exit( -1 );
}
- rmesa->state.color.clear = 0x00000000;
+ rmesa->radeon.state.color.clear = 0x00000000;
switch ( ctx->Visual.depthBits ) {
case 16:
- rmesa->state.depth.clear = 0x0000ffff;
- rmesa->state.depth.scale = 1.0 / (GLfloat)0xffff;
+ rmesa->radeon.state.depth.clear = 0x0000ffff;
+ rmesa->radeon.state.depth.scale = 1.0 / (GLfloat)0xffff;
depth_fmt = RADEON_DEPTH_FORMAT_16BIT_INT_Z;
- rmesa->state.stencil.clear = 0x00000000;
+ rmesa->radeon.state.stencil.clear = 0x00000000;
break;
case 24:
- rmesa->state.depth.clear = 0x00ffffff;
- rmesa->state.depth.scale = 1.0 / (GLfloat)0xffffff;
+ rmesa->radeon.state.depth.clear = 0x00ffffff;
+ rmesa->radeon.state.depth.scale = 1.0 / (GLfloat)0xffffff;
depth_fmt = RADEON_DEPTH_FORMAT_24BIT_INT_Z;
- rmesa->state.stencil.clear = 0xffff0000;
+ rmesa->radeon.state.stencil.clear = 0xffff0000;
break;
default:
fprintf( stderr, "Error: Unsupported depth %d... exiting\n",
}
/* Only have hw stencil when depth buffer is 24 bits deep */
- rmesa->state.stencil.hwBuffer = ( ctx->Visual.stencilBits > 0 &&
+ rmesa->radeon.state.stencil.hwBuffer = ( ctx->Visual.stencilBits > 0 &&
ctx->Visual.depthBits == 24 );
rmesa->radeon.Fallback = 0;
}
if ( driQueryOptioni( &rmesa->radeon.optionCache, "round_mode" ) ==
DRI_CONF_ROUND_ROUND )
- rmesa->state.color.roundEnable = RADEON_ROUND_ENABLE;
+ rmesa->radeon.state.color.roundEnable = RADEON_ROUND_ENABLE;
else
- rmesa->state.color.roundEnable = 0;
+ rmesa->radeon.state.color.roundEnable = 0;
if ( driQueryOptioni (&rmesa->radeon.optionCache, "color_reduction" ) ==
DRI_CONF_COLOR_REDUCTION_DITHER )
rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_DITHER_ENABLE;
else
- rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= rmesa->state.color.roundEnable;
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= rmesa->radeon.state.color.roundEnable;
rmesa->hw.ctx.cmd[CTX_RB3D_COLOROFFSET] = ((drawOffset +
rmesa->radeon.radeonScreen->fbLocation)