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Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_rast.c')
-rw-r--r--src/gallium/drivers/llvmpipe/lp_rast.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_rast.c b/src/gallium/drivers/llvmpipe/lp_rast.c
index decf3bd4499..dafadc1ea9b 100644
--- a/src/gallium/drivers/llvmpipe/lp_rast.c
+++ b/src/gallium/drivers/llvmpipe/lp_rast.c
@@ -47,6 +47,7 @@
#ifdef DEBUG
int jit_line = 0;
const struct lp_rast_state *jit_state = NULL;
+const struct lp_rasterizer_task *jit_task = NULL;
#endif
@@ -119,8 +120,8 @@ lp_rast_tile_begin(struct lp_rasterizer_task *task,
* and update the tile's layout info.
*/
(void) llvmpipe_get_texture_tile(lpt,
- zsbuf->face + zsbuf->zslice,
- zsbuf->level,
+ zsbuf->u.tex.first_layer,
+ zsbuf->u.tex.level,
usage,
task->x,
task->y);
@@ -288,7 +289,6 @@ lp_rast_clear_zstencil(struct lp_rasterizer_task *task,
-
/**
* Convert the color tile from tiled to linear layout.
* This is generally only done when we're flushing the scene just prior to
@@ -306,15 +306,15 @@ lp_rast_store_linear_color( struct lp_rasterizer_task *task )
for (buf = 0; buf < scene->fb.nr_cbufs; buf++) {
struct pipe_surface *cbuf = scene->fb.cbufs[buf];
- const unsigned face_slice = cbuf->face + cbuf->zslice;
- const unsigned level = cbuf->level;
+ const unsigned layer = cbuf->u.tex.first_layer;
+ const unsigned level = cbuf->u.tex.level;
struct llvmpipe_resource *lpt = llvmpipe_resource(cbuf->texture);
if (!task->color_tiles[buf])
continue;
llvmpipe_unswizzle_cbuf_tile(lpt,
- face_slice,
+ layer,
level,
task->x, task->y,
task->color_tiles[buf]);
@@ -362,7 +362,7 @@ lp_rast_shade_tile(struct lp_rasterizer_task *task,
depth = lp_rast_get_depth_block_pointer(task, tile_x + x, tile_y + y);
/* run shader on 4x4 block */
- BEGIN_JIT_CALL(state);
+ BEGIN_JIT_CALL(state, task);
variant->jit_function[RAST_WHOLE]( &state->jit_context,
tile_x + x, tile_y + y,
inputs->frontfacing,
@@ -443,7 +443,7 @@ lp_rast_shade_quads_mask(struct lp_rasterizer_task *task,
assert(lp_check_alignment(state->jit_context.blend_color, 16));
/* run shader on 4x4 block */
- BEGIN_JIT_CALL(state);
+ BEGIN_JIT_CALL(state, task);
variant->jit_function[RAST_EDGE_TEST](&state->jit_context,
x, y,
inputs->frontfacing,