[Mesa-dev] [PATCH 1/2] st/mesa: move st_init_driver_flags() earlier in file
Gert Wollny
gw.fossdev at gmail.com
Sun Nov 12 14:27:56 UTC 2017
For the series:
Reviewed-By: Gert Wollny <gw.fossdev at gmail.com>
On 11.11.2017 03:40, Brian Paul wrote:
> To get rid of forward declaration.
> ---
> src/mesa/state_tracker/st_context.c | 123 ++++++++++++++++++------------------
> 1 file changed, 62 insertions(+), 61 deletions(-)
>
> diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c
> index 8abf879..c52f42b 100644
> --- a/src/mesa/state_tracker/st_context.c
> +++ b/src/mesa/state_tracker/st_context.c
> @@ -286,7 +286,68 @@ st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
> free( st );
> }
>
> -static void st_init_driver_flags(struct st_context *st);
> +
> +static void st_init_driver_flags(struct st_context *st)
> +{
> + struct gl_driver_flags *f = &st->ctx->DriverFlags;
> +
> + f->NewArray = ST_NEW_VERTEX_ARRAYS;
> + f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
> + f->NewTileRasterOrder = ST_NEW_RASTERIZER;
> + f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
> + f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
> +
> + /* Shader resources */
> + f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
> + if (st->has_hw_atomics)
> + f->NewAtomicBuffer = ST_NEW_HW_ATOMICS;
> + else
> + f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
> + f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
> + f->NewImageUnits = ST_NEW_IMAGE_UNITS;
> +
> + f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
> + f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
> + f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
> + f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
> + f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
> + f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
> +
> + f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
> + f->NewFramebufferSRGB = ST_NEW_FB_STATE;
> + f->NewScissorRect = ST_NEW_SCISSOR;
> + f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
> + f->NewAlphaTest = ST_NEW_DSA;
> + f->NewBlend = ST_NEW_BLEND;
> + f->NewBlendColor = ST_NEW_BLEND_COLOR;
> + f->NewColorMask = ST_NEW_BLEND;
> + f->NewDepth = ST_NEW_DSA;
> + f->NewLogicOp = ST_NEW_BLEND;
> + f->NewStencil = ST_NEW_DSA;
> + f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
> + ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
> + f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
> + f->NewSampleMask = ST_NEW_SAMPLE_MASK;
> + f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
> +
> + /* This depends on what the gallium driver wants. */
> + if (st->force_persample_in_shader) {
> + f->NewMultisampleEnable |= ST_NEW_FS_STATE;
> + f->NewSampleShading |= ST_NEW_FS_STATE;
> + } else {
> + f->NewSampleShading |= ST_NEW_RASTERIZER;
> + }
> +
> + f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
> + f->NewClipPlane = ST_NEW_CLIP_STATE;
> + f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
> + f->NewDepthClamp = ST_NEW_RASTERIZER;
> + f->NewLineState = ST_NEW_RASTERIZER;
> + f->NewPolygonState = ST_NEW_RASTERIZER;
> + f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
> + f->NewViewport = ST_NEW_VIEWPORT;
> +}
> +
>
> static struct st_context *
> st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
> @@ -489,66 +550,6 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
> return st;
> }
>
> -static void st_init_driver_flags(struct st_context *st)
> -{
> - struct gl_driver_flags *f = &st->ctx->DriverFlags;
> -
> - f->NewArray = ST_NEW_VERTEX_ARRAYS;
> - f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
> - f->NewTileRasterOrder = ST_NEW_RASTERIZER;
> - f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
> - f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
> -
> - /* Shader resources */
> - f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
> - if (st->has_hw_atomics)
> - f->NewAtomicBuffer = ST_NEW_HW_ATOMICS;
> - else
> - f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
> - f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
> - f->NewImageUnits = ST_NEW_IMAGE_UNITS;
> -
> - f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
> - f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
> - f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
> - f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
> - f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
> - f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
> -
> - f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
> - f->NewFramebufferSRGB = ST_NEW_FB_STATE;
> - f->NewScissorRect = ST_NEW_SCISSOR;
> - f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
> - f->NewAlphaTest = ST_NEW_DSA;
> - f->NewBlend = ST_NEW_BLEND;
> - f->NewBlendColor = ST_NEW_BLEND_COLOR;
> - f->NewColorMask = ST_NEW_BLEND;
> - f->NewDepth = ST_NEW_DSA;
> - f->NewLogicOp = ST_NEW_BLEND;
> - f->NewStencil = ST_NEW_DSA;
> - f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
> - ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
> - f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
> - f->NewSampleMask = ST_NEW_SAMPLE_MASK;
> - f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
> -
> - /* This depends on what the gallium driver wants. */
> - if (st->force_persample_in_shader) {
> - f->NewMultisampleEnable |= ST_NEW_FS_STATE;
> - f->NewSampleShading |= ST_NEW_FS_STATE;
> - } else {
> - f->NewSampleShading |= ST_NEW_RASTERIZER;
> - }
> -
> - f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
> - f->NewClipPlane = ST_NEW_CLIP_STATE;
> - f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
> - f->NewDepthClamp = ST_NEW_RASTERIZER;
> - f->NewLineState = ST_NEW_RASTERIZER;
> - f->NewPolygonState = ST_NEW_RASTERIZER;
> - f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
> - f->NewViewport = ST_NEW_VIEWPORT;
> -}
>
> struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
> const struct gl_config *visual,
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