Reviewed-by: Brian Paul <[email protected]>

On 12/08/2014 01:02 PM, Matt Turner wrote:
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.
---
  src/mesa/swrast/s_texfilter.c | 52 +++++++++++++++++++++----------------------
  1 file changed, 26 insertions(+), 26 deletions(-)

diff --git a/src/mesa/swrast/s_texfilter.c b/src/mesa/swrast/s_texfilter.c
index 65cf52e..faeccae 100644
--- a/src/mesa/swrast/s_texfilter.c
+++ b/src/mesa/swrast/s_texfilter.c
@@ -73,7 +73,7 @@ lerp_2d(GLfloat a, GLfloat b,
   * Do 3D/trilinear interpolation of float values.
   * \sa lerp_2d
   */
-static inline GLfloat
+static 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)
@@ -91,7 +91,7 @@ lerp_3d(GLfloat a, GLfloat b, GLfloat c,
  /**
   * Do linear interpolation of colors.
   */
-static inline void
+static void
  lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], const GLfloat 
b[4])
  {
     result[0] = LERP(t, a[0], b[0]);
@@ -104,7 +104,7 @@ lerp_rgba(GLfloat result[4], GLfloat t, const GLfloat a[4], 
const GLfloat b[4])
  /**
   * Do bilinear interpolation of colors.
   */
-static inline void
+static 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])
@@ -119,7 +119,7 @@ lerp_rgba_2d(GLfloat result[4], GLfloat a, GLfloat b,
  /**
   * Do trilinear interpolation of colors.
   */
-static inline void
+static 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],
@@ -155,7 +155,7 @@ 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 void
  linear_texel_locations(GLenum wrapMode,
                         const struct gl_texture_image *img,
                         GLint size, GLfloat s,
@@ -285,7 +285,7 @@ linear_texel_locations(GLenum wrapMode,
  /**
   * Used to compute texel location for nearest sampling.
   */
-static inline GLint
+static GLint
  nearest_texel_location(GLenum wrapMode,
                         const struct gl_texture_image *img,
                         GLint size, GLfloat s)
@@ -410,7 +410,7 @@ nearest_texel_location(GLenum wrapMode,


  /* Power of two image sizes only */
-static inline void
+static void
  linear_repeat_texel_location(GLuint size, GLfloat s,
                               GLint *i0, GLint *i1, GLfloat *weight)
  {
@@ -424,7 +424,7 @@ linear_repeat_texel_location(GLuint size, GLfloat s,
  /**
   * Do clamp/wrap for a texture rectangle coord, GL_NEAREST filter mode.
   */
-static inline GLint
+static GLint
  clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, GLint max)
  {
     switch (wrapMode) {
@@ -444,7 +444,7 @@ clamp_rect_coord_nearest(GLenum wrapMode, GLfloat coord, 
GLint max)
  /**
   * As above, but GL_LINEAR filtering.
   */
-static inline void
+static void
  clamp_rect_coord_linear(GLenum wrapMode, GLfloat coord, GLint max,
                          GLint *i0out, GLint *i1out, GLfloat *weight)
  {
@@ -486,7 +486,7 @@ 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 GLint
  tex_array_slice(GLfloat coord, GLsizei size)
  {
     GLint slice = IFLOOR(coord + 0.5f);
@@ -499,7 +499,7 @@ 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 void
  nearest_texcoord(const struct gl_sampler_object *samp,
                   const struct gl_texture_object *texObj,
                   GLuint level,
@@ -548,7 +548,7 @@ nearest_texcoord(const struct gl_sampler_object *samp,
   * Compute linear integer texcoords for given texobj and coordinate.
   * NOTE: only used for depth texture sampling.
   */
-static inline void
+static void
  linear_texcoord(const struct gl_sampler_object *samp,
                  const struct gl_texture_object *texObj,
                  GLuint level,
@@ -607,7 +607,7 @@ linear_texcoord(const struct gl_sampler_object *samp,
   * For linear interpolation between mipmap levels N and N+1, this function
   * computes N.
   */
-static inline GLint
+static GLint
  linear_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
  {
     if (lambda < 0.0F)
@@ -622,7 +622,7 @@ linear_mipmap_level(const struct gl_texture_object *tObj, 
GLfloat lambda)
  /**
   * Compute the nearest mipmap level to take texels from.
   */
-static inline GLint
+static GLint
  nearest_mipmap_level(const struct gl_texture_object *tObj, GLfloat lambda)
  {
     GLfloat l;
@@ -658,7 +658,7 @@ 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 void
  compute_min_mag_ranges(const struct gl_sampler_object *samp,
                         GLuint n, const GLfloat lambda[],
                         GLuint *minStart, GLuint *minEnd,
@@ -767,7 +767,7 @@ compute_min_mag_ranges(const struct gl_sampler_object *samp,
   * the base texture format.  Ex: if the texture base format it GL_ALPHA,
   * we return (0,0,0,BorderAlpha).
   */
-static inline void
+static void
  get_border_color(const struct gl_sampler_object *samp,
                   const struct gl_texture_image *img,
                   GLfloat rgba[4])
@@ -804,7 +804,7 @@ get_border_color(const struct gl_sampler_object *samp,
  /**
   * Put z into texel according to GL_DEPTH_MODE.
   */
-static inline void
+static void
  apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4])
  {
     switch (depthMode) {
@@ -844,7 +844,7 @@ is_depth_texture(const struct gl_texture_object *tObj)
  /**
   * Return the texture sample for coordinate (s) using GL_NEAREST filter.
   */
-static inline void
+static void
  sample_1d_nearest(struct gl_context *ctx,
                    const struct gl_sampler_object *samp,
                    const struct gl_texture_image *img,
@@ -869,7 +869,7 @@ sample_1d_nearest(struct gl_context *ctx,
  /**
   * Return the texture sample for coordinate (s) using GL_LINEAR filter.
   */
-static inline void
+static void
  sample_1d_linear(struct gl_context *ctx,
                   const struct gl_sampler_object *samp,
                   const struct gl_texture_image *img,
@@ -1110,7 +1110,7 @@ sample_lambda_1d( struct gl_context *ctx,
  /**
   * Return the texture sample for coordinate (s,t) using GL_NEAREST filter.
   */
-static inline void
+static void
  sample_2d_nearest(struct gl_context *ctx,
                    const struct gl_sampler_object *samp,
                    const struct gl_texture_image *img,
@@ -1144,7 +1144,7 @@ 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 <[email protected]>.
   */
-static inline void
+static void
  sample_2d_linear(struct gl_context *ctx,
                   const struct gl_sampler_object *samp,
                   const struct gl_texture_image *img,
@@ -1209,7 +1209,7 @@ 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 void
  sample_2d_linear_repeat(struct gl_context *ctx,
                          const struct gl_sampler_object *samp,
                          const struct gl_texture_image *img,
@@ -1830,7 +1830,7 @@ 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 GLuint
  texture_unit_index(const struct gl_context *ctx,
                     const struct gl_texture_object *tObj)
  {
@@ -2012,7 +2012,7 @@ 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 void
  sample_3d_nearest(struct gl_context *ctx,
                    const struct gl_sampler_object *samp,
                    const struct gl_texture_image *img,
@@ -3416,7 +3416,7 @@ sample_lambda_1d_array(struct gl_context *ctx,
  /**
   * Compare texcoord against depth sample.  Return 1.0 or 0.0 value.
   */
-static inline GLfloat
+static GLfloat
  shadow_compare(GLenum function, GLfloat coord, GLfloat depthSample)
  {
     switch (function) {
@@ -3448,7 +3448,7 @@ shadow_compare(GLenum function, GLfloat coord, GLfloat 
depthSample)
  /**
   * Compare texcoord against four depth samples.
   */
-static inline GLfloat
+static GLfloat
  shadow_compare4(GLenum function, GLfloat coord,
                  GLfloat depth00, GLfloat depth01,
                  GLfloat depth10, GLfloat depth11,


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