};
static void
-brw_draw_rectlist(struct gl_context *ctx, struct rect *rect, int num_instances)
+brw_draw_rectlist(struct brw_context *brw, struct rect *rect, int num_instances)
{
+ struct gl_context *ctx = &brw->ctx;
int start = 0, count = 3;
struct _mesa_prim prim;
float verts[6];
_mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers);
brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
- brw_draw_rectlist(ctx, &fast_clear_rect, layers);
+ brw_draw_rectlist(brw, &fast_clear_rect, layers);
set_fast_clear_op(brw, 0);
}
if (rep_clear_buffers) {
_mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers);
brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f);
- brw_draw_rectlist(ctx, &clear_rect, layers);
+ brw_draw_rectlist(brw, &clear_rect, layers);
}
/* Now set the mts we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
get_resolve_rect(brw, mt, &rect);
- brw_draw_rectlist(ctx, &rect, 1);
+ brw_draw_rectlist(brw, &rect, 1);
set_fast_clear_op(brw, 0);
use_rectlist(brw, false);