/* Return TRUE if the shader was switched and should be re-emitted. */
boolean r300_pick_fragment_shader(struct r300_context* r300);
-static INLINE boolean r300_fragment_shader_writes_depth(struct r300_fragment_shader *fs)
+static inline boolean r300_fragment_shader_writes_depth(struct r300_fragment_shader *fs)
{
if (!fs)
return FALSE;
return (fs->shader->code.writes_depth) ? TRUE : FALSE;
}
-static INLINE boolean r300_fragment_shader_writes_all(struct r300_fragment_shader *fs)
+static inline boolean r300_fragment_shader_writes_all(struct r300_fragment_shader *fs)
{
if (!fs)
return FALSE;