diff options
-rw-r--r-- | src/gallium/drivers/llvmpipe/lp_jit.h | 4 | ||||
-rw-r--r-- | src/gallium/drivers/llvmpipe/lp_rast.c | 22 |
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 58f716ede29..643e85be200 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 df48ccce81d..e3d1cd56e0a 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); } |