update some tests for visual bit depths to use renderbuffers
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@@ -169,8 +169,8 @@ clear_ci_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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ASSERT(!ctx->Visual.rgbMode);
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ASSERT((ctx->Color.IndexMask & ((1 << ctx->Visual.indexBits) - 1))
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== (GLuint) ((1 << ctx->Visual.indexBits) - 1));
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ASSERT((ctx->Color.IndexMask & ((1 << rb->IndexBits) - 1))
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== (GLuint) ((1 << rb->IndexBits) - 1));
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ASSERT(rb->PutMonoRow);
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@@ -221,7 +221,8 @@ clear_color_buffers(GLcontext *ctx)
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}
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}
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else {
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const GLuint indexBits = (1 << ctx->Visual.indexBits) - 1;
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struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0];
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const GLuint indexBits = (1 << rb->IndexBits) - 1;
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if ((ctx->Color.IndexMask & indexBits) == indexBits) {
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masking = GL_FALSE;
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}
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@@ -914,7 +914,7 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
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return; \
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}
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#define RENDER_SPAN( span ) \
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if (ctx->Visual.depthBits <= 16) { \
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if (rb->DepthBits <= 16) { \
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GLuint i; \
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const GLushort *zRow = (const GLushort *) \
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rb->GetPointer(ctx, rb, span.x, span.y); \
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@@ -1110,7 +1110,7 @@ _swrast_choose_triangle( GLcontext *ctx )
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&& ctx->Depth.Mask == GL_TRUE)
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|| swrast->_RasterMask == TEXTURE_BIT)
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&& ctx->Polygon.StippleFlag == GL_FALSE
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&& ctx->Visual.depthBits <= 16) {
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&& ctx->DrawBuffer->Visual.depthBits <= 16) {
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if (swrast->_RasterMask == (DEPTH_BIT | TEXTURE_BIT)) {
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USE(simple_z_textured_triangle);
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}
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