if (ctx->current_sfc->alpha && !rsc->direct.render_op_copy &&
(mask & GL_COLOR_BUFFER_BIT))
{
- if ((rsc->clear_color.a == 0) &&
- (rsc->clear_color.r == 0) &&
- (rsc->clear_color.g == 0) &&
- (rsc->clear_color.b == 0))
+ if (EINA_DBL_EQ(rsc->clear_color.a, 0) &&
+ EINA_DBL_EQ(rsc->clear_color.r, 0) &&
+ EINA_DBL_EQ(rsc->clear_color.g, 0) &&
+ EINA_DBL_EQ(rsc->clear_color.b, 0))
{
// Skip clear color as we don't want to write black
mask &= ~GL_COLOR_BUFFER_BIT;
}
- else if (rsc->clear_color.a != 1.0)
+ else if (!EINA_DBL_EQ(rsc->clear_color.a, 1.0))
{
// TODO: Draw a rectangle? This will never be the perfect solution though.
WRN("glClear() used with a semi-transparent color and direct rendering. "
if (ctx->current_read_fbo == 0)
{
EVGL_TH(glGetFloatv, pname, params);
- if (*params == GL_COLOR_ATTACHMENT0)
+ if (EINA_DBL_EQ(*params, GL_COLOR_ATTACHMENT0))
{
*params = (GLfloat)GL_BACK;
return;
*/
if (ctx->current_sfc->alpha && (mask & GL_COLOR_BUFFER_BIT))
{
- if ((rsc->clear_color.a == 0) &&
- (rsc->clear_color.r == 0) &&
- (rsc->clear_color.g == 0) &&
- (rsc->clear_color.b == 0))
+ if (EINA_DBL_EQ(rsc->clear_color.a, 0) &&
+ EINA_DBL_EQ(rsc->clear_color.r, 0) &&
+ EINA_DBL_EQ(rsc->clear_color.g, 0) &&
+ EINA_DBL_EQ(rsc->clear_color.b, 0))
{
// Skip clear color as we don't want to write black
mask &= ~GL_COLOR_BUFFER_BIT;
}
- else if (rsc->clear_color.a != 1.0)
+ else if (!EINA_DBL_EQ(rsc->clear_color.a, 1.0))
{
// TODO: Draw a rectangle? This will never be the perfect solution though.
WRN("glClear() used with a semi-transparent color and direct rendering. "
int mx, int my, int mw, int mh, Shader_Sampling msam, int nms)
{
double glmx, glmy, glmw, glmh, yinv = -1.f;
- double gw = gc->w, gh = gc->h;
- int i, cnt = 6;
+ int gw = gc->w, gh = gc->h, i, cnt = 6;
if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
(!gc->pipe[0].shader.surface)))
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
- if (sw == 0.0)
+ if (EINA_DBL_EQ(sw, 0.0))
{
tx1 = tex->sx1;
ty1 = tex->sy1;