0x0fffffff) << (32 - 28)))
+#define Z_TO_MESA(VAL) ((GLuint)(((VAL) & 0x0fffffff) << (32 - 28)))
#define Z_FROM_MESA(VAL) (((GLuint)((GLdouble)(VAL))) >> (32 - 28))
#endif /* !(_FFB_CONTEXT_H) */