Use unsigned enum base types to use them as state bitfields.
BUG=17878699
Change-Id: Ib112ddf399ebd22676a775cdb6e6927e8f8ce25f
Reviewed-on: https://swiftshader-review.googlesource.com/1202
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Renderer/SetupProcessor.cpp b/src/Renderer/SetupProcessor.cpp
index 65bc334..b673dd7 100644
--- a/src/Renderer/SetupProcessor.cpp
+++ b/src/Renderer/SetupProcessor.cpp
@@ -76,7 +76,7 @@
state.isDrawLine = context->isDrawLine(true);
state.isDrawTriangle = context->isDrawTriangle(false);
state.isDrawSolidTriangle = context->isDrawTriangle(true);
- state.interpolateZ = context->depthBufferActive() || context->pixelFogActive() != Context::FOG_NONE || vPosZW;
+ state.interpolateZ = context->depthBufferActive() || context->pixelFogActive() != FOG_NONE || vPosZW;
state.interpolateW = context->perspectiveActive() || vPosZW;
state.perspective = context->perspectiveActive();
state.pointSprite = context->pointSpriteActive();
@@ -114,7 +114,7 @@
const bool point = context->isDrawPoint(true);
const bool sprite = context->pointSpriteActive();
- const bool flatShading = (context->shadingMode == Context::SHADING_FLAT) || point;
+ const bool flatShading = (context->shadingMode == SHADING_FLAT) || point;
if(context->vertexShader && context->pixelShader)
{