st/mesa: return GL_TRUE/GL_FALSE if return type is GLboolean
Just to be consistent.
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@ -316,15 +316,15 @@ check_clear_color_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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return GL_TRUE;
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if (!ctx->Color.ColorMask[0][0] ||
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!ctx->Color.ColorMask[0][1] ||
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!ctx->Color.ColorMask[0][2] ||
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!ctx->Color.ColorMask[0][3])
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return TRUE;
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return GL_TRUE;
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return FALSE;
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return GL_FALSE;
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}
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@ -344,12 +344,12 @@ check_clear_depth_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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return GL_TRUE;
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if (maskStencil)
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return TRUE;
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return GL_TRUE;
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return FALSE;
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return GL_FALSE;
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}
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@ -367,13 +367,13 @@ check_clear_depth_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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return GL_TRUE;
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if (isDS &&
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ctx->DrawBuffer->Visual.stencilBits > 0)
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return TRUE;
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return GL_TRUE;
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return FALSE;
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return GL_FALSE;
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}
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@ -394,14 +394,14 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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rb->Format == MESA_FORMAT_S8_Z24);
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if (maskStencil)
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return TRUE;
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return GL_TRUE;
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if (ctx->Scissor.Enabled &&
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(ctx->Scissor.X != 0 ||
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ctx->Scissor.Y != 0 ||
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ctx->Scissor.Width < rb->Width ||
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ctx->Scissor.Height < rb->Height))
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return TRUE;
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return GL_TRUE;
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/* This is correct, but it is necessary to look at the depth clear
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* value held in the surface when it comes time to issue the clear,
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@ -410,9 +410,9 @@ check_clear_stencil_with_quad(GLcontext *ctx, struct gl_renderbuffer *rb)
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*/
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if (isDS &&
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ctx->DrawBuffer->Visual.depthBits > 0)
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return TRUE;
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return GL_TRUE;
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return FALSE;
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return GL_FALSE;
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}
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@ -430,8 +430,6 @@ void st_flush_clear( struct st_context *st )
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/**
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* Called via ctx->Driver.Clear()
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* XXX: doesn't pick up the differences between front/back/left/right
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* clears. Need to sort that out...
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*/
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static void st_clear(GLcontext *ctx, GLbitfield mask)
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{
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