util_blitter_save_vertex_shader(ctx->blitter, ctx->shader.bind_vs);
util_blitter_save_rasterizer(ctx->blitter, ctx->rasterizer);
util_blitter_save_viewport(ctx->blitter, &ctx->viewport_s);
- util_blitter_save_scissor(ctx->blitter, &ctx->scissor_s);
+ util_blitter_save_scissor(ctx->blitter, &ctx->scissor);
util_blitter_save_fragment_shader(ctx->blitter, ctx->shader.bind_fs);
util_blitter_save_blend(ctx->blitter, ctx->blend);
util_blitter_save_depth_stencil_alpha(ctx->blitter, ctx->zsa);
struct pipe_framebuffer_state framebuffer_s;
struct pipe_stencil_ref stencil_ref_s;
struct pipe_viewport_state viewport_s;
- struct pipe_scissor_state scissor_s;
+ struct pipe_scissor_state scissor;
/* stats/counters */
struct {
assert(ss->minx <= ss->maxx);
assert(ss->miny <= ss->maxy);
- ctx->scissor_s = *ss;
+ ctx->scissor = *ss;
ctx->dirty |= ETNA_DIRTY_SCISSOR;
}
/* clip against scissor */
if (rasterizer->scissor) {
- scissor_left = MAX2(ctx->scissor_s.minx, scissor_left);
- scissor_top = MAX2(ctx->scissor_s.miny, scissor_top);
- scissor_right = MIN2(ctx->scissor_s.maxx, scissor_right);
- scissor_bottom = MIN2(ctx->scissor_s.maxy, scissor_bottom);
+ scissor_left = MAX2(ctx->scissor.minx, scissor_left);
+ scissor_top = MAX2(ctx->scissor.miny, scissor_top);
+ scissor_right = MIN2(ctx->scissor.maxx, scissor_right);
+ scissor_bottom = MIN2(ctx->scissor.maxy, scissor_bottom);
}
ctx->clipping.minx = scissor_left;