#include "svga_debug.h"
-static INLINE unsigned
+static inline unsigned
translate_wrap_mode(unsigned wrap)
{
switch (wrap) {
}
}
-static INLINE unsigned translate_img_filter( unsigned filter )
+static inline unsigned translate_img_filter( unsigned filter )
{
switch (filter) {
case PIPE_TEX_FILTER_NEAREST: return SVGA3D_TEX_FILTER_NEAREST;
}
}
-static INLINE unsigned translate_mip_filter( unsigned filter )
+static inline unsigned translate_mip_filter( unsigned filter )
{
switch (filter) {
case PIPE_TEX_MIPFILTER_NONE: return SVGA3D_TEX_FILTER_NONE;
if (shader != PIPE_SHADER_FRAGMENT)
return;
- /* Check for no-op */
- if (start + num <= svga->curr.num_samplers &&
- !memcmp(svga->curr.sampler + start, samplers, num * sizeof(void *))) {
- if (0) debug_printf("sampler noop\n");
- return;
- }
-
for (i = 0; i < num; i++)
svga->curr.sampler[start + i] = samplers[i];
- /* find highest non-null sampler_views[] entry */
+ /* find highest non-null sampler[] entry */
{
unsigned j = MAX2(svga->curr.num_samplers, start + num);
while (j > 0 && svga->curr.sampler[j - 1] == NULL)
if (shader != PIPE_SHADER_FRAGMENT)
return;
- /* Check for no-op */
- if (start + num <= svga->curr.num_sampler_views &&
- !memcmp(svga->curr.sampler_views + start, views,
- num * sizeof(struct pipe_sampler_view *))) {
- if (0) debug_printf("texture noop\n");
- return;
- }
-
for (i = 0; i < num; i++) {
if (svga->curr.sampler_views[start + i] != views[i]) {
/* Note: we're using pipe_sampler_view_release() here to work around