Commit 54507125 authored by Alan Hourihane's avatar Alan Hourihane

Some changed for non-C99 compilers

parent a1cb0c2b
......@@ -223,15 +223,10 @@ update_blend( struct st_context *st )
const struct st_tracked_state st_update_blend = {
.name = "st_update_blend",
.dirty = {
.mesa = (_NEW_COLOR), /* XXX _NEW_BLEND someday? */
.st = 0,
"st_update_blend", /* name */
{ /* dirty */
(_NEW_COLOR), /* XXX _NEW_BLEND someday? */ /* mesa */
0, /* st */
},
.update = update_blend
update_blend, /* update */
};
......@@ -62,15 +62,10 @@ static void update_clip( struct st_context *st )
const struct st_tracked_state st_update_clip = {
.name = "st_update_clip",
.dirty = {
.mesa = (_NEW_TRANSFORM),
.st = 0,
"st_update_clip", /* name */
{ /* dirty */
(_NEW_TRANSFORM), /* mesa */
0, /* st */
},
.update = update_clip
update_clip /* update */
};
......@@ -113,12 +113,12 @@ static void update_vs_constants(struct st_context *st )
}
const struct st_tracked_state st_update_vs_constants = {
.name = "st_update_vs_constants",
.dirty = {
.mesa = 0, /* set dynamically above */
.st = ST_NEW_VERTEX_PROGRAM,
"st_update_vs_constants", /* name */
{ /* dirty */
0, /* set dynamically above */ /* mesa */
ST_NEW_VERTEX_PROGRAM, /* st */
},
.update = update_vs_constants
update_vs_constants /* update */
};
/* Fragment shader:
......@@ -132,11 +132,11 @@ static void update_fs_constants(struct st_context *st )
}
const struct st_tracked_state st_update_fs_constants = {
.name = "st_update_fs_constants",
.dirty = {
.mesa = 0, /* set dynamically above */
.st = ST_NEW_FRAGMENT_PROGRAM,
"st_update_fs_constants", /* name */
{ /* dirty */
0, /* set dynamically above */ /* mesa */
ST_NEW_FRAGMENT_PROGRAM, /* st */
},
.update = update_fs_constants
update_fs_constants /* update */
};
......@@ -142,10 +142,10 @@ update_depth_stencil_alpha(struct st_context *st)
const struct st_tracked_state st_update_depth_stencil_alpha = {
.name = "st_update_depth_stencil",
.dirty = {
.mesa = (_NEW_DEPTH|_NEW_STENCIL|_NEW_COLOR),
.st = 0,
"st_update_depth_stencil", /* name */
{ /* dirty */
(_NEW_DEPTH|_NEW_STENCIL|_NEW_COLOR), /* mesa */
0, /* st */
},
.update = update_depth_stencil_alpha
update_depth_stencil_alpha /* update */
};
......@@ -55,12 +55,12 @@ static void update_tnl( struct st_context *st )
const struct st_tracked_state st_update_tnl = {
.name = "st_update_tnl",
.dirty = {
.mesa = TNL_FIXED_FUNCTION_STATE_FLAGS,
.st = 0
"st_update_tnl", /* name */
{ /* dirty */
TNL_FIXED_FUNCTION_STATE_FLAGS, /* mesa */
0 /* st */
},
.update = update_tnl
update_tnl /* update */
};
......@@ -96,11 +96,11 @@ update_framebuffer_state( struct st_context *st )
const struct st_tracked_state st_update_framebuffer = {
.name = "st_update_framebuffer",
.dirty = {
.mesa = _NEW_BUFFERS,
.st = 0,
"st_update_framebuffer", /* name */
{ /* dirty */
_NEW_BUFFERS, /* mesa */
0, /* st */
},
.update = update_framebuffer_state
update_framebuffer_state /* update */
};
......@@ -463,10 +463,10 @@ update_pixel_transfer(struct st_context *st)
const struct st_tracked_state st_update_pixel_transfer = {
.name = "st_update_pixel_transfer",
.dirty = {
.mesa = _NEW_PIXEL | _NEW_COLOR_MATRIX,
.st = 0,
"st_update_pixel_transfer", /* name */
{ /* dirty */
_NEW_PIXEL | _NEW_COLOR_MATRIX, /* mesa */
0, /* st */
},
.update = update_pixel_transfer
update_pixel_transfer /* update */
};
......@@ -267,11 +267,11 @@ static void update_raster_state( struct st_context *st )
}
const struct st_tracked_state st_update_rasterizer = {
.name = "st_update_rasterizer",
.dirty = {
.mesa = (_NEW_LIGHT | _NEW_POLYGON | _NEW_LINE | _NEW_SCISSOR |
_NEW_POINT | _NEW_BUFFERS | _NEW_MULTISAMPLE),
.st = 0,
"st_update_rasterizer", /* name */
{ /* dirty */
(_NEW_LIGHT | _NEW_POLYGON | _NEW_LINE | _NEW_SCISSOR | /* mesa */
_NEW_POINT | _NEW_BUFFERS | _NEW_MULTISAMPLE),
0, /* st */
},
.update = update_raster_state
update_raster_state /* update */
};
......@@ -185,15 +185,10 @@ update_samplers(struct st_context *st)
const struct st_tracked_state st_update_sampler = {
.name = "st_update_sampler",
.dirty = {
.mesa = _NEW_TEXTURE,
.st = 0,
"st_update_sampler", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
0, /* st */
},
.update = update_samplers
update_samplers /* update */
};
......@@ -83,15 +83,10 @@ update_scissor( struct st_context *st )
const struct st_tracked_state st_update_scissor = {
.name = "st_update_scissor",
.dirty = {
.mesa = (_NEW_SCISSOR | _NEW_BUFFERS),
.st = 0,
"st_update_scissor", /* name */
{ /* dirty */
(_NEW_SCISSOR | _NEW_BUFFERS), /* mesa */
0, /* st */
},
.update = update_scissor
update_scissor /* update */
};
......@@ -281,10 +281,10 @@ update_linkage( struct st_context *st )
const struct st_tracked_state st_update_shader = {
.name = "st_update_shader",
.dirty = {
.mesa = 0,
.st = ST_NEW_VERTEX_PROGRAM | ST_NEW_FRAGMENT_PROGRAM
"st_update_shader", /* name */
{ /* dirty */
0, /* mesa */
ST_NEW_VERTEX_PROGRAM | ST_NEW_FRAGMENT_PROGRAM /* st */
},
.update = update_linkage
update_linkage /* update */
};
......@@ -54,10 +54,10 @@ update_stipple( struct st_context *st )
const struct st_tracked_state st_update_polygon_stipple = {
.name = "st_update_polygon_stipple",
.dirty = {
.mesa = (_NEW_POLYGONSTIPPLE),
.st = 0,
"st_update_polygon_stipple", /* name */
{ /* dirty */
(_NEW_POLYGONSTIPPLE), /* mesa */
0, /* st */
},
.update = update_stipple
update_stipple /* update */
};
......@@ -111,15 +111,10 @@ update_textures(struct st_context *st)
const struct st_tracked_state st_update_texture = {
.name = "st_update_texture",
.dirty = {
.mesa = _NEW_TEXTURE,
.st = ST_NEW_FRAGMENT_PROGRAM,
"st_update_texture", /* name */
{ /* dirty */
_NEW_TEXTURE, /* mesa */
ST_NEW_FRAGMENT_PROGRAM, /* st */
},
.update = update_textures
update_textures /* update */
};
......@@ -82,10 +82,10 @@ update_viewport( struct st_context *st )
const struct st_tracked_state st_update_viewport = {
.name = "st_update_viewport",
.dirty = {
.mesa = _NEW_BUFFERS | _NEW_VIEWPORT,
.st = 0,
"st_update_viewport", /* name */
{ /* dirty */
_NEW_BUFFERS | _NEW_VIEWPORT, /* mesa */
0, /* st */
},
.update = update_viewport
update_viewport /* update */
};
......@@ -34,8 +34,8 @@
#include "main/glheader.h"
#include "main/macros.h"
#include "shader/prog_instruction.h"
#include "st_atom.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_accum.h"
#include "st_cb_clear.h"
#include "st_cb_fbo.h"
......
......@@ -35,8 +35,8 @@
#include "vbo/vbo.h"
#include "st_atom.h"
#include "st_context.h"
#include "st_atom.h"
#include "st_cb_bufferobjects.h"
#include "st_draw.h"
#include "st_program.h"
......@@ -549,9 +549,10 @@ st_feedback_draw_vbo(GLcontext *ctx,
unsigned indexSize;
struct gl_buffer_object *bufobj = ib->obj;
struct st_buffer_object *stobj = st_buffer_object(bufobj);
index_buffer_handle = stobj->buffer;
void *map;
index_buffer_handle = stobj->buffer;
switch (ib->type) {
case GL_UNSIGNED_INT:
indexSize = 4;
......
......@@ -38,17 +38,17 @@
#include "st_extensions.h"
static int min(int a, int b)
static int _min(int a, int b)
{
return (a < b) ? a : b;
}
static int max(int a, int b)
static int _max(int a, int b)
{
return (a > b) ? a : b;
}
static int clamp(int a, int min, int max)
static int _clamp(int a, int min, int max)
{
if (a < min)
return min;
......@@ -69,42 +69,42 @@ void st_init_limits(struct st_context *st)
struct gl_constants *c = &st->ctx->Const;
c->MaxTextureLevels
= min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
MAX_TEXTURE_LEVELS);
c->Max3DTextureLevels
= min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_3D_LEVELS),
MAX_3D_TEXTURE_LEVELS);
c->MaxCubeTextureLevels
= min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_CUBE_LEVELS),
MAX_CUBE_TEXTURE_LEVELS);
c->MaxTextureRectSize
= min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
= _min(1 << (c->MaxTextureLevels - 1), MAX_TEXTURE_RECT_SIZE);
c->MaxTextureUnits
= c->MaxTextureImageUnits
= c->MaxTextureCoordUnits
= min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
= _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_IMAGE_UNITS),
MAX_TEXTURE_IMAGE_UNITS);
c->MaxDrawBuffers
= clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
= _clamp(screen->get_param(screen, PIPE_CAP_MAX_RENDER_TARGETS),
1, MAX_DRAW_BUFFERS);
c->MaxLineWidth
= max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH));
= _max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH));
c->MaxLineWidthAA
= max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA));
= _max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_LINE_WIDTH_AA));
c->MaxPointSize
= max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH));
= _max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH));
c->MaxPointSizeAA
= max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA));
= _max(1.0, screen->get_paramf(screen, PIPE_CAP_MAX_POINT_WIDTH_AA));
c->MaxTextureMaxAnisotropy
= max(2.0, screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_ANISOTROPY));
= _max(2.0, screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_ANISOTROPY));
c->MaxTextureLodBias
= screen->get_paramf(screen, PIPE_CAP_MAX_TEXTURE_LOD_BIAS);
......
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