v3d_rcl_emit_stores(struct v3d_job *job, struct v3d_cl *cl)
{
#if V3D_VERSION < 40
- MAYBE_UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
- MAYBE_UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
- MAYBE_UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
+ UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
+ UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
+ UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
/* For clearing color in a TLB general on V3D 3.3:
*
struct v3d_surface *surf = v3d_surface(psurf);
struct v3d_resource *rsc = v3d_resource(psurf->texture);
- MAYBE_UNUSED uint32_t config_pad = 0;
+ UNUSED uint32_t config_pad = 0;
uint32_t clear_pad = 0;
/* XXX: Set the pad for raster. */
v3d_create_sampler_state(struct pipe_context *pctx,
const struct pipe_sampler_state *cso)
{
- MAYBE_UNUSED struct v3d_context *v3d = v3d_context(pctx);
+ UNUSED struct v3d_context *v3d = v3d_context(pctx);
struct v3d_sampler_state *so = CALLOC_STRUCT(v3d_sampler_state);
if (!so)