gallium: MSVC fixes.
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@@ -616,10 +616,10 @@ aapoint_point(struct draw_stage *stage, struct prim_header *header)
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*/
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*/
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#if !NORMALIZE
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#if !NORMALIZE
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k = 1.0 / radius;
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k = 1.0f / radius;
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k = 1.0 - 2.0 * k + k * k;
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k = 1.0f - 2.0f * k + k * k;
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#else
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#else
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k = 1.0 - 1.0 / radius;
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k = 1.0f - 1.0f / radius;
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#endif
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#endif
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/* allocate/dup new verts */
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/* allocate/dup new verts */
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@@ -285,7 +285,9 @@ fenced_buffer_list_destroy(struct fenced_buffer_list *fenced_list)
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/* Wait on outstanding fences */
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/* Wait on outstanding fences */
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while (fenced_list->numDelayed) {
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while (fenced_list->numDelayed) {
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_glthread_UNLOCK_MUTEX(fenced_list->mutex);
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_glthread_UNLOCK_MUTEX(fenced_list->mutex);
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#ifndef __MSC__
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sched_yield();
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sched_yield();
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#endif
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_fenced_buffer_list_check_free(fenced_list, 1);
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_fenced_buffer_list_check_free(fenced_list, 1);
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_glthread_LOCK_MUTEX(fenced_list->mutex);
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_glthread_LOCK_MUTEX(fenced_list->mutex);
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}
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}
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@@ -63,14 +63,14 @@ struct tgsi_exec_machine;
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struct sp_fragment_shader {
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struct sp_fragment_shader {
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struct pipe_shader_state shader;
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struct pipe_shader_state shader;
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void (*prepare)( struct sp_fragment_shader *shader,
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void (*prepare)( const struct sp_fragment_shader *shader,
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struct tgsi_exec_machine *machine,
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struct tgsi_exec_machine *machine,
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struct tgsi_sampler *samplers);
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struct tgsi_sampler *samplers);
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/* Run the shader - this interface will get cleaned up in the
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/* Run the shader - this interface will get cleaned up in the
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* future:
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* future:
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*/
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*/
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unsigned (*run)( struct sp_fragment_shader *shader,
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unsigned (*run)( const struct sp_fragment_shader *shader,
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struct tgsi_exec_machine *machine,
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struct tgsi_exec_machine *machine,
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struct quad_header *quad );
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struct quad_header *quad );
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