Commit 77278999 by Nicolas Capens Committed by Nicolas Capens

Remove unused min/max definitions.

BUG=17878699 Change-Id: If48ef9b43e140e9f43687edf55928d932247d513 Reviewed-on: https://swiftshader-review.googlesource.com/1201Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent cbefe532
...@@ -29,66 +29,18 @@ namespace sw ...@@ -29,66 +29,18 @@ namespace sw
#undef min #undef min
#undef max #undef max
inline float max(float a, float b) template<class T>
{ inline T max(T a, T b)
return a > b ? a : b;
}
inline float min(float a, float b)
{
return a < b ? a : b;
}
inline float max(float a, float b, float c)
{
return max(max(a, b), c);
}
inline float min(float a, float b, float c)
{
return min(min(a, b), c);
}
inline float max(float a, float b, float c, float d)
{
return max(max(a, b), max(c, d));
}
inline float min(float a, float b, float c, float d)
{
return min(min(a, b), min(c, d));
}
inline int max(int a, int b)
{ {
return a > b ? a : b; return a > b ? a : b;
} }
inline int min(int a, int b) template<class T>
inline T min(T a, T b)
{ {
return a < b ? a : b; return a < b ? a : b;
} }
inline int max(int a, int b, int c)
{
return max(max(a, b), c);
}
inline int min(int a, int b, int c)
{
return min(min(a, b), c);
}
inline int max(int a, int b, int c, int d)
{
return max(max(a, b), max(c, d));
}
inline int min(int a, int b, int c, int d)
{
return min(min(a, b), min(c, d));
}
template<class T> template<class T>
inline void swap(T &a, T &b) inline void swap(T &a, T &b)
{ {
......
...@@ -88,9 +88,9 @@ namespace gl ...@@ -88,9 +88,9 @@ namespace gl
sw::VertexShader *vertexShader; sw::VertexShader *vertexShader;
bool pixelShaderDirty; bool pixelShaderDirty;
int pixelShaderConstantsFDirty; unsigned int pixelShaderConstantsFDirty;
bool vertexShaderDirty; bool vertexShaderDirty;
int vertexShaderConstantsFDirty; unsigned int vertexShaderConstantsFDirty;
float pixelShaderConstantF[224][4]; float pixelShaderConstantF[224][4];
float vertexShaderConstantF[256][4]; float vertexShaderConstantF[256][4];
......
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