r300->winsys = r300_winsys;
r300->context.winsys = (struct pipe_winsys*)r300_winsys;
- r300->context.screen = r300_screen(screen);
+ r300->context.screen = screen;
r300_init_debug(r300);
static void r300_render_release_vertices(struct vbuf_render* render)
{
struct r300_render* r300render = r300_render(render);
- struct r300_context* r300 = r300render->r300;
r300render->vbo_offset += r300render->vbo_max_used;
r300render->vbo_max_used = 0;
{
struct r300_context* r300 = render->r300;
- CS_LOCALS(r300);
-
r300_emit_dirty_state(r300);
}
{
struct r300_render* r300render = r300_render(render);
struct r300_context* r300 = r300render->r300;
- struct pipe_screen* screen = r300->context.screen;
- struct pipe_buffer* index_buffer;
- void* index_map;
int i;
- uint32_t index;
CS_LOCALS(r300);
struct vertex_info* vinfo = &vformat->vinfo;
int* tab = vformat->vs_tab;
uint32_t temp;
- int i, attrib_count;
+ unsigned i, attrib_count;
/* Vertex shaders have no semantics on their inputs,
* so PSC should just route stuff based on their info,
unsigned w, unsigned h,
unsigned color)
{
- int i;
- float r, g, b, a, depth;
+ float r, g, b, a;
struct r300_context* r300 = r300_context(pipe);
struct r300_capabilities* caps = r300_screen(pipe->screen)->caps;
struct r300_texture* tex = (struct r300_texture*)dest->texture;