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authormarha <marha@users.sourceforge.net>2011-10-05 17:37:34 +0200
committermarha <marha@users.sourceforge.net>2011-10-05 17:37:34 +0200
commitf7025b4baa1ba35ee796785641f04eac5bedb0a6 (patch)
tree3df62b7b501a478e212397883657a8a8be4db7a3 /mesalib/src/mesa/swrast/s_texfilter.c
parent60adbfdea1ee754341d64454274e7aa83bae8971 (diff)
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mkfontscale pixman xserver xtrans libX11 libXdmcp libxcb libXmu mesa git update 5 oct 2011
Diffstat (limited to 'mesalib/src/mesa/swrast/s_texfilter.c')
-rw-r--r--mesalib/src/mesa/swrast/s_texfilter.c52
1 files changed, 26 insertions, 26 deletions
diff --git a/mesalib/src/mesa/swrast/s_texfilter.c b/mesalib/src/mesa/swrast/s_texfilter.c
index dd3761986..ca9133b21 100644
--- a/mesalib/src/mesa/swrast/s_texfilter.c
+++ b/mesalib/src/mesa/swrast/s_texfilter.c
@@ -57,7 +57,7 @@
* optimization! If we find that's not true on some systems, convert
* to a macro.
*/
-static INLINE GLfloat
+static inline GLfloat
lerp_2d(GLfloat a, GLfloat b,
GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
{
@@ -71,7 +71,7 @@ lerp_2d(GLfloat a, GLfloat b,
* Do 3D/trilinear interpolation of float values.
* \sa lerp_2d
*/
-static INLINE GLfloat
+static inline GLfloat
lerp_3d(GLfloat a, GLfloat b, GLfloat c,
GLfloat v000, GLfloat v100, GLfloat v010, GLfloat v110,
GLfloat v001, GLfloat v101, GLfloat v011, GLfloat v111)
@@ -89,7 +89,7 @@ lerp_3d(GLfloat a, GLfloat b, GLfloat c,
/**
* Do linear interpolation of colors.
*/
-static INLINE void
+static inline void
lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
{
result[0] = LERP(t, a[0], b[0]);
@@ -102,7 +102,7 @@ lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat b[4])
/**
* Do bilinear interpolation of colors.
*/
-static INLINE void
+static inline void
lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
const GLfloat t00[4], const GLfloat t10[4],
const GLfloat t01[4], const GLfloat t11[4])
@@ -117,7 +117,7 @@ lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
/**
* Do trilinear interpolation of colors.
*/
-static INLINE void
+static inline void
lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
const GLfloat t000[4], const GLfloat t100[4],
const GLfloat t010[4], const GLfloat t110[4],
@@ -153,7 +153,7 @@ lerp_rgba_3d(GLfloat result[4], GLfloat a, GLfloat b, GLfloat c,
* i0, i1 = returns two nearest texel indexes
* weight = returns blend factor between texels
*/
-static INLINE void
+static inline void
linear_texel_locations(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s,
@@ -281,7 +281,7 @@ linear_texel_locations(GLenum wrapMode,
/**
* Used to compute texel location for nearest sampling.
*/
-static INLINE GLint
+static inline GLint
nearest_texel_location(GLenum wrapMode,
const struct gl_texture_image *img,
GLint size, GLfloat s)
@@ -406,7 +406,7 @@ nearest_texel_location(GLenum wrapMode,
/* Power of two image sizes only */
-static INLINE void
+static inline void
linear_repeat_texel_location(GLuint size, GLfloat s,
GLint *i0, GLint *i1, GLfloat *weight)
{
@@ -420,7 +420,7 @@ linear_repeat_texel_location(GLuint size, GLfloat s,
/**
* Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
*/
-static INLINE GLint
+static inline GLint
clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
{
switch (wrapMode) {
@@ -440,7 +440,7 @@ clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
/**
* As above, but GL_LINEAR filtering.
*/
-static INLINE void
+static inline void
clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
GLint *i0out, GLint *i1out, GLfloat *weight)
{
@@ -481,7 +481,7 @@ clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
/**
* Compute slice/image to use for 1D or 2D array texture.
*/
-static INLINE GLint
+static inline GLint
tex_array_slice(GLfloat coord, GLsizei size)
{
GLint slice = IFLOOR(coord + 0.5f);
@@ -494,7 +494,7 @@ tex_array_slice(GLfloat coord, GLsizei size)
* Compute nearest integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
-static INLINE void
+static inline void
nearest_texcoord(const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
@@ -541,7 +541,7 @@ nearest_texcoord(const struct gl_texture_object *texObj,
* Compute linear integer texcoords for given texobj and coordinate.
* NOTE: only used for depth texture sampling.
*/
-static INLINE void
+static inline void
linear_texcoord(const struct gl_texture_object *texObj,
GLuint level,
const GLfloat texcoord[4],
@@ -598,7 +598,7 @@ linear_texcoord(const struct gl_texture_object *texObj,
* For linear interpolation between mipmap levels N and N+1, this function
* computes N.
*/
-static INLINE GLint
+static inline GLint
linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
{
if (lambda < 0.0F)
@@ -613,7 +613,7 @@ linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
/**
* Compute the nearest mipmap level to take texels from.
*/
-static INLINE GLint
+static inline GLint
nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
{
GLfloat l;
@@ -649,7 +649,7 @@ nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
* will be minified, magnified, or split between the two. This function
* determines the subranges in [0, n-1] that are to be minified or magnified.
*/
-static INLINE void
+static inline void
compute_min_mag_ranges(const struct gl_texture_object *tObj,
GLuint n, const GLfloat lambda[],
GLuint *minStart, GLuint *minEnd,
@@ -758,7 +758,7 @@ compute_min_mag_ranges(const struct gl_texture_object *tObj,
* the base texture format. Ex: if the texture base format it GL_ALPHA,
* we return (0,0,0,BorderAlpha).
*/
-static INLINE void
+static inline void
get_border_color(const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
GLfloat rgba[4])
@@ -798,7 +798,7 @@ get_border_color(const struct gl_texture_object *tObj,
/**
* Return the texture sample for coordinate (s) using GL_NEAREST filter.
*/
-static INLINE void
+static inline void
sample_1d_nearest(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -823,7 +823,7 @@ sample_1d_nearest(struct gl_context *ctx,
/**
* Return the texture sample for coordinate (s) using GL_LINEAR filter.
*/
-static INLINE void
+static inline void
sample_1d_linear(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -1057,7 +1057,7 @@ sample_lambda_1d( struct gl_context *ctx,
/**
* Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
*/
-static INLINE void
+static inline void
sample_2d_nearest(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -1091,7 +1091,7 @@ sample_2d_nearest(struct gl_context *ctx,
* Return the texture sample for coordinate (s,t) using GL_LINEAR filter.
* New sampling code contributed by Lynn Quam <quam@ai.sri.com>.
*/
-static INLINE void
+static inline void
sample_2d_linear(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -1156,7 +1156,7 @@ sample_2d_linear(struct gl_context *ctx,
* As above, but we know WRAP_S == REPEAT and WRAP_T == REPEAT.
* We don't have to worry about the texture border.
*/
-static INLINE void
+static inline void
sample_2d_linear_repeat(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -1760,7 +1760,7 @@ sample_2d_footprint(struct gl_context *ctx,
* Returns the index of the specified texture object in the
* gl_context texture unit array.
*/
-static INLINE GLuint
+static inline GLuint
texture_unit_index(const struct gl_context *ctx,
const struct gl_texture_object *tObj)
{
@@ -1941,7 +1941,7 @@ sample_lambda_2d_aniso(struct gl_context *ctx,
/**
* Return the texture sample for coordinate (s,t,r) using GL_NEAREST filter.
*/
-static INLINE void
+static inline void
sample_3d_nearest(struct gl_context *ctx,
const struct gl_texture_object *tObj,
const struct gl_texture_image *img,
@@ -3282,7 +3282,7 @@ sample_lambda_1d_array(struct gl_context *ctx,
/**
* Compare texcoord against depth sample. Return 1.0 or the ambient value.
*/
-static INLINE GLfloat
+static inline GLfloat
shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample,
GLfloat ambient)
{
@@ -3315,7 +3315,7 @@ shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample,
/**
* Compare texcoord against four depth samples.
*/
-static INLINE GLfloat
+static inline GLfloat
shadow_compare4(GLenum function, GLfloat coord,
GLfloat depth00, GLfloat depth01,
GLfloat depth10, GLfloat depth11,