On 01/10/2014 05:40 PM, Ian Romanick wrote: > From: Ian Romanick <ian.d.roman...@intel.com> > > v2: Use '& 1' instead of '& i'. Noticed by Ken. > > Signed-off-by: Ian Romanick <ian.d.roman...@intel.com> > --- > src/mesa/drivers/dri/i965/brw_clear.c | 14 ++++++++++---- > 1 file changed, 10 insertions(+), 4 deletions(-) > > diff --git a/src/mesa/drivers/dri/i965/brw_clear.c > b/src/mesa/drivers/dri/i965/brw_clear.c > index 58fd612..19bde0f 100644 > --- a/src/mesa/drivers/dri/i965/brw_clear.c > +++ b/src/mesa/drivers/dri/i965/brw_clear.c > @@ -83,10 +83,16 @@ debug_mask(const char *name, GLbitfield mask) > static bool > noop_scissor(struct gl_context *ctx, struct gl_framebuffer *fb) > { > - return ctx->Scissor.ScissorArray[0].X <= 0 && > - ctx->Scissor.ScissorArray[0].Y <= 0 && > - ctx->Scissor.ScissorArray[0].Width >= fb->Width && > - ctx->Scissor.ScissorArray[0].Height >= fb->Height; > + for (unsigned i = 0; i < ctx->Const.MaxViewports; i++) { > + if (((ctx->Scissor.EnableFlags >> i) & 1) &&
I would really prefer to see: if ((ctx->Scissor.EnableFlags & (1 << i)) && ... It's much more common in our code. > + (ctx->Scissor.ScissorArray[i].X > 0 || > + ctx->Scissor.ScissorArray[i].Y > 0 || > + ctx->Scissor.ScissorArray[i].Width < fb->Width || > + ctx->Scissor.ScissorArray[i].Height < fb->Height)) > + return false; > + } > + > + return true; > } > > /** _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev