* only 1D tiling is implemented below
*/
#if defined(RADEON_COMMON_FOR_R600)
-static GLint r600_1d_tile_helper(const struct radeon_renderbuffer * rrb,
- GLint x, GLint y, GLint is_depth, GLint is_stencil)
+static inline GLint r600_1d_tile_helper(const struct radeon_renderbuffer * rrb,
+ GLint x, GLint y, GLint is_depth, GLint is_stencil)
{
GLint element_bytes = rrb->cpp;
GLint num_samples = 1;
GLint offset = 0;
tile_bytes = tile_width * tile_height * tile_thickness * element_bytes * num_samples;
- tiles_per_row = pitch_elements /tile_width;
+ tiles_per_row = pitch_elements / tile_width;
tiles_per_slice = tiles_per_row * (height / tile_height);
slice_offset = (z / tile_thickness) * tiles_per_slice * tile_bytes;
tile_row_index = y / tile_height;
switch (element_bytes) {
case 2:
pixel_offset = pixel_number * element_bytes * num_samples;
- element_offset = pixel_offset + (sample_number * element_bytes);
break;
case 4:
/* stencil and depth data are stored separately within a tile.