Previously they (very rarely) used C++isms that prevented them from being
compiled as C. As of this commit, they can be compiled as either C or C++.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
/* Make sure the push constants fill an exact integer number of
* registers.
*/
- assert(sizeof(brw_blorp_wm_push_constants) % 32 == 0);
+ assert(sizeof(struct brw_blorp_wm_push_constants) % 32 == 0);
/* There must be at least one register worth of push constant data. */
assert(BRW_BLORP_NUM_PUSH_CONST_REGS > 0);
}
/* 3DSTATE_VIEWPORT_STATE_POINTERS */
-void
+static void
gen6_blorp_emit_viewport_state(struct brw_context *brw,
const struct brw_blorp_params *params)
{
/* Make sure the push constants fill an exact integer number of
* registers.
*/
- assert(sizeof(brw_blorp_wm_push_constants) % 32 == 0);
+ assert(sizeof(struct brw_blorp_wm_push_constants) % 32 == 0);
/* There must be at least one register worth of push constant data. */
assert(BRW_BLORP_NUM_PUSH_CONST_REGS > 0);
true /* is_render_target */);
if (params->src.mt) {
const struct brw_blorp_surface_info *surface = ¶ms->src;
- intel_mipmap_tree *mt = surface->mt;
+ struct intel_mipmap_tree *mt = surface->mt;
/* Textures are always sampled as 2D. */
const bool is_cube = mt->target == GL_TEXTURE_CUBE_MAP_ARRAY ||