* Returns true if the scissor is a noop (cuts out nothing).
*/
static bool
-noop_scissor(struct gl_context *ctx, struct gl_framebuffer *fb)
+noop_scissor(struct gl_framebuffer *fb)
{
- return ctx->Scissor.ScissorArray[0].X <= 0 &&
- ctx->Scissor.ScissorArray[0].Y <= 0 &&
- ctx->Scissor.ScissorArray[0].Width >= fb->Width &&
- ctx->Scissor.ScissorArray[0].Height >= fb->Height;
+ return fb->_Xmin <= 0 &&
+ fb->_Ymin <= 0 &&
+ fb->_Xmax >= fb->Width &&
+ fb->_Ymax >= fb->Height;
}
/**
* a previous clear had happened at a different clear value and resolve it
* first.
*/
- if ((ctx->Scissor.EnableFlags & 1) && !noop_scissor(ctx, fb)) {
+ if ((ctx->Scissor.EnableFlags & 1) && !noop_scissor(fb)) {
perf_debug("Failed to fast clear %dx%d depth because of scissors. "
"Possible 5%% performance win if avoided.\n",
mt->logical_width0, mt->logical_height0);
{
struct brw_context *brw = brw_context(ctx);
struct gl_framebuffer *fb = ctx->DrawBuffer;
- bool partial_clear = ctx->Scissor.EnableFlags && !noop_scissor(ctx, fb);
+ bool partial_clear = ctx->Scissor.EnableFlags && !noop_scissor(fb);
if (!_mesa_check_conditional_render(ctx))
return;