#include "lp_state.h"
#include "lp_quad.h"
#include "lp_rast.h"
+#include "lp_rast_priv.h"
+#include "lp_tile_soa.h"
+#include "lp_bld_debug.h"
struct lp_rasterizer *lp_rast_create( void )
struct quad_header **quads,
unsigned nr )
{
- struct lp_fragment_shader *fs = llvmpipe->fs;
struct quad_header *quad = quads[0];
const unsigned x = quad->input.x0;
const unsigned y = quad->input.y0;
/* depth buffer */
assert((x % 2) == 0);
assert((y % 2) == 0);
- depth = (uint8_t)*tile->depth + y*TILE_SIZE*4 + 2*x*4;
+ depth = (uint8_t *)tile->depth + y*TILE_SIZE*4 + 2*x*4;
/* XXX: This will most likely fail on 32bit x86 without -mstackrealign */
assert(lp_check_alignment(mask, 16));
assert(lp_check_alignment(state->jc.blend_color, 16));
/* run shader */
- state->jit_function( &state->jc,
- x, y,
- quad->coef->a0,
- quad->coef->dadx,
- quad->coef->dady,
- &mask[0][0],
- color,
- depth);
+ state->shader( &state->jc,
+ x, y,
+ quad->coef->a0,
+ quad->coef->dadx,
+ quad->coef->dady,
+ &mask[0][0],
+ color,
+ depth);
}