glamor: Mark a bunch of single-file data static.
This gives the compiler a chance to optimize when the data is never changed -- for example, with pict_format_combine_tab, the compiler ends up inlining the 24 bytes of data into just 10 more bytes of code. Signed-off-by: Eric Anholt <eric@anholt.net> Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
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				|  | @ -283,7 +283,7 @@ glamor_init_finish_access_shaders(ScreenPtr screen) | |||
|     glUniform1i(glamor_priv->finish_access_swap_rb[1], 0); | ||||
| } | ||||
| 
 | ||||
| GCOps glamor_gc_ops = { | ||||
| static GCOps glamor_gc_ops = { | ||||
|     .FillSpans = glamor_fill_spans, | ||||
|     .SetSpans = glamor_set_spans, | ||||
|     .PutImage = glamor_put_image, | ||||
|  |  | |||
|  | @ -499,7 +499,7 @@ use_source_solid(CARD8 op, PicturePtr src, PicturePtr dst, glamor_program *prog) | |||
|     return TRUE; | ||||
| } | ||||
| 
 | ||||
| const glamor_facet glamor_source_solid = { | ||||
| static const glamor_facet glamor_source_solid = { | ||||
|     .name = "render_solid", | ||||
|     .fs_exec = "       vec4 source = fg;\n", | ||||
|     .locations = glamor_program_location_fg, | ||||
|  | @ -517,7 +517,7 @@ use_source_picture(CARD8 op, PicturePtr src, PicturePtr dst, glamor_program *pro | |||
|                               prog->fill_size_inv_uniform); | ||||
| } | ||||
| 
 | ||||
| const glamor_facet glamor_source_picture = { | ||||
| static const glamor_facet glamor_source_picture = { | ||||
|     .name = "render_picture", | ||||
|     .vs_exec =  "       fill_pos = (fill_offset + primitive.xy + pos) * fill_size_inv;\n", | ||||
|     .fs_exec =  "       vec4 source = texture2D(sampler, fill_pos);\n", | ||||
|  | @ -533,14 +533,14 @@ use_source_1x1_picture(CARD8 op, PicturePtr src, PicturePtr dst, glamor_program | |||
|     return glamor_set_texture_pixmap((PixmapPtr) src->pDrawable); | ||||
| } | ||||
| 
 | ||||
| const glamor_facet glamor_source_1x1_picture = { | ||||
| static const glamor_facet glamor_source_1x1_picture = { | ||||
|     .name = "render_picture", | ||||
|     .fs_exec =  "       vec4 source = texture2D(sampler, vec2(0.5));\n", | ||||
|     .locations = glamor_program_location_fillsamp, | ||||
|     .use_render = use_source_1x1_picture, | ||||
| }; | ||||
| 
 | ||||
| const glamor_facet *glamor_facet_source[glamor_program_source_count] = { | ||||
| static const glamor_facet *glamor_facet_source[glamor_program_source_count] = { | ||||
|     [glamor_program_source_solid] = &glamor_source_solid, | ||||
|     [glamor_program_source_picture] = &glamor_source_picture, | ||||
|     [glamor_program_source_1x1_picture] = &glamor_source_1x1_picture, | ||||
|  |  | |||
|  | @ -660,7 +660,7 @@ glamor_flush_composite_rects(ScreenPtr screen) | |||
|     glamor_glDrawArrays_GL_QUADS(glamor_priv, glamor_priv->render_nr_quads); | ||||
| } | ||||
| 
 | ||||
| int pict_format_combine_tab[][3] = { | ||||
| static const int pict_format_combine_tab[][3] = { | ||||
|     {PICT_TYPE_ARGB, PICT_TYPE_A, PICT_TYPE_ARGB}, | ||||
|     {PICT_TYPE_ABGR, PICT_TYPE_A, PICT_TYPE_ABGR}, | ||||
| }; | ||||
|  |  | |||
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