*/
minx = MAX2(tri->maxx, rast->x);
miny = MAX2(tri->miny, rast->y);
- maxx = MIN2(tri->maxx, rast->x + TILESIZE);
- maxy = MIN2(tri->maxy, rast->y + TILESIZE);
+ maxx = MIN2(tri->maxx, rast->x + TILE_SIZE);
+ maxy = MIN2(tri->maxy, rast->y + TILE_SIZE);
if (miny == maxy ||
minx == maxx) {
}
-static void
-update_tgsi_samplers( struct llvmpipe_context *llvmpipe )
-{
- unsigned i;
-
- /* vertex shader samplers */
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- llvmpipe->tgsi.vert_samplers[i].sampler = llvmpipe->sampler[i];
- llvmpipe->tgsi.vert_samplers[i].texture = llvmpipe->texture[i];
- llvmpipe->tgsi.vert_samplers[i].base.get_samples = lp_get_samples;
- }
-
- /* fragment shader samplers */
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
- llvmpipe->tgsi.frag_samplers[i].sampler = llvmpipe->sampler[i];
- llvmpipe->tgsi.frag_samplers[i].texture = llvmpipe->texture[i];
- llvmpipe->tgsi.frag_samplers[i].base.get_samples = lp_get_samples;
- }
-
- llvmpipe->jit_context.samplers = (struct tgsi_sampler **)llvmpipe->tgsi.frag_samplers_list;
-}
-
+#if 0
static void
update_culling(struct llvmpipe_context *lp)
{
setup->winding = PIPE_WINDING_NONE;
}
}
+#endif
/* Hopefully this will remain quite simple, otherwise need to pull in
llvmpipe->dirty |= LP_NEW_TEXTURE;
}
- if (llvmpipe->dirty & (LP_NEW_SAMPLER |
- LP_NEW_TEXTURE))
- update_tgsi_samplers( llvmpipe );
-
if (llvmpipe->dirty & (LP_NEW_RASTERIZER |
LP_NEW_FS |
LP_NEW_VS))
}
+#if 0
void llvmpipe_prepare(struct lp_setup_context *setup)
{
struct llvmpipe_context *lp = setup->llvmpipe;
}
}
+#endif