struct ir3_shader_key key = {};
struct ir3_shader_variant *v;
struct fd_ringbuffer *ring = ctx->batch->draw;
- unsigned i, nglobal = 0;
+ unsigned nglobal = 0;
emit_setup(ctx);
struct ir3_shader_key key = {};
struct ir3_shader_variant *v;
struct fd_ringbuffer *ring = ctx->batch->draw;
- unsigned i, nglobal = 0;
+ unsigned nglobal = 0;
fd6_emit_restore(ctx->batch, ring);
struct pipe_framebuffer_state *pfb = &ctx->batch->framebuffer;
const bool has_depth = pfb->zsbuf;
unsigned color_buffers = buffers >> 2;
- unsigned i;
/* If we're clearing after draws, fallback to 3D pipe clears. We could
* use blitter clears in the draw batch but then we'd have to patch up the
struct fd_context *ctx = fd_context(pctx);
const struct fd_shaderbuf_stateobj *so = &ctx->shaderbuf[PIPE_SHADER_COMPUTE];
struct fd_batch *batch, *save_batch = NULL;
- unsigned i;
batch = fd_bc_alloc_batch(&ctx->screen->batch_cache, ctx, true);
fd_batch_reference(&save_batch, ctx->batch);
do { __typeof(a) __tmp = (a); (a) = (b); (b) = __tmp; } while (0)
#define foreach_bit(b, mask) \
- for (uint32_t _m = (mask); _m && ({(b) = u_bit_scan(&_m); 1;});)
+ for (uint32_t _m = (mask), b; _m && ({(b) = u_bit_scan(&_m); (void)(b); 1;});)
#define BIT(bit) (1u << bit)