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Remove wakeup functions. This code is intended to be active all the

time.
tags/pre-merge-glsl-compiler-1
Keith Whitwell 19 年之前
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e8abd098b3
共有 5 個文件被更改,包括 19 次插入46 次删除
  1. 1
    0
      src/mesa/vbo/vbo_context.c
  2. 5
    18
      src/mesa/vbo/vbo_exec.c
  3. 0
    1
      src/mesa/vbo/vbo_exec.h
  4. 13
    25
      src/mesa/vbo/vbo_save.c
  5. 0
    2
      src/mesa/vbo/vbo_save.h

+ 1
- 0
src/mesa/vbo/vbo_context.c 查看文件

@@ -214,6 +214,7 @@ GLboolean _vbo_CreateContext( GLcontext *ctx )
void _vbo_InvalidateState( GLcontext *ctx, GLuint new_state )
{
_ae_invalidate_state(ctx, new_state);
vbo_exec_invalidate_state(ctx, new_state);
}



+ 5
- 18
src/mesa/vbo/vbo_exec.c 查看文件

@@ -37,8 +37,6 @@

#include "vbo_context.h"



void vbo_exec_init( GLcontext *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
@@ -54,11 +52,15 @@ void vbo_exec_init( GLcontext *ctx )
vbo_exec_vtx_init( exec );
vbo_exec_array_init( exec );

/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );

ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
ctx->Driver.FlushVertices = vbo_exec_FlushVertices;

exec->eval.recalculate_maps = 1;
vbo_exec_invalidate_state( ctx, ~0 );
}


@@ -90,21 +92,6 @@ void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state )
}


void vbo_exec_wakeup( GLcontext *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;

ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;

/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );

/* Assume we haven't been getting state updates either:
*/
vbo_exec_invalidate_state( ctx, ~0 );
}




+ 0
- 1
src/mesa/vbo/vbo_exec.h 查看文件

@@ -146,7 +146,6 @@ void vbo_exec_init( GLcontext *ctx );
void vbo_exec_destroy( GLcontext *ctx );
void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state );
void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags );
void vbo_exec_wakeup( GLcontext *ctx );


/* Internal functions:

+ 13
- 25
src/mesa/vbo/vbo_save.c 查看文件

@@ -35,6 +35,18 @@



static void vbo_save_callback_init( GLcontext *ctx )
{
ctx->Driver.NewList = vbo_save_NewList;
ctx->Driver.EndList = vbo_save_EndList;
ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
ctx->Driver.BeginCallList = vbo_save_BeginCallList;
ctx->Driver.EndCallList = vbo_save_EndCallList;
ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
}



void vbo_save_init( GLcontext *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
@@ -42,7 +54,7 @@ void vbo_save_init( GLcontext *ctx )
save->ctx = ctx;

vbo_save_api_init( save );
vbo_save_wakeup(ctx);
vbo_save_callback_init(ctx);

ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
}
@@ -68,27 +80,3 @@ void vbo_save_fallback( GLcontext *ctx, GLboolean fallback )
}


/* I don't see any reason to swap this code out on fallbacks. It
* wouldn't really mean anything to do so anyway as the old lists are
* still around from pre-fallback. Instead, the above code ensures
* that vertices are routed back through immediate mode dispatch on
* fallback.
*
* The below can be moved into init or removed:
*/
void vbo_save_wakeup( GLcontext *ctx )
{
ctx->Driver.NewList = vbo_save_NewList;
ctx->Driver.EndList = vbo_save_EndList;
ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
ctx->Driver.BeginCallList = vbo_save_BeginCallList;
ctx->Driver.EndCallList = vbo_save_EndCallList;
ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;

/* Assume we haven't been getting state updates either:
*/
vbo_save_invalidate_state( ctx, ~0 );
}




+ 0
- 2
src/mesa/vbo/vbo_save.h 查看文件

@@ -150,8 +150,6 @@ struct vbo_save_context {

void vbo_save_init( GLcontext *ctx );
void vbo_save_destroy( GLcontext *ctx );
void vbo_save_wakeup( GLcontext *ctx );
void vbo_save_invalidate_state( GLcontext *ctx, GLuint new_state );
void vbo_save_fallback( GLcontext *ctx, GLboolean fallback );

/* save_loopback.c:

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