st/mesa: move st_init_driver_flags() earlier in file
authorBrian Paul <brianp@vmware.com>
Fri, 10 Nov 2017 17:54:11 +0000 (10:54 -0700)
committerBrian Paul <brianp@vmware.com>
Wed, 15 Nov 2017 23:12:43 +0000 (16:12 -0700)
To get rid of forward declaration.

Reviewed-By: Gert Wollny <gw.fossdev@gmail.com>
src/mesa/state_tracker/st_context.c

index 8abf879ab980e52c9216230fde681e7dcafeb62c..c52f42bf5b54639b5658588f30dd3b2c1fa7ede3 100644 (file)
@@ -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,