[Mesa-dev] [PATCH] swrast: Remove 'inline' from tex filter functions.
Brian Paul
brianp at vmware.com
Mon Dec 8 12:45:01 PST 2014
Reviewed-by: Brian Paul <brianp at vmware.com>
On 12/08/2014 01:02 PM, Matt Turner wrote:
> Reduces .text size of mesa_dri_drivers.so (i965-only) by 62k, or 1.4%.
>
> Note that we don't remove inline from lerp_2d(), which has a comment
> above it saying it definitely should be inlined. Though, removing the
> inline keyword from it doesn't actually change the compiled code for me.
> ---
> src/mesa/swrast/s_texfilter.c | 52 +++++++++++++++++++++----------------------
> 1 file changed, 26 insertions(+), 26 deletions(-)
>
> diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
> index 65cf52e..faeccae 100644
> --- a/src/mesa/swrast/s_texfilter.c
> +++ b/src/mesa/swrast/s_texfilter.c
> @@ -73,7 +73,7 @@ lerp_2d(GLfloat a, GLfloat b,
> * Do 3D/trilinear interpolation of float values.
> * \sa lerp_2d
> */
> -static inline GLfloat
> +static GLfloat
> lerp_3d(GLfloat a, GLfloat b, GLfloat c,
> GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
> GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
> @@ -91,7 +91,7 @@ lerp_3d(GLfloat a, GLfloat b, GLfloat c,
> /**
> * Do linear interpolation of colors.
> */
> -static inline void
> +static void
> lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
> {
> result[0] = LERP(t, a[0], b[0]);
> @@ -104,7 +104,7 @@ lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
> /**
> * Do bilinear interpolation of colors.
> */
> -static inline void
> +static void
> lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
> const GLfloat t00[4], const GLfloat t10[4],
> const GLfloat t01[4], const GLfloat t11[4])
> @@ -119,7 +119,7 @@ lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
> /**
> * Do trilinear interpolation of colors.
> */
> -static inline void
> +static void
> lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
> const GLfloat t000[4], const GLfloat t100[4],
> const GLfloat t010[4], const GLfloat t110[4],
> @@ -155,7 +155,7 @@ lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
> * i0, i1 = returns two nearest texel indexes
> * weight = returns blend factor between texels
> */
> -static inline void
> +static void
> linear_texel_locations(GLenum wrapMode,
> const struct gl_texture_image *img,
> GLint size, GLfloat s,
> @@ -285,7 +285,7 @@ linear_texel_locations(GLenum wrapMode,
> /**
> * Used to compute texel location for nearest sampling.
> */
> -static inline GLint
> +static GLint
> nearest_texel_location(GLenum wrapMode,
> const struct gl_texture_image *img,
> GLint size, GLfloat s)
> @@ -410,7 +410,7 @@ nearest_texel_location(GLenum wrapMode,
>
>
> /* Power of two image sizes only */
> -static inline void
> +static void
> linear_repeat_texel_location(GLuint size, GLfloat s,
> GLint *i0, GLint *i1, GLfloat *weight)
> {
> @@ -424,7 +424,7 @@ linear_repeat_texel_location(GLuint size, GLfloat s,
> /**
> * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
> */
> -static inline GLint
> +static GLint
> clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
> {
> switch (wrapMode) {
> @@ -444,7 +444,7 @@ clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
> /**
> * As above, but GL_LINEAR filtering.
> */
> -static inline void
> +static void
> clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
> GLint *i0out, GLint *i1out, GLfloat *weight)
> {
> @@ -486,7 +486,7 @@ clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
> /**
> * Compute slice/image to use for 1D or 2D array texture.
> */
> -static inline GLint
> +static GLint
> tex_array_slice(GLfloat coord, GLsizei size)
> {
> GLint slice = IFLOOR(coord + 0.5f);
> @@ -499,7 +499,7 @@ tex_array_slice(GLfloat coord, GLsizei size)
> * Compute nearest integer texcoords for given texobj and coordinate.
> * NOTE: only used for depth texture sampling.
> */
> -static inline void
> +static void
> nearest_texcoord(const struct gl_sampler_object *samp,
> const struct gl_texture_object *texObj,
> GLuint level,
> @@ -548,7 +548,7 @@ nearest_texcoord(const struct gl_sampler_object *samp,
> * Compute linear integer texcoords for given texobj and coordinate.
> * NOTE: only used for depth texture sampling.
> */
> -static inline void
> +static void
> linear_texcoord(const struct gl_sampler_object *samp,
> const struct gl_texture_object *texObj,
> GLuint level,
> @@ -607,7 +607,7 @@ linear_texcoord(const struct gl_sampler_object *samp,
> * For linear interpolation between mipmap levels N and N+1, this function
> * computes N.
> */
> -static inline GLint
> +static GLint
> linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
> {
> if (lambda < 0.0F)
> @@ -622,7 +622,7 @@ linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
> /**
> * Compute the nearest mipmap level to take texels from.
> */
> -static inline GLint
> +static GLint
> nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
> {
> GLfloat l;
> @@ -658,7 +658,7 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
> * will be minified, magnified, or split between the two. This function
> * determines the subranges in [0, n-1] that are to be minified or magnified.
> */
> -static inline void
> +static void
> compute_min_mag_ranges(const struct gl_sampler_object *samp,
> GLuint n, const GLfloat lambda[],
> GLuint *minStart, GLuint *minEnd,
> @@ -767,7 +767,7 @@ compute_min_mag_ranges(const struct gl_sampler_object *samp,
> * the base texture format. Ex: if the texture base format it GL_ALPHA,
> * we return (0,0,0,BorderAlpha).
> */
> -static inline void
> +static void
> get_border_color(const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> GLfloat rgba[4])
> @@ -804,7 +804,7 @@ get_border_color(const struct gl_sampler_object *samp,
> /**
> * Put z into texel according to GL_DEPTH_MODE.
> */
> -static inline void
> +static void
> apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4])
> {
> switch (depthMode) {
> @@ -844,7 +844,7 @@ is_depth_texture(const struct gl_texture_object *tObj)
> /**
> * Return the texture sample for coordinate (s) using GL_NEAREST filter.
> */
> -static inline void
> +static void
> sample_1d_nearest(struct gl_context *ctx,
> const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> @@ -869,7 +869,7 @@ sample_1d_nearest(struct gl_context *ctx,
> /**
> * Return the texture sample for coordinate (s) using GL_LINEAR filter.
> */
> -static inline void
> +static void
> sample_1d_linear(struct gl_context *ctx,
> const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> @@ -1110,7 +1110,7 @@ sample_lambda_1d( struct gl_context *ctx,
> /**
> * Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
> */
> -static inline void
> +static void
> sample_2d_nearest(struct gl_context *ctx,
> const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> @@ -1144,7 +1144,7 @@ sample_2d_nearest(struct gl_context *ctx,
> * Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
> * New sampling code contributed by Lynn Quam <quam at ai.sri.com>.
> */
> -static inline void
> +static void
> sample_2d_linear(struct gl_context *ctx,
> const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> @@ -1209,7 +1209,7 @@ sample_2d_linear(struct gl_context *ctx,
> * As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
> * We don't have to worry about the texture border.
> */
> -static inline void
> +static void
> sample_2d_linear_repeat(struct gl_context *ctx,
> const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> @@ -1830,7 +1830,7 @@ sample_2d_footprint(struct gl_context *ctx,
> * Returns the index of the specified texture object in the
> * gl_context texture unit array.
> */
> -static inline GLuint
> +static GLuint
> texture_unit_index(const struct gl_context *ctx,
> const struct gl_texture_object *tObj)
> {
> @@ -2012,7 +2012,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx,
> /**
> * Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
> */
> -static inline void
> +static void
> sample_3d_nearest(struct gl_context *ctx,
> const struct gl_sampler_object *samp,
> const struct gl_texture_image *img,
> @@ -3416,7 +3416,7 @@ sample_lambda_1d_array(struct gl_context *ctx,
> /**
> * Compare texcoord against depth sample. Return 1.0 or 0.0 value.
> */
> -static inline GLfloat
> +static GLfloat
> shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
> {
> switch (function) {
> @@ -3448,7 +3448,7 @@ shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
> /**
> * Compare texcoord against four depth samples.
> */
> -static inline GLfloat
> +static GLfloat
> shadow_compare4(GLenum function, GLfloat coord,
> GLfloat depth00, GLfloat depth01,
> GLfloat depth10, GLfloat depth11,
>
More information about the mesa-dev
mailing list