static void gammaUpdateAlphaMode( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
- uint32_t a = gmesa->AlphaTestMode;
- uint32_t b = gmesa->AlphaBlendMode;
- uint32_t f = gmesa->AB_FBReadMode_Save = 0;
+ u_int32_t a = gmesa->AlphaTestMode;
+ u_int32_t b = gmesa->AlphaBlendMode;
+ u_int32_t f = gmesa->AB_FBReadMode_Save = 0;
GLubyte refByte = (GLint) (ctx->Color.AlphaRef * 255.0);
a &= ~(AT_CompareMask | AT_RefValueMask);
VALIDATE_DRAWABLE_INFO_NO_LOCK(gmesa);
#endif
- if (mask & DD_DEPTH_BIT) {
+ if (mask & BUFFER_BIT_DEPTH) {
/* Turn off writes the FB */
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, FBWriteMode, FBWriteModeDisable);
- mask &= ~DD_DEPTH_BIT;
+ mask &= ~BUFFER_BIT_DEPTH;
/*
* Turn Rectangle2DControl off when the window is not clipped
}
}
- if (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
+ if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)) {
int y = gmesa->driScreen->fbHeight - gmesa->driDrawable->y - gmesa->driDrawable->h;
int x = gmesa->driDrawable->x;
int w = gmesa->driDrawable->w;
int h = gmesa->driDrawable->h;
- mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
+ mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT);
if (x < 0) { w -= -x; x = 0; }
static void gammaUpdateZMode( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
- uint32_t z = gmesa->DepthMode;
- uint32_t delta = gmesa->DeltaMode;
- uint32_t window = gmesa->Window;
- uint32_t lbread = gmesa->LBReadMode;
+ u_int32_t z = gmesa->DepthMode;
+ u_int32_t delta = gmesa->DeltaMode;
+ u_int32_t window = gmesa->Window;
+ u_int32_t lbread = gmesa->LBReadMode;
z &= ~DM_CompareMask;
static void gammaUpdateFogAttrib( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
- uint32_t f = gmesa->FogMode;
- uint32_t g = gmesa->GeometryMode;
- uint32_t d = gmesa->DeltaMode;
+ u_int32_t f = gmesa->FogMode;
+ u_int32_t g = gmesa->GeometryMode;
+ u_int32_t d = gmesa->DeltaMode;
if (ctx->Fog.Enabled) {
f |= FogModeEnable;
static void gammaUpdatePolygon( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
- uint32_t g = gmesa->GeometryMode;
+ u_int32_t g = gmesa->GeometryMode;
g &= ~(GM_PolyOffsetFillEnable | GM_PolyOffsetPointEnable |
GM_PolyOffsetLineEnable);
static void gammaUpdateCull( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
- uint32_t g = gmesa->GeometryMode;
+ u_int32_t g = gmesa->GeometryMode;
g &= ~(GM_PolyCullMask | GM_FFMask);
static void gammaDDShadeModel( GLcontext *ctx, GLenum mode )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
- uint32_t g = gmesa->GeometryMode;
- uint32_t c = gmesa->ColorDDAMode;
+ u_int32_t g = gmesa->GeometryMode;
+ u_int32_t c = gmesa->ColorDDAMode;
g &= ~GM_ShadingMask;
c &= ~ColorDDAShadingMask;
static void gammaDDViewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
- /* update size of Mesa/software ancillary buffers */
- _mesa_ResizeBuffersMESA();
gammaUpdateWindow( ctx );
}
case GL_DITHER:
do {
- uint32_t d = gmesa->DitherMode;
+ u_int32_t d = gmesa->DitherMode;
FLUSH_BATCH( gmesa );
if ( state ) {
#if ENABLELIGHTING
case GL_LIGHTING:
do {
- uint32_t l = gmesa->LightingMode;
+ u_int32_t l = gmesa->LightingMode;
FLUSH_BATCH( gmesa );
if ( state ) {
case GL_COLOR_MATERIAL:
do {
- uint32_t m = gmesa->MaterialMode;
+ u_int32_t m = gmesa->MaterialMode;
FLUSH_BATCH( gmesa );
if ( state ) {
WRITE(gmesa->buf, TxBaseAddr9, curTex->TextureBaseAddr[9]);
WRITE(gmesa->buf, TxBaseAddr10, curTex->TextureBaseAddr[10]);
WRITE(gmesa->buf, TxBaseAddr11, curTex->TextureBaseAddr[11]);
- WRITE(gmesa->buf, TxBaseAddr12, curTex->TextureBaseAddr[12]);
WRITE(gmesa->buf, TextureCacheControl, (TCC_Enable | TCC_Invalidate));
} else {
CHECK_DMA_BUFFER(gmesa, 6);
ctx->Driver.PolygonStipple = gammaDDPolygonStipple;
ctx->Driver.Scissor = gammaDDScissor;
ctx->Driver.ShadeModel = gammaDDShadeModel;
- ctx->Driver.ClearStencil = NULL;
- ctx->Driver.StencilFunc = NULL;
- ctx->Driver.StencilMask = NULL;
- ctx->Driver.StencilOp = NULL;
ctx->Driver.Viewport = gammaDDViewport;
}