DMAOUT(vmesa->DestXY);
DMAFINISH();
- if (mask & DD_DEPTH_BIT) { /* depth */
- DEBUG(("DD_DEPTH_BIT\n"));
+ if (mask & BUFFER_BIT_DEPTH) { /* depth */
+ DEBUG(("BUFFER_BIT_DEPTH\n"));
_stride = ((cw+31)&~31) * 2;
DMAFINISH();
DEBUG(("vmesa->ClearDepth = 0x%x\n", vmesa->ClearDepth));
- mask &= ~DD_DEPTH_BIT;
+ mask &= ~BUFFER_BIT_DEPTH;
}
if (!vmesa->NotClipped) {
ctx->Driver.PolygonStipple = NULL; /* s3vDDPolygonStipple; */
ctx->Driver.Scissor = s3vDDScissor; /* ScissorLR / ScissorTB */
ctx->Driver.ShadeModel = NULL; /* s3vDDShadeModel; */
- ctx->Driver.ClearStencil = NULL;
- ctx->Driver.StencilFunc = NULL;
- ctx->Driver.StencilMask = NULL;
- ctx->Driver.StencilOp = NULL;
ctx->Driver.Viewport = NULL; /* s3vDDViewport; */
}