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swrast: Remove 'inline' from tex filter functions.
Reduces .text size of mesa_dri_drivers.so (i965-only) by 62k, or 1.4%. Note that we don't remove inline from lerp_2d(), which has a comment above it saying it definitely should be inlined. Though, removing the inline keyword from it doesn't actually change the compiled code for me. Reviewed-by: Brian Paul <brianp@vmware.com>
This commit is contained in:
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8af4aaf351
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811a1836c8
1 changed files with 26 additions and 26 deletions
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@ -73,7 +73,7 @@ lerp_2d(GLfloat a, GLfloat b,
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* Do 3D/trilinear interpolation of float values.
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* \sa lerp_2d
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*/
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static inline GLfloat
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static GLfloat
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lerp_3d(GLfloat a, GLfloat b, GLfloat c,
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GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
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GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
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@ -91,7 +91,7 @@ lerp_3d(GLfloat a, GLfloat b, GLfloat c,
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/**
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* Do linear interpolation of colors.
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*/
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static inline void
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static void
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lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
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{
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result[0] = LERP(t, a[0], b[0]);
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@ -104,7 +104,7 @@ lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
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/**
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* Do bilinear interpolation of colors.
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*/
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static inline void
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static void
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lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
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const GLfloat t00[4], const GLfloat t10[4],
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const GLfloat t01[4], const GLfloat t11[4])
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@ -119,7 +119,7 @@ lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
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/**
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* Do trilinear interpolation of colors.
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*/
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static inline void
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static void
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lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
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const GLfloat t000[4], const GLfloat t100[4],
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const GLfloat t010[4], const GLfloat t110[4],
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@ -155,7 +155,7 @@ lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
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* i0, i1 = returns two nearest texel indexes
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* weight = returns blend factor between texels
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*/
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static inline void
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static void
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linear_texel_locations(GLenum wrapMode,
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const struct gl_texture_image *img,
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GLint size, GLfloat s,
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@ -285,7 +285,7 @@ linear_texel_locations(GLenum wrapMode,
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/**
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* Used to compute texel location for nearest sampling.
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*/
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static inline GLint
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static GLint
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nearest_texel_location(GLenum wrapMode,
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const struct gl_texture_image *img,
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GLint size, GLfloat s)
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@ -410,7 +410,7 @@ nearest_texel_location(GLenum wrapMode,
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/* Power of two image sizes only */
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static inline void
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static void
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linear_repeat_texel_location(GLuint size, GLfloat s,
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GLint *i0, GLint *i1, GLfloat *weight)
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{
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@ -424,7 +424,7 @@ linear_repeat_texel_location(GLuint size, GLfloat s,
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/**
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* Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
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*/
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static inline GLint
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static GLint
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clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
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{
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switch (wrapMode) {
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@ -444,7 +444,7 @@ clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
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/**
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* As above, but GL_LINEAR filtering.
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*/
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static inline void
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static void
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clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
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GLint *i0out, GLint *i1out, GLfloat *weight)
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{
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@ -486,7 +486,7 @@ clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
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/**
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* Compute slice/image to use for 1D or 2D array texture.
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*/
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static inline GLint
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static GLint
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tex_array_slice(GLfloat coord, GLsizei size)
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{
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GLint slice = IFLOOR(coord + 0.5f);
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@ -499,7 +499,7 @@ tex_array_slice(GLfloat coord, GLsizei size)
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* Compute nearest integer texcoords for given texobj and coordinate.
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* NOTE: only used for depth texture sampling.
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*/
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static inline void
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static void
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nearest_texcoord(const struct gl_sampler_object *samp,
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const struct gl_texture_object *texObj,
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GLuint level,
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@ -548,7 +548,7 @@ nearest_texcoord(const struct gl_sampler_object *samp,
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* Compute linear integer texcoords for given texobj and coordinate.
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* NOTE: only used for depth texture sampling.
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*/
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static inline void
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static void
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linear_texcoord(const struct gl_sampler_object *samp,
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const struct gl_texture_object *texObj,
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GLuint level,
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@ -607,7 +607,7 @@ linear_texcoord(const struct gl_sampler_object *samp,
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* For linear interpolation between mipmap levels N and N+1, this function
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* computes N.
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*/
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static inline GLint
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static GLint
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linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
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{
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if (lambda < 0.0F)
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@ -622,7 +622,7 @@ linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
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/**
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* Compute the nearest mipmap level to take texels from.
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*/
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static inline GLint
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static GLint
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nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
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{
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GLfloat l;
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@ -658,7 +658,7 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
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* will be minified, magnified, or split between the two. This function
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* determines the subranges in [0, n-1] that are to be minified or magnified.
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*/
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static inline void
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static void
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compute_min_mag_ranges(const struct gl_sampler_object *samp,
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GLuint n, const GLfloat lambda[],
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GLuint *minStart, GLuint *minEnd,
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@ -767,7 +767,7 @@ compute_min_mag_ranges(const struct gl_sampler_object *samp,
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* the base texture format. Ex: if the texture base format it GL_ALPHA,
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* we return (0,0,0,BorderAlpha).
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*/
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static inline void
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static void
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get_border_color(const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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GLfloat rgba[4])
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@ -804,7 +804,7 @@ get_border_color(const struct gl_sampler_object *samp,
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/**
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* Put z into texel according to GL_DEPTH_MODE.
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*/
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static inline void
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static void
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apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4])
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{
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switch (depthMode) {
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@ -844,7 +844,7 @@ is_depth_texture(const struct gl_texture_object *tObj)
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/**
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* Return the texture sample for coordinate (s) using GL_NEAREST filter.
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*/
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static inline void
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static void
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sample_1d_nearest(struct gl_context *ctx,
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const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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@ -869,7 +869,7 @@ sample_1d_nearest(struct gl_context *ctx,
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/**
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* Return the texture sample for coordinate (s) using GL_LINEAR filter.
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*/
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static inline void
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static void
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sample_1d_linear(struct gl_context *ctx,
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const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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@ -1110,7 +1110,7 @@ sample_lambda_1d( struct gl_context *ctx,
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/**
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* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
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*/
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static inline void
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static void
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sample_2d_nearest(struct gl_context *ctx,
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const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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@ -1144,7 +1144,7 @@ sample_2d_nearest(struct gl_context *ctx,
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* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
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* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
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*/
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static inline void
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static void
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sample_2d_linear(struct gl_context *ctx,
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const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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@ -1209,7 +1209,7 @@ sample_2d_linear(struct gl_context *ctx,
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* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
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* We don't have to worry about the texture border.
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*/
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static inline void
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static void
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sample_2d_linear_repeat(struct gl_context *ctx,
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const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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@ -1830,7 +1830,7 @@ sample_2d_footprint(struct gl_context *ctx,
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* Returns the index of the specified texture object in the
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* gl_context texture unit array.
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*/
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static inline GLuint
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static GLuint
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texture_unit_index(const struct gl_context *ctx,
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const struct gl_texture_object *tObj)
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{
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@ -2012,7 +2012,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx,
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/**
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* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
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*/
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static inline void
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static void
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sample_3d_nearest(struct gl_context *ctx,
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const struct gl_sampler_object *samp,
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const struct gl_texture_image *img,
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@ -3416,7 +3416,7 @@ sample_lambda_1d_array(struct gl_context *ctx,
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/**
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* Compare texcoord against depth sample. Return 1.0 or 0.0 value.
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*/
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static inline GLfloat
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static GLfloat
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shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
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{
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switch (function) {
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@ -3448,7 +3448,7 @@ shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
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/**
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* Compare texcoord against four depth samples.
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*/
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static inline GLfloat
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static GLfloat
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shadow_compare4(GLenum function, GLfloat coord,
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GLfloat depth00, GLfloat depth01,
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GLfloat depth10, GLfloat depth11,
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