From 06e8acbc474d6c55dc6c1f464be7b899a910edb7 Mon Sep 17 00:00:00 2001 From: Mike Blumenkrantz Date: Thu, 1 Sep 2022 13:53:22 -0400 Subject: [PATCH] zink: ALWAYS_INLINE bind_gfx_stage Reviewed-by: Adam Jackson Part-of: --- src/gallium/drivers/zink/zink_program.c | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/gallium/drivers/zink/zink_program.c b/src/gallium/drivers/zink/zink_program.c index 34305e143a3..42cd6d990d8 100644 --- a/src/gallium/drivers/zink/zink_program.c +++ b/src/gallium/drivers/zink/zink_program.c @@ -1048,9 +1048,8 @@ zink_get_compute_pipeline(struct zink_screen *screen, return state->pipeline; } -static inline void -bind_gfx_stage(struct zink_context *ctx, gl_shader_stage stage, - struct zink_shader *shader) +ALWAYS_INLINE static void +bind_gfx_stage(struct zink_context *ctx, gl_shader_stage stage, struct zink_shader *shader) { if (shader && shader->nir->info.num_inlinable_uniforms) ctx->shader_has_inlinable_uniforms_mask |= 1 << stage;