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Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index 1199f67dd88..92a5a12de1a 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.3 2000/11/13 20:02:57 keithw Exp $ */
+/* $Id: s_depth.c,v 1.4 2001/01/23 23:39:37 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -43,7 +43,7 @@
GLvoid *
_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y)
{
- if (ctx->Visual.DepthBits <= 16)
+ if (ctx->Visual.depthBits <= 16)
return (GLushort *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x;
else
return (GLuint *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x;
@@ -550,7 +550,7 @@ _mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
else {
/* software depth buffer */
- if (ctx->Visual.DepthBits <= 16) {
+ if (ctx->Visual.depthBits <= 16) {
GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
GLuint passed = depth_test_span16(ctx, n, x, y, zptr, z, mask);
return passed;
@@ -1310,7 +1310,7 @@ _mesa_depth_test_pixels( GLcontext *ctx,
}
else {
/* software depth testing */
- if (ctx->Visual.DepthBits <= 16)
+ if (ctx->Visual.depthBits <= 16)
software_depth_test_pixels16(ctx, n, x, y, z, mask);
else
software_depth_test_pixels32(ctx, n, x, y, z, mask);
@@ -1365,7 +1365,7 @@ _mesa_read_depth_span( GLcontext *ctx,
if (ctx->DrawBuffer->DepthBuffer) {
/* read from software depth buffer */
- if (ctx->Visual.DepthBits <= 16) {
+ if (ctx->Visual.depthBits <= 16) {
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
GLuint i;
for (i = 0; i < n; i++) {
@@ -1405,7 +1405,7 @@ void
_mesa_read_depth_span_float( GLcontext *ctx,
GLint n, GLint x, GLint y, GLfloat depth[] )
{
- const GLfloat scale = 1.0F / ctx->Visual.DepthMaxF;
+ const GLfloat scale = 1.0F / ctx->DepthMaxF;
if (y < 0 || y >= ctx->DrawBuffer->Height ||
x + (GLint) n <= 0 || x >= ctx->DrawBuffer->Width) {
@@ -1437,7 +1437,7 @@ _mesa_read_depth_span_float( GLcontext *ctx,
if (ctx->DrawBuffer->DepthBuffer) {
/* read from software depth buffer */
- if (ctx->Visual.DepthBits <= 16) {
+ if (ctx->Visual.depthBits <= 16) {
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
GLuint i;
for (i = 0; i < n; i++) {
@@ -1494,7 +1494,7 @@ _mesa_alloc_depth_buffer( GLcontext *ctx )
}
/* allocate new depth buffer, but don't initialize it */
- if (ctx->Visual.DepthBits <= 16)
+ if (ctx->Visual.depthBits <= 16)
bytesPerValue = sizeof(GLushort);
else
bytesPerValue = sizeof(GLuint);
@@ -1523,7 +1523,7 @@ _mesa_alloc_depth_buffer( GLcontext *ctx )
void
_mesa_clear_depth_buffer( GLcontext *ctx )
{
- if (ctx->Visual.DepthBits == 0
+ if (ctx->Visual.depthBits == 0
|| !ctx->DrawBuffer->DepthBuffer
|| !ctx->Depth.Mask) {
/* no depth buffer, or writing to it is disabled */
@@ -1536,8 +1536,8 @@ _mesa_clear_depth_buffer( GLcontext *ctx )
if (ctx->Scissor.Enabled) {
/* only clear scissor region */
- if (ctx->Visual.DepthBits <= 16) {
- const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual.DepthMax);
+ if (ctx->Visual.depthBits <= 16) {
+ const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->DepthMax);
const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->Width;
GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer
@@ -1551,7 +1551,7 @@ _mesa_clear_depth_buffer( GLcontext *ctx )
}
}
else {
- const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual.DepthMax);
+ const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->DepthMax);
const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->Width;
GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer
@@ -1567,8 +1567,8 @@ _mesa_clear_depth_buffer( GLcontext *ctx )
}
else {
/* clear whole buffer */
- if (ctx->Visual.DepthBits <= 16) {
- const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual.DepthMax);
+ if (ctx->Visual.depthBits <= 16) {
+ const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->DepthMax);
if ((clearValue & 0xff) == (clearValue >> 8)) {
if (clearValue == 0) {
BZERO(ctx->DrawBuffer->DepthBuffer,
@@ -1603,7 +1603,7 @@ _mesa_clear_depth_buffer( GLcontext *ctx )
}
else {
/* >16 bit depth buffer */
- const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual.DepthMax);
+ const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->DepthMax);
if (clearValue == 0) {
BZERO(ctx->DrawBuffer->DepthBuffer,
ctx->DrawBuffer->Width*ctx->DrawBuffer->Height*sizeof(GLuint));