[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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