*/
#if !NORMALIZE
- k = 1.0 / radius;
- k = 1.0 - 2.0 * k + k * k;
+ k = 1.0f / radius;
+ k = 1.0f - 2.0f * k + k * k;
#else
- k = 1.0 - 1.0 / radius;
+ k = 1.0f - 1.0f / radius;
#endif
/* allocate/dup new verts */
/* Wait on outstanding fences */
while (fenced_list->numDelayed) {
_glthread_UNLOCK_MUTEX(fenced_list->mutex);
+#ifndef __MSC__
sched_yield();
+#endif
_fenced_buffer_list_check_free(fenced_list, 1);
_glthread_LOCK_MUTEX(fenced_list->mutex);
}
struct sp_fragment_shader {
struct pipe_shader_state shader;
- void (*prepare)( struct sp_fragment_shader *shader,
+ void (*prepare)( const struct sp_fragment_shader *shader,
struct tgsi_exec_machine *machine,
struct tgsi_sampler *samplers);
/* Run the shader - this interface will get cleaned up in the
* future:
*/
- unsigned (*run)( struct sp_fragment_shader *shader,
+ unsigned (*run)( const struct sp_fragment_shader *shader,
struct tgsi_exec_machine *machine,
struct quad_header *quad );