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-rw-r--r--src/gallium/drivers/llvmpipe/lp_jit.h5
-rw-r--r--src/gallium/drivers/llvmpipe/lp_rast_priv.h1
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state.h5
-rw-r--r--src/gallium/drivers/llvmpipe/lp_state_fs.c4
4 files changed, 8 insertions, 7 deletions
diff --git a/src/gallium/drivers/llvmpipe/lp_jit.h b/src/gallium/drivers/llvmpipe/lp_jit.h
index fc43d0bf5aa..8d06e65725f 100644
--- a/src/gallium/drivers/llvmpipe/lp_jit.h
+++ b/src/gallium/drivers/llvmpipe/lp_jit.h
@@ -150,11 +150,6 @@ enum {
-/** Indexes into jit_function[] array */
-#define RAST_WHOLE 0
-#define RAST_EDGE_TEST 1
-
-
typedef void
(*lp_jit_frag_func)(const struct lp_jit_context *context,
uint32_t x,
diff --git a/src/gallium/drivers/llvmpipe/lp_rast_priv.h b/src/gallium/drivers/llvmpipe/lp_rast_priv.h
index 0ceba209e06..efc013ff3f0 100644
--- a/src/gallium/drivers/llvmpipe/lp_rast_priv.h
+++ b/src/gallium/drivers/llvmpipe/lp_rast_priv.h
@@ -33,6 +33,7 @@
#include "gallivm/lp_bld_debug.h"
#include "lp_rast.h"
#include "lp_scene.h"
+#include "lp_state.h"
#include "lp_texture.h"
#include "lp_tile_soa.h"
#include "lp_limits.h"
diff --git a/src/gallium/drivers/llvmpipe/lp_state.h b/src/gallium/drivers/llvmpipe/lp_state.h
index 73778449ea8..bae5de0cb35 100644
--- a/src/gallium/drivers/llvmpipe/lp_state.h
+++ b/src/gallium/drivers/llvmpipe/lp_state.h
@@ -63,6 +63,11 @@ struct llvmpipe_context;
struct lp_fragment_shader;
+/** Indexes into jit_function[] array */
+#define RAST_WHOLE 0
+#define RAST_EDGE_TEST 1
+
+
struct lp_fragment_shader_variant_key
{
struct pipe_depth_state depth;
diff --git a/src/gallium/drivers/llvmpipe/lp_state_fs.c b/src/gallium/drivers/llvmpipe/lp_state_fs.c
index 429aaab569c..ff193d61aa0 100644
--- a/src/gallium/drivers/llvmpipe/lp_state_fs.c
+++ b/src/gallium/drivers/llvmpipe/lp_state_fs.c
@@ -962,8 +962,8 @@ generate_variant(struct llvmpipe_context *lp,
memcpy(&variant->key, key, sizeof *key);
- generate_fragment(lp, shader, variant, 0);
- generate_fragment(lp, shader, variant, 1);
+ generate_fragment(lp, shader, variant, RAST_WHOLE);
+ generate_fragment(lp, shader, variant, RAST_EDGE_TEST);
/* TODO: most of these can be relaxed, in particular the colormask */
variant->opaque =