Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
#include "pipe/p_defines.h"
#include "cso_cache/cso_context.h"
+#include "framebuffer.h"
#include "main/macros.h"
/**
blend->dither = ctx->Color.DitherFlag;
- if (ctx->Multisample.Enabled &&
- ctx->DrawBuffer->Visual.sampleBuffers > 0 &&
+ if (_mesa_is_multisample_enabled(ctx) &&
!(ctx->DrawBuffer->_IntegerBuffers & 0x1)) {
/* Unlike in gallium/d3d10 these operations are only performed
* if both msaa is enabled and we have a multisample buffer.
#include "st_program.h"
#include "cso_cache/cso_context.h"
+#include "main/framebuffer.h"
/* Update the sample mask for MSAA.
unsigned sample_mask = 0xffffffff;
unsigned sample_count = st->state.fb_num_samples;
- if (st->ctx->Multisample.Enabled && sample_count > 1) {
+ if (_mesa_is_multisample_enabled(st->ctx) && sample_count > 1) {
/* unlike in gallium/d3d10 the mask is only active if msaa is enabled */
if (st->ctx->Multisample.SampleCoverage) {
unsigned nr_bits;