ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ return GL_TRUE;
if (!ctx->Color.ColorMask[0][0] ||
!ctx->Color.ColorMask[0][1] ||
!ctx->Color.ColorMask[0][2] ||
!ctx->Color.ColorMask[0][3])
- return TRUE;
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ return GL_TRUE;
if (maskStencil)
- return TRUE;
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ return GL_TRUE;
if (isDS &&
ctx->DrawBuffer->Visual.stencilBits > 0)
- return TRUE;
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
rb->Format == MESA_FORMAT_S8_Z24);
if (maskStencil)
- return TRUE;
+ return GL_TRUE;
if (ctx->Scissor.Enabled &&
(ctx->Scissor.X != 0 ||
ctx->Scissor.Y != 0 ||
ctx->Scissor.Width < rb->Width ||
ctx->Scissor.Height < rb->Height))
- return TRUE;
+ return GL_TRUE;
/* This is correct, but it is necessary to look at the depth clear
* value held in the surface when it comes time to issue the clear,
*/
if (isDS &&
ctx->DrawBuffer->Visual.depthBits > 0)
- return TRUE;
+ return GL_TRUE;
- return FALSE;
+ return GL_FALSE;
}
/**
* Called via ctx->Driver.Clear()
- * XXX: doesn't pick up the differences between front/back/left/right
- * clears. Need to sort that out...
*/
static void st_clear(GLcontext *ctx, GLbitfield mask)
{