/* Loop over all renderbuffers */
mask &= (1 << BUFFER_COUNT) - 1;
while (mask) {
- GLuint buf = _mesa_ffs(mask) - 1;
+ GLuint buf = ffs(mask) - 1;
bool is_depth_stencil = buf == BUFFER_DEPTH || buf == BUFFER_STENCIL;
struct intel_renderbuffer *irb;
int x1, y1, x2, y2;