extern const struct lp_rast_state *jit_state;
extern const struct lp_rasterizer_task *jit_task;
-#define BEGIN_JIT_CALL(state, task) \
+#define BEGIN_JIT_CALL(state, task) \
do { \
jit_line = __LINE__; \
jit_state = state; \
}
-
/**
* Shade all pixels in a 4x4 block. The fragment code omits the
* triangle in/out tests.
* \param x, y location of 4x4 block in window coords
*/
static inline void
-lp_rast_shade_quads_all( struct lp_rasterizer_task *task,
- const struct lp_rast_shader_inputs *inputs,
- unsigned x, unsigned y )
+lp_rast_shade_quads_all(struct lp_rasterizer_task *task,
+ const struct lp_rast_shader_inputs *inputs,
+ unsigned x, unsigned y)
{
const struct lp_scene *scene = task->scene;
const struct lp_rast_state *state = task->state;
sample_stride[i] = scene->cbufs[i].sample_stride;
color[i] = lp_rast_get_color_block_pointer(task, i, x, y,
inputs->layer + inputs->view_index);
- }
- else {
+ } else {
stride[i] = 0;
sample_stride[i] = 0;
color[i] = NULL;
/* run shader on 4x4 block */
BEGIN_JIT_CALL(state, task);
- variant->jit_function[RAST_WHOLE]( &state->jit_context,
- x, y,
- inputs->frontfacing,
- GET_A0(inputs),
- GET_DADX(inputs),
- GET_DADY(inputs),
- color,
- depth,
- mask,
- &task->thread_data,
- stride,
- depth_stride,
- sample_stride,
- depth_sample_stride);
+ variant->jit_function[RAST_WHOLE](&state->jit_context,
+ x, y,
+ inputs->frontfacing,
+ GET_A0(inputs),
+ GET_DADX(inputs),
+ GET_DADY(inputs),
+ color,
+ depth,
+ mask,
+ &task->thread_data,
+ stride,
+ depth_stride,
+ sample_stride,
+ depth_sample_stride);
END_JIT_CALL();
}
}