gallivm: Use standard LLVMSetAlignment from LLVM 3.4 onwards.
[mesa.git] / src / gallium / drivers / llvmpipe / lp_state_fs.c
index 079083e96014160365d18afa344b6998f095b51e..ca0533b4a0f1999fe731db616c1efe552f6abd99 100644 (file)
@@ -786,7 +786,7 @@ load_unswizzled_block(struct gallivm_state *gallivm,
 
       dst[i] = LLVMBuildLoad(builder, dst_ptr, "");
 
-      lp_set_load_alignment(dst[i], dst_alignment);
+      LLVMSetAlignment(dst[i], dst_alignment);
    }
 }
 
@@ -830,7 +830,7 @@ store_unswizzled_block(struct gallivm_state *gallivm,
 
       src_ptr = LLVMBuildStore(builder, src[i], src_ptr);
 
-      lp_set_store_alignment(src_ptr, src_alignment);
+      LLVMSetAlignment(src_ptr, src_alignment);
    }
 }
 
@@ -2695,34 +2695,35 @@ llvmpipe_create_fs_state(struct pipe_context *pipe,
 
       switch (shader->info.base.input_interpolate[i]) {
       case TGSI_INTERPOLATE_CONSTANT:
-        shader->inputs[i].interp = LP_INTERP_CONSTANT;
-        break;
+         shader->inputs[i].interp = LP_INTERP_CONSTANT;
+         break;
       case TGSI_INTERPOLATE_LINEAR:
-        shader->inputs[i].interp = LP_INTERP_LINEAR;
-        break;
+         shader->inputs[i].interp = LP_INTERP_LINEAR;
+         break;
       case TGSI_INTERPOLATE_PERSPECTIVE:
-        shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
-        break;
+         shader->inputs[i].interp = LP_INTERP_PERSPECTIVE;
+         break;
       case TGSI_INTERPOLATE_COLOR:
-        shader->inputs[i].interp = LP_INTERP_COLOR;
-        break;
+         shader->inputs[i].interp = LP_INTERP_COLOR;
+         break;
       default:
-        assert(0);
-        break;
+         assert(0);
+         break;
       }
 
       switch (shader->info.base.input_semantic_name[i]) {
       case TGSI_SEMANTIC_FACE:
-        shader->inputs[i].interp = LP_INTERP_FACING;
-        break;
+         shader->inputs[i].interp = LP_INTERP_FACING;
+         break;
       case TGSI_SEMANTIC_POSITION:
-        /* Position was already emitted above
-         */
-        shader->inputs[i].interp = LP_INTERP_POSITION;
-        shader->inputs[i].src_index = 0;
-        continue;
+         /* Position was already emitted above
+          */
+         shader->inputs[i].interp = LP_INTERP_POSITION;
+         shader->inputs[i].src_index = 0;
+         continue;
       }
 
+      /* XXX this is a completely pointless index map... */
       shader->inputs[i].src_index = i+1;
    }