* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
-static INLINE struct i830_context *
+static inline struct i830_context *
i830_context(struct gl_context * ctx)
{
return (struct i830_context *) ctx;
}
-static INLINE GLuint
+static inline GLuint
GetTexelOp(GLint unit)
{
switch (unit) {
* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
-static INLINE struct i915_context *
+static inline struct i915_context *
i915_context(struct gl_context * ctx)
{
return (struct i915_context *) ctx;
/* One neat thing about the UREG representation:
*/
-static INLINE int
+static inline int
swizzle(int reg, int x, int y, int z, int w)
{
return ((reg & ~UREG_XYZW_CHANNEL_MASK) |
/* Another neat thing about the UREG representation:
*/
-static INLINE int
+static inline int
negate(int reg, int x, int y, int z, int w)
{
return reg ^ (((x & 1) << UREG_CHANNEL_X_NEGATE_SHIFT) |
uint32_t offset);
void intel_batchbuffer_emit_mi_flush(struct intel_context *intel);
-static INLINE uint32_t float_as_int(float f)
+static inline uint32_t float_as_int(float f)
{
union {
float f;
* be passed as structs rather than dwords, but that's a little bit of
* work...
*/
-static INLINE unsigned
+static inline unsigned
intel_batchbuffer_space(struct intel_context *intel)
{
return (intel->batch.bo->size - intel->batch.reserved_space)
}
-static INLINE void
+static inline void
intel_batchbuffer_emit_dword(struct intel_context *intel, GLuint dword)
{
#ifdef DEBUG
intel->batch.map[intel->batch.used++] = dword;
}
-static INLINE void
+static inline void
intel_batchbuffer_emit_float(struct intel_context *intel, float f)
{
intel_batchbuffer_emit_dword(intel, float_as_int(f));
}
-static INLINE void
+static inline void
intel_batchbuffer_require_space(struct intel_context *intel,
GLuint sz)
{
intel_batchbuffer_flush(intel);
}
-static INLINE void
+static inline void
intel_batchbuffer_begin(struct intel_context *intel, int n)
{
intel_batchbuffer_require_space(intel, n * 4);
#endif
}
-static INLINE void
+static inline void
intel_batchbuffer_advance(struct intel_context *intel)
{
#ifdef DEBUG
* XXX Put this in src/mesa/main/imports.h ???
*/
#if defined(i386) || defined(__i386__)
-static INLINE void * __memcpy(void * to, const void * from, size_t n)
+static inline void * __memcpy(void * to, const void * from, size_t n)
{
int d0, d1, d2;
__asm__ __volatile__(
* Inline conversion functions.
* These are better-typed than the macros used previously:
*/
-static INLINE struct intel_context *
+static inline struct intel_context *
intel_context(struct gl_context * ctx)
{
return (struct intel_context *) ctx;
* NULL will be returned if the rb isn't really an intel_renderbuffer.
* This is determined by checking the ClassID.
*/
-static INLINE struct intel_renderbuffer *
+static inline struct intel_renderbuffer *
intel_renderbuffer(struct gl_renderbuffer *rb)
{
struct intel_renderbuffer *irb = (struct intel_renderbuffer *) rb;
* If the attached renderbuffer is a wrapper, then return wrapped
* renderbuffer.
*/
-static INLINE struct intel_renderbuffer *
+static inline struct intel_renderbuffer *
intel_get_renderbuffer(struct gl_framebuffer *fb, gl_buffer_index attIndex)
{
struct gl_renderbuffer *rb;
}
-static INLINE mesa_format
+static inline mesa_format
intel_rb_format(const struct intel_renderbuffer *rb)
{
return rb->Base.Base.Format;
* Returns the low Y value of the vertical range given, flipped according to
* whether the framebuffer is or not.
*/
-static INLINE int
+static inline int
y_flip(struct gl_framebuffer *fb, int y, int height)
{
if (_mesa_is_user_fbo(fb))
#define INTEL_NO_VBO_STATE_RESERVED 1500
-static INLINE GLuint intel_get_vb_max(struct intel_context *intel)
+static inline GLuint intel_get_vb_max(struct intel_context *intel)
{
GLuint ret;
return ret;
}
-static INLINE GLuint intel_get_current_max(struct intel_context *intel)
+static inline GLuint intel_get_current_max(struct intel_context *intel)
{
GLuint ret;
struct intel_mipmap_tree *mt;
};
-static INLINE struct intel_texture_object *
+static inline struct intel_texture_object *
intel_texture_object(struct gl_texture_object *obj)
{
return (struct intel_texture_object *) obj;
}
-static INLINE struct intel_texture_image *
+static inline struct intel_texture_image *
intel_texture_image(struct gl_texture_image *img)
{
return (struct intel_texture_image *) img;