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remove extra indentation

tags/mesa_6_5_2
Brian Paul 19 лет назад
Родитель
Сommit
5174e7c181
1 измененных файлов: 98 добавлений и 98 удалений
  1. 98
    98
      src/mesa/drivers/dri/i915/intel_tris.c

+ 98
- 98
src/mesa/drivers/dri/i915/intel_tris.c Просмотреть файл

@@ -792,104 +792,104 @@ static void intelRasterPrimitive( GLcontext *ctx, GLenum rprim, GLuint hwprim )
}


/*
*/
static void intelRenderPrimitive( GLcontext *ctx, GLenum prim )
{
intelContextPtr intel = INTEL_CONTEXT(ctx);
if (0)
fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim));
/* Let some clipping routines know which primitive they're dealing
* with.
*/
intel->render_primitive = prim;
/* Shortcircuit this when called from t_dd_rendertmp.h for unfilled
* triangles. The rasterized primitive will always be reset by
* lower level functions in that case, potentially pingponging the
* state:
*/
if (reduced_prim[prim] == GL_TRIANGLES &&
(ctx->_TriangleCaps & DD_TRI_UNFILLED))
return;
/* Set some primitive-dependent state and Start? a new primitive.
*/
intelRasterPrimitive( ctx, reduced_prim[prim], hw_prim[prim] );
}
/**********************************************************************/
/* Transition to/from hardware rasterization. */
/**********************************************************************/
static char *fallbackStrings[] = {
"Texture",
"Draw buffer",
"Read buffer",
"Color mask",
"Render mode",
"Stencil",
"Stipple",
"User disable"
};
static char *getFallbackString(GLuint bit)
{
int i = 0;
while (bit > 1) {
i++;
bit >>= 1;
}
return fallbackStrings[i];
}
void intelFallback( intelContextPtr intel, GLuint bit, GLboolean mode )
{
GLcontext *ctx = &intel->ctx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint oldfallback = intel->Fallback;
if (mode) {
intel->Fallback |= bit;
if (oldfallback == 0) {
intelFlush(ctx);
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "ENTER FALLBACK %x: %s\n",
bit, getFallbackString( bit ));
_swsetup_Wakeup( ctx );
intel->RenderIndex = ~0;
}
}
else {
intel->Fallback &= ~bit;
if (oldfallback == bit) {
_swrast_flush( ctx );
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "LEAVE FALLBACK %s\n", getFallbackString( bit ));
tnl->Driver.Render.Start = intelRenderStart;
tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive;
tnl->Driver.Render.Finish = intelRenderFinish;
tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
tnl->Driver.Render.CopyPV = _tnl_copy_pv;
tnl->Driver.Render.Interp = _tnl_interp;
_tnl_invalidate_vertex_state( ctx, ~0 );
_tnl_invalidate_vertices( ctx, ~0 );
_tnl_install_attrs( ctx,
intel->vertex_attrs,
intel->vertex_attr_count,
intel->ViewportMatrix.m, 0 );
intel->NewGLState |= _INTEL_NEW_RENDERSTATE;
}
}
}
/*
*/
static void intelRenderPrimitive( GLcontext *ctx, GLenum prim )
{
intelContextPtr intel = INTEL_CONTEXT(ctx);
if (0)
fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr(prim));
/* Let some clipping routines know which primitive they're dealing
* with.
*/
intel->render_primitive = prim;
/* Shortcircuit this when called from t_dd_rendertmp.h for unfilled
* triangles. The rasterized primitive will always be reset by
* lower level functions in that case, potentially pingponging the
* state:
*/
if (reduced_prim[prim] == GL_TRIANGLES &&
(ctx->_TriangleCaps & DD_TRI_UNFILLED))
return;
/* Set some primitive-dependent state and Start? a new primitive.
*/
intelRasterPrimitive( ctx, reduced_prim[prim], hw_prim[prim] );
}
/**********************************************************************/
/* Transition to/from hardware rasterization. */
/**********************************************************************/
static char *fallbackStrings[] = {
"Texture",
"Draw buffer",
"Read buffer",
"Color mask",
"Render mode",
"Stencil",
"Stipple",
"User disable"
};
static char *getFallbackString(GLuint bit)
{
int i = 0;
while (bit > 1) {
i++;
bit >>= 1;
}
return fallbackStrings[i];
}
void intelFallback( intelContextPtr intel, GLuint bit, GLboolean mode )
{
GLcontext *ctx = &intel->ctx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint oldfallback = intel->Fallback;
if (mode) {
intel->Fallback |= bit;
if (oldfallback == 0) {
intelFlush(ctx);
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "ENTER FALLBACK %x: %s\n",
bit, getFallbackString( bit ));
_swsetup_Wakeup( ctx );
intel->RenderIndex = ~0;
}
}
else {
intel->Fallback &= ~bit;
if (oldfallback == bit) {
_swrast_flush( ctx );
if (INTEL_DEBUG & DEBUG_FALLBACKS)
fprintf(stderr, "LEAVE FALLBACK %s\n", getFallbackString( bit ));
tnl->Driver.Render.Start = intelRenderStart;
tnl->Driver.Render.PrimitiveNotify = intelRenderPrimitive;
tnl->Driver.Render.Finish = intelRenderFinish;
tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
tnl->Driver.Render.CopyPV = _tnl_copy_pv;
tnl->Driver.Render.Interp = _tnl_interp;
_tnl_invalidate_vertex_state( ctx, ~0 );
_tnl_invalidate_vertices( ctx, ~0 );
_tnl_install_attrs( ctx,
intel->vertex_attrs,
intel->vertex_attr_count,
intel->ViewportMatrix.m, 0 );
intel->NewGLState |= _INTEL_NEW_RENDERSTATE;
}
}
}




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