initial_size_in_dw);
pool->size_in_dw = initial_size_in_dw;
- pool->bo = (struct r600_resource*)r600_compute_buffer_alloc_vram(pool->screen,
- pool->size_in_dw * 4);
+ pool->bo = r600_compute_buffer_alloc_vram(pool->screen,
+ pool->size_in_dw * 4);
}
/**
} else {
struct r600_resource *temp = NULL;
- temp = (struct r600_resource *)r600_compute_buffer_alloc_vram(
- pool->screen, new_size_in_dw * 4);
+ temp = r600_compute_buffer_alloc_vram(pool->screen, new_size_in_dw * 4);
if (temp != NULL) {
struct pipe_resource *src = (struct pipe_resource *)pool->bo;
pool->screen->b.b.resource_destroy(
(struct pipe_screen *)pool->screen,
(struct pipe_resource *)pool->bo);
- pool->bo = (struct r600_resource*)r600_compute_buffer_alloc_vram(
- pool->screen,
- pool->size_in_dw * 4);
+ pool->bo = r600_compute_buffer_alloc_vram(pool->screen, pool->size_in_dw * 4);
compute_memory_shadow(pool, pipe, 0);
if (pool->status & POOL_FRAGMENTED) {
/* We check if the intermediate buffer exists, and if it
* doesn't, we create it again */
if (item->real_buffer == NULL) {
- item->real_buffer = (struct r600_resource*)r600_compute_buffer_alloc_vram(
+ item->real_buffer = r600_compute_buffer_alloc_vram(
pool->screen, item->size_in_dw * 4);
}
#endif
#endif
- shader->ctx = (struct r600_context*)ctx;
+ shader->ctx = ctx;
shader->local_size = cso->req_local_mem;
shader->private_size = cso->req_private_mem;
shader->input_size = cso->req_input_mem;
}
else {
if (item->real_buffer == NULL) {
- item->real_buffer = (struct r600_resource*)
+ item->real_buffer =
r600_compute_buffer_alloc_vram(pool->screen, item->size_in_dw * 4);
}
}
src = (struct pipe_resource *)pool->bo;
} else {
if (item->real_buffer == NULL) {
- item->real_buffer = (struct r600_resource*)
+ item->real_buffer =
r600_compute_buffer_alloc_vram(pool->screen,
item->size_in_dw * 4);
}
dst = (struct pipe_resource *)pool->bo;
} else {
if (item->real_buffer == NULL) {
- item->real_buffer = (struct r600_resource*)
+ item->real_buffer =
r600_compute_buffer_alloc_vram(pool->screen,
item->size_in_dw * 4);
}
r600_copy_region_with_blit(ctx, temp, 0, 0, 0, 0, texture, level, box);
rctx->blit_decompress_depth(ctx, (struct r600_texture*)temp, staging_depth,
0, 0, 0, box->depth, 0, 0);
- pipe_resource_reference((struct pipe_resource**)&temp, NULL);
+ pipe_resource_reference(&temp, NULL);
}
}
else {
if (scratch_bytes == 0)
return;
- program->shader.scratch_bo = (struct r600_resource*)
+ program->shader.scratch_bo =
si_resource_create_custom(sctx->b.b.screen,
PIPE_USAGE_DEFAULT,
scratch_bytes * scratch_waves);