i915->meta.emitted &= ~I915_UPLOAD_PROGRAM;
}
-
+#if 0
static void enable_texture_blend_replace( i915ContextPtr i915 )
{
static const GLuint prog[] = {
i915->meta.emitted &= ~I915_UPLOAD_TEX(0);
}
-
+#endif
/* Select between front and back draw buffers.
*/
i915->meta.emitted &= ~I915_UPLOAD_BUFFERS;
}
+#if 0
/* Setup an arbitary draw format, useful for targeting texture or agp
* memory.
*/
/* fprintf(stderr, "%s: DV1: %x\n", */
/* __FUNCTION__, i915->meta.Buffer[I915_DESTREG_DV1]); */
}
+#endif
static void set_vertex_format( i915ContextPtr i915 )
{
* The active cliprects will be applied as for any other geometry.
*/
- if (mask & DD_FRONT_LEFT_BIT) {
+ if (mask & BUFFER_BIT_FRONT_LEFT) {
set_no_depth_stencil_write( i915 );
set_color_mask( i915, GL_TRUE );
- set_draw_offset( i915, screen->frontOffset );
+ set_draw_offset( i915, screen->front.offset );
draw_quad(i915, x0, x1, y0, y1,
intel->clear_red, intel->clear_green,
0, 0, 0, 0);
}
- if(mask & DD_BACK_LEFT_BIT) {
+ if (mask & BUFFER_BIT_BACK_LEFT) {
set_no_depth_stencil_write( i915 );
set_color_mask( i915, GL_TRUE );
- set_draw_offset( i915, screen->backOffset );
+ set_draw_offset( i915, screen->back.offset );
draw_quad(i915, x0, x1, y0, y1,
intel->clear_red, intel->clear_green,
0, 0, 0, 0);
}
- if(mask & DD_STENCIL_BIT) {
+ if (mask & BUFFER_BIT_STENCIL) {
set_stencil_replace( i915,
intel->ctx.Stencil.WriteMask[0],
intel->ctx.Stencil.Clear);
set_color_mask( i915, GL_FALSE );
- set_draw_offset( i915, screen->frontOffset ); /* could be either? */
+ set_draw_offset( i915, screen->front.offset ); /* could be either? */
draw_quad( i915, x0, x1, y0, y1, 0, 0, 0, 0, 0, 0, 0, 0 );
}