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-rw-r--r--src/gallium/drivers/llvmpipe/lp_jit.h4
-rw-r--r--src/gallium/drivers/llvmpipe/lp_rast.c22
2 files changed, 14 insertions, 12 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_jit.h b/src/gallium/drivers/llvmpipe/lp_jit.h
index 58f716ede2..643e85be20 100644
--- a/src/gallium/drivers/llvmpipe/lp_jit.h
+++ b/src/gallium/drivers/llvmpipe/lp_jit.h
@@ -108,13 +108,13 @@ struct lp_jit_context
typedef void
-(*lp_jit_frag_func)(struct lp_jit_context *context,
+(*lp_jit_frag_func)(const struct lp_jit_context *context,
uint32_t x,
uint32_t y,
const void *a0,
const void *dadx,
const void *dady,
- uint32_t *mask,
+ const uint32_t *mask,
void *color,
void *depth);
diff --git a/src/gallium/drivers/llvmpipe/lp_rast.c b/src/gallium/drivers/llvmpipe/lp_rast.c
index df48ccce81..e3d1cd56e0 100644
--- a/src/gallium/drivers/llvmpipe/lp_rast.c
+++ b/src/gallium/drivers/llvmpipe/lp_rast.c
@@ -30,6 +30,9 @@
#include "lp_state.h"
#include "lp_quad.h"
#include "lp_rast.h"
+#include "lp_rast_priv.h"
+#include "lp_tile_soa.h"
+#include "lp_bld_debug.h"
struct lp_rasterizer *lp_rast_create( void )
@@ -137,7 +140,6 @@ void lp_rast_shade_quads( const struct lp_rast_state *state,
struct quad_header **quads,
unsigned nr )
{
- struct lp_fragment_shader *fs = llvmpipe->fs;
struct quad_header *quad = quads[0];
const unsigned x = quad->input.x0;
const unsigned y = quad->input.y0;
@@ -167,7 +169,7 @@ void lp_rast_shade_quads( const struct lp_rast_state *state,
/* depth buffer */
assert((x % 2) == 0);
assert((y % 2) == 0);
- depth = (uint8_t)*tile->depth + y*TILE_SIZE*4 + 2*x*4;
+ depth = (uint8_t *)tile->depth + y*TILE_SIZE*4 + 2*x*4;
/* XXX: This will most likely fail on 32bit x86 without -mstackrealign */
assert(lp_check_alignment(mask, 16));
@@ -177,14 +179,14 @@ void lp_rast_shade_quads( const struct lp_rast_state *state,
assert(lp_check_alignment(state->jc.blend_color, 16));
/* run shader */
- state->jit_function( &state->jc,
- x, y,
- quad->coef->a0,
- quad->coef->dadx,
- quad->coef->dady,
- &mask[0][0],
- color,
- depth);
+ state->shader( &state->jc,
+ x, y,
+ quad->coef->a0,
+ quad->coef->dadx,
+ quad->coef->dady,
+ &mask[0][0],
+ color,
+ depth);
}