#include "pipe/p_shader_tokens.h"
#include "pipe/p_state.h"
+#include "util/u_format.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_blitter.h"
return;
/* check if we can render to the surface */
- if (pf_is_depth_or_stencil(dst->format) || /* unlikely, but you never know */
+ if (util_format_is_depth_or_stencil(dst->format) || /* unlikely, but you never know */
!screen->is_format_supported(screen, dst->format, dst->texture->target,
PIPE_TEXTURE_USAGE_RENDER_TARGET, 0)) {
util_surface_fill(pipe, dst, dstx, dsty, width, height, value);