st/mesa: return GL_TRUE/GL_FALSE if return type is GLboolean

Just to be consistent.
This commit is contained in:
Brian Paul 2010-03-24 08:16:25 -06:00
parent 99386921e7
commit f66d70b930
1 changed files with 13 additions and 15 deletions

View File

@ -316,15 +316,15 @@ check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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;
}
@ -344,12 +344,12 @@ check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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;
}
@ -367,13 +367,13 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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;
}
@ -394,14 +394,14 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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,
@ -410,9 +410,9 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
*/
if (isDS &&
ctx->DrawBuffer->Visual.depthBits > 0)
return TRUE;
return GL_TRUE;
return FALSE;
return GL_FALSE;
}
@ -430,8 +430,6 @@ void st_flush_clear( struct st_context *st )
/**
* 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)
{