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C++ context_dirty函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中context_dirty函数的典型用法代码示例。如果您正苦于以下问题:C++ context_dirty函数的具体用法?C++ context_dirty怎么用?C++ context_dirty使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了context_dirty函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: nv10_zclear

static void
nv10_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
	/*
	 * Pre-nv17 cards don't have native support for fast Z clears,
	 * but in some cases we can still "clear" the Z buffer without
	 * actually blitting to it if we're willing to sacrifice a few
	 * bits of depth precision.
	 *
	 * Each time a clear is requested we modify the viewport
	 * transform in such a way that the old contents of the depth
	 * buffer are clamped to the requested clear value when
	 * they're read by the GPU.
	 */
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb);
	struct nouveau_surface *s = &to_nouveau_renderbuffer(
		fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

	if (nv10_use_viewport_zclear(ctx)) {
		int x, y, w, h;
		float z = ctx->Depth.Clear;
		uint32_t value = pack_zs_f(s->format, z, 0);

		get_scissors(fb, &x, &y, &w, &h);
		*buffers &= ~BUFFER_BIT_DEPTH;

		if (use_fast_zclear(ctx, *buffers)) {
			if (nfb->hierz.clear_value != value) {
				/* Don't fast clear if we're changing
				 * the depth value. */
				nfb->hierz.clear_value = value;

			} else if (z == 0.0) {
				nctx->hierz.clear_seq++;
				context_dirty(ctx, ZCLEAR);

				if ((nctx->hierz.clear_seq & 7) != 0 &&
				    nctx->hierz.clear_seq != 1)
					/* We didn't wrap around -- no need to
					 * clear the depth buffer for real. */
					return;

			} else if (z == 1.0) {
				nctx->hierz.clear_seq--;
				context_dirty(ctx, ZCLEAR);

				if ((nctx->hierz.clear_seq & 7) != 7)
					/* No wrap around */
					return;
			}
		}

		value = pack_zs_f(s->format,
				  (z + (nctx->hierz.clear_seq & 7)) / 8, 0);
		context_drv(ctx)->surface_fill(ctx, s, ~0, value, x, y, w, h);
	}
}
开发者ID:SfietKonstantin,项目名称:radeon-mesa-x86-radeon,代码行数:59,代码来源:nv10_context.c


示例2: nv20_emit_framebuffer

void
nv20_emit_framebuffer(struct gl_context *ctx, int emit)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	unsigned rt_format = NV20_3D_RT_FORMAT_TYPE_LINEAR;
	unsigned rt_pitch = 0, zeta_pitch = 0;
	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

	if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT)
		return;

	PUSH_RESET(push, BUFCTX_FB);

	/* Render target */
	if (fb->_ColorDrawBuffers[0]) {
		s = &to_nouveau_renderbuffer(
			fb->_ColorDrawBuffers[0])->surface;

		rt_format |= get_rt_format(s->format);
		rt_pitch = s->pitch;

		BEGIN_NV04(push, NV20_3D(COLOR_OFFSET), 1);
		PUSH_MTHDl(push, NV20_3D(COLOR_OFFSET), BUFCTX_FB,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
		s = &to_nouveau_renderbuffer(
			fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

		rt_format |= get_rt_format(s->format);
		zeta_pitch = s->pitch;

		BEGIN_NV04(push, NV20_3D(ZETA_OFFSET), 1);
		PUSH_MTHDl(push, NV20_3D(ZETA_OFFSET), BUFCTX_FB,
				 s->bo, 0, bo_flags);

		if (context_chipset(ctx) >= 0x25)
			setup_hierz_buffer(ctx);
	} else {
		rt_format |= get_rt_format(MESA_FORMAT_S8_UINT_Z24_UNORM);
		zeta_pitch = rt_pitch;
	}

	BEGIN_NV04(push, NV20_3D(RT_FORMAT), 2);
	PUSH_DATA (push, rt_format);
	PUSH_DATA (push, zeta_pitch << 16 | rt_pitch);

	/* Recompute the viewport/scissor state. */
	context_dirty(ctx, VIEWPORT);
	context_dirty(ctx, SCISSOR);
	context_dirty(ctx, DEPTH);
}
开发者ID:ChristophHaag,项目名称:mesa-mesa,代码行数:56,代码来源:nv20_state_fb.c


示例3: nouveau_light

static void
nouveau_light(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params)
{
	switch (pname) {
	case GL_AMBIENT:
		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		break;
	case GL_DIFFUSE:
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		break;
	case GL_SPECULAR:
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		break;
	case GL_SPOT_CUTOFF:
	case GL_POSITION:
		context_dirty(ctx, MODELVIEW);
		context_dirty(ctx, LIGHT_ENABLE);
		context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
		break;
	default:
		context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
		break;
	}
}
开发者ID:CSRedRat,项目名称:mesa-1,代码行数:27,代码来源:nouveau_state.c


示例4: nv20_emit_framebuffer

void
nv20_emit_framebuffer(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *kelvin = context_eng3d(ctx);
	struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	unsigned rt_format = NV20TCL_RT_FORMAT_TYPE_LINEAR;
	unsigned rt_pitch = 0, zeta_pitch = 0;
	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

	if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT)
		return;

	/* Render target */
	if (fb->_ColorDrawBuffers[0]) {
		s = &to_nouveau_renderbuffer(
			fb->_ColorDrawBuffers[0])->surface;

		rt_format |= get_rt_format(s->format);
		rt_pitch = s->pitch;

		nouveau_bo_markl(bctx, kelvin, NV20TCL_COLOR_OFFSET,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->_DepthBuffer) {
		s = &to_nouveau_renderbuffer(
			fb->_DepthBuffer->Wrapped)->surface;

		rt_format |= get_rt_format(s->format);
		zeta_pitch = s->pitch;

		nouveau_bo_markl(bctx, kelvin, NV20TCL_ZETA_OFFSET,
				 s->bo, 0, bo_flags);
	} else {
		rt_format |= get_rt_format(MESA_FORMAT_Z24_S8);
		zeta_pitch = rt_pitch;
	}

	BEGIN_RING(chan, kelvin, NV20TCL_RT_FORMAT, 2);
	OUT_RING(chan, rt_format);
	OUT_RING(chan, zeta_pitch << 16 | rt_pitch);

	/* Recompute the viewport/scissor state. */
	context_dirty(ctx, VIEWPORT);
	context_dirty(ctx, SCISSOR);
}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:50,代码来源:nv20_state_fb.c


示例5: nv04_emit_framebuffer

void
nv04_emit_framebuffer(struct gl_context *ctx, int emit)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	uint32_t rt_format = NV04_CONTEXT_SURFACES_3D_FORMAT_TYPE_PITCH;
	uint32_t rt_pitch = 0, zeta_pitch = 0;
	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

	if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT)
		return;

	PUSH_RESET(push, BUFCTX_FB);

	/* Render target */
	if (fb->_ColorDrawBuffers[0]) {
		s = &to_nouveau_renderbuffer(
			fb->_ColorDrawBuffers[0])->surface;

		rt_format |= get_rt_format(s->format);
		zeta_pitch = rt_pitch = s->pitch;

		BEGIN_NV04(push, NV04_SF3D(OFFSET_COLOR), 1);
		PUSH_MTHDl(push, NV04_SF3D(OFFSET_COLOR), BUFCTX_FB,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) {
		s = &to_nouveau_renderbuffer(
			fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

		zeta_pitch = s->pitch;

		BEGIN_NV04(push, NV04_SF3D(OFFSET_ZETA), 1);
		PUSH_MTHDl(push, NV04_SF3D(OFFSET_ZETA), BUFCTX_FB,
				 s->bo, 0, bo_flags);
	}

	BEGIN_NV04(push, NV04_SF3D(FORMAT), 1);
	PUSH_DATA (push, rt_format);
	BEGIN_NV04(push, NV04_SF3D(PITCH), 1);
	PUSH_DATA (push, zeta_pitch << 16 | rt_pitch);

	/* Recompute the scissor state. */
	context_dirty(ctx, SCISSOR);
	context_dirty(ctx, CONTROL);
}
开发者ID:ChristophHaag,项目名称:mesa-mesa,代码行数:49,代码来源:nv04_state_fb.c


示例6: nv17_zclear

static void
nv17_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_pushbuf *push = context_push(ctx);
	struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(
		ctx->DrawBuffer);
	struct nouveau_surface *s = &to_nouveau_renderbuffer(
		nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

	/* Clear the hierarchical depth buffer */
	BEGIN_NV04(push, NV17_3D(HIERZ_FILL_VALUE), 1);
	PUSH_DATA (push, pack_zs_f(s->format, ctx->Depth.Clear, 0));
	BEGIN_NV04(push, NV17_3D(HIERZ_BUFFER_CLEAR), 1);
	PUSH_DATA (push, 1);

	/* Mark the depth buffer as cleared */
	if (use_fast_zclear(ctx, *buffers)) {
		if (nctx->hierz.clear_seq)
			*buffers &= ~BUFFER_BIT_DEPTH;

		nfb->hierz.clear_value =
			pack_zs_f(s->format, ctx->Depth.Clear, 0);
		nctx->hierz.clear_seq++;

		context_dirty(ctx, ZCLEAR);
	}
}
开发者ID:SfietKonstantin,项目名称:radeon-mesa-x86-radeon,代码行数:28,代码来源:nv10_context.c


示例7: nouveau_bind_framebuffer

static void
nouveau_bind_framebuffer(struct gl_context *ctx, GLenum target,
			 struct gl_framebuffer *dfb,
			 struct gl_framebuffer *rfb)
{
	context_dirty(ctx, FRAMEBUFFER);
}
开发者ID:mlankhorst,项目名称:Mesa-3D,代码行数:7,代码来源:nouveau_fbo.c


示例8: nouveau_render_texture

static void
nouveau_render_texture(struct gl_context *ctx, struct gl_framebuffer *fb,
		       struct gl_renderbuffer_attachment *att)
{
	struct gl_renderbuffer *rb = att->Renderbuffer;
	struct gl_texture_image *ti =
		att->Texture->Image[att->CubeMapFace][att->TextureLevel];

	/* Allocate a renderbuffer object for the texture if we
	 * haven't already done so. */
	if (!rb) {
		rb = nouveau_renderbuffer_new(ctx, ~0);
		assert(rb);

		rb->AllocStorage = NULL;
		_mesa_reference_renderbuffer(&att->Renderbuffer, rb);
	}

	/* Update the renderbuffer fields from the texture. */
	set_renderbuffer_format(rb, get_tex_format(ti));
	rb->Width = ti->Width;
	rb->Height = ti->Height;
	nouveau_surface_ref(&to_nouveau_teximage(ti)->surface,
			    &to_nouveau_renderbuffer(rb)->surface);

	context_dirty(ctx, FRAMEBUFFER);
}
开发者ID:mlankhorst,项目名称:Mesa-3D,代码行数:27,代码来源:nouveau_fbo.c


示例9: nv10_emit_viewport

void
nv10_emit_viewport(struct gl_context *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct gl_viewport_attrib *vp = &ctx->Viewport;
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	float a[4] = {};

	get_viewport_translate(ctx, a);
	a[0] -= 2048;
	a[1] -= 2048;
	if (nv10_use_viewport_zclear(ctx))
		a[2] = nv10_transform_depth(ctx, (vp->Far + vp->Near) / 2);

	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_TRANSLATE_X, 4);
	OUT_RINGp(chan, a, 4);

	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(0), 1);
	OUT_RING(chan, (fb->Width - 1) << 16 | 0x08000800);
	BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(0), 1);
	OUT_RING(chan, (fb->Height - 1) << 16 | 0x08000800);

	context_dirty(ctx, PROJECTION);
}
开发者ID:ChillyWillyGuru,项目名称:RSXGL,代码行数:25,代码来源:nv10_state_fb.c


示例10: nv17_zclear

static void
nv17_zclear(struct gl_context *ctx, GLbitfield *buffers)
{
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_grobj *celsius = context_eng3d(ctx);
	struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(
		ctx->DrawBuffer);
	struct nouveau_surface *s = &to_nouveau_renderbuffer(
		nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface;

	/* Clear the hierarchical depth buffer */
	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_FILL_VALUE, 1);
	OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0));
	BEGIN_RING(chan, celsius, NV17_3D_HIERZ_BUFFER_CLEAR, 1);
	OUT_RING(chan, 1);

	/* Mark the depth buffer as cleared */
	if (use_fast_zclear(ctx, *buffers)) {
		if (nctx->hierz.clear_seq)
			*buffers &= ~BUFFER_BIT_DEPTH;

		nfb->hierz.clear_value =
			pack_zs_f(s->format, ctx->Depth.Clear, 0);
		nctx->hierz.clear_seq++;

		context_dirty(ctx, ZCLEAR);
	}
}
开发者ID:ChillyWillyGuru,项目名称:RSXGL,代码行数:29,代码来源:nv10_context.c


示例11: nouveau_framebuffer_renderbuffer

static void
nouveau_framebuffer_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb,
				 GLenum attachment, struct gl_renderbuffer *rb)
{
	_mesa_framebuffer_renderbuffer(ctx, fb, attachment, rb);

	context_dirty(ctx, FRAMEBUFFER);
}
开发者ID:mlankhorst,项目名称:Mesa-3D,代码行数:8,代码来源:nouveau_fbo.c


示例12: nv04_emit_scissor

void
nv04_emit_scissor(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
	struct nouveau_grobj *surf3d = hw->surf3d;
	int x, y, w, h;

	get_scissors(ctx->DrawBuffer, &x, &y, &w, &h);

	BEGIN_RING(chan, surf3d, NV04_CONTEXT_SURFACES_3D_CLIP_HORIZONTAL, 2);
	OUT_RING(chan, w << 16 | x);
	OUT_RING(chan, h << 16 | y);

	/* Messing with surf3d invalidates some engine state. */
	context_dirty(ctx, CONTROL);
	context_dirty(ctx, BLEND);
}
开发者ID:CPFDSoftware-Tony,项目名称:gmv,代码行数:18,代码来源:nv04_state_fb.c


示例13: nouveau_update_state

static void
nouveau_update_state(struct gl_context *ctx, GLbitfield new_state)
{
	int i;

	if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
		context_dirty(ctx, PROJECTION);

	if (new_state & _NEW_MODELVIEW)
		context_dirty(ctx, MODELVIEW);

	if (new_state & _NEW_TEXTURE_MATRIX) {
		for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
			context_dirty_i(ctx, TEX_MAT, i);
	}

	if (new_state & _NEW_CURRENT_ATTRIB &&
	    new_state & _NEW_LIGHT) {
		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
		context_dirty(ctx, MATERIAL_BACK_SHININESS);
	}

	if (new_state & _NEW_TEXTURE) {
		for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
			if (ctx->Texture.Unit[i].Sampler)
				context_dirty_i(ctx, TEX_OBJ, i);
		}
	}

	_swrast_InvalidateState(ctx, new_state);
	_tnl_InvalidateState(ctx, new_state);

	nouveau_state_emit(ctx);
}
开发者ID:CSRedRat,项目名称:mesa-1,代码行数:40,代码来源:nouveau_state.c


示例14: nv04_emit_tex_env

void
nv04_emit_tex_env(struct gl_context *ctx, int emit)
{
    const int i = emit - NOUVEAU_STATE_TEX_ENV0;
    struct nouveau_channel *chan = context_chan(ctx);
    struct nouveau_grobj *fahrenheit = nv04_context_engine(ctx);
    struct combiner_state rc_a = {}, rc_c = {};

    if (!nv04_mtex_engine(fahrenheit)) {
        context_dirty(ctx, BLEND);
        return;
    }

    /* Compute the new combiner state. */
    if (ctx->Texture.Unit[i]._ReallyEnabled) {
        INIT_COMBINER(A, ctx, &rc_a, i);
        setup_combiner(&rc_a);

        INIT_COMBINER(RGB, ctx, &rc_c, i);
        setup_combiner(&rc_c);

    } else {
        if (i == 0) {
            INPUT_SRC(&rc_a, 0, PRIMARY_COLOR, 0);
            INPUT_SRC(&rc_c, 0, PRIMARY_COLOR, 0);
        } else {
            INPUT_SRC(&rc_a, 0, PREVIOUS, 0);
            INPUT_SRC(&rc_c, 0, PREVIOUS, 0);
        }

        INPUT_SRC(&rc_a, 1, ZERO, INVERT);
        INPUT_SRC(&rc_c, 1, ZERO, INVERT);
        INPUT_SRC(&rc_a, 2, ZERO, 0);
        INPUT_SRC(&rc_c, 2, ZERO, 0);
        INPUT_SRC(&rc_a, 3, ZERO, 0);
        INPUT_SRC(&rc_c, 3, ZERO, 0);

        UNSIGNED_OP(&rc_a);
        UNSIGNED_OP(&rc_c);
    }

    /* Write the register combiner state out to the hardware. */
    BEGIN_RING(chan, fahrenheit,
               NV04_MULTITEX_TRIANGLE_COMBINE_ALPHA(i), 2);
    OUT_RING(chan, rc_a.hw);
    OUT_RING(chan, rc_c.hw);

    BEGIN_RING(chan, fahrenheit,
               NV04_MULTITEX_TRIANGLE_COMBINE_FACTOR, 1);
    OUT_RING(chan, pack_rgba_f(MESA_FORMAT_ARGB8888,
                               ctx->Texture.Unit[0].EnvColor));
}
开发者ID:nikai3d,项目名称:mesa,代码行数:52,代码来源:nv04_state_frag.c


示例15: nouveau_color_material

static void
nouveau_color_material(struct gl_context *ctx, GLenum face, GLenum mode)
{
	context_dirty(ctx, COLOR_MATERIAL);
	context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
	context_dirty(ctx, MATERIAL_BACK_AMBIENT);
	context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
	context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
	context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
	context_dirty(ctx, MATERIAL_BACK_SPECULAR);
}
开发者ID:CSRedRat,项目名称:mesa-1,代码行数:11,代码来源:nouveau_state.c


示例16: nouveau_render_texture

static void
nouveau_render_texture(struct gl_context *ctx, struct gl_framebuffer *fb,
		       struct gl_renderbuffer_attachment *att)
{
	struct gl_renderbuffer *rb = att->Renderbuffer;
	struct gl_texture_image *ti = rb->TexImage;

	/* Update the renderbuffer fields from the texture. */
	nouveau_surface_ref(&to_nouveau_teximage(ti)->surface,
			    &to_nouveau_renderbuffer(rb)->surface);

	context_dirty(ctx, FRAMEBUFFER);
}
开发者ID:Sheph,项目名称:mesa,代码行数:13,代码来源:nouveau_fbo.c


示例17: nouveau_tex_gen

static void
nouveau_tex_gen(struct gl_context *ctx, GLenum coord, GLenum pname,
		const GLfloat *params)
{
	switch (pname) {
	case GL_TEXTURE_GEN_MODE:
		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
		context_dirty(ctx, MODELVIEW);
		break;
	default:
		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
		break;
	}
}
开发者ID:CSRedRat,项目名称:mesa-1,代码行数:14,代码来源:nouveau_state.c


示例18: nv04_emit_framebuffer

void
nv04_emit_framebuffer(GLcontext *ctx, int emit)
{
	struct nouveau_channel *chan = context_chan(ctx);
	struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw;
	struct nouveau_grobj *surf3d = hw->surf3d;
	struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	struct nouveau_surface *s;
	uint32_t rt_format = NV04_CONTEXT_SURFACES_3D_FORMAT_TYPE_PITCH;
	uint32_t rt_pitch = 0, zeta_pitch = 0;
	unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

	if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT)
		return;

	/* Render target */
	if (fb->_NumColorDrawBuffers) {
		s = &to_nouveau_renderbuffer(
			fb->_ColorDrawBuffers[0])->surface;

		rt_format |= get_rt_format(s->format);
		zeta_pitch = rt_pitch = s->pitch;

		nouveau_bo_markl(bctx, surf3d,
				 NV04_CONTEXT_SURFACES_3D_OFFSET_COLOR,
				 s->bo, 0, bo_flags);
	}

	/* depth/stencil */
	if (fb->_DepthBuffer) {
		s = &to_nouveau_renderbuffer(
			fb->_DepthBuffer->Wrapped)->surface;

		zeta_pitch = s->pitch;

		nouveau_bo_markl(bctx, surf3d,
				 NV04_CONTEXT_SURFACES_3D_OFFSET_ZETA,
				 s->bo, 0, bo_flags);
	}

	BEGIN_RING(chan, surf3d, NV04_CONTEXT_SURFACES_3D_FORMAT, 1);
	OUT_RING(chan, rt_format);
	BEGIN_RING(chan, surf3d, NV04_CONTEXT_SURFACES_3D_PITCH, 1);
	OUT_RING(chan, zeta_pitch << 16 | rt_pitch);

	/* Recompute the scissor state. */
	context_dirty(ctx, SCISSOR);
}
开发者ID:CPFDSoftware-Tony,项目名称:gmv,代码行数:49,代码来源:nv04_state_fb.c


示例19: nouveau_renderbuffer_storage

static GLboolean
nouveau_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer *rb,
			     GLenum internalFormat,
			     GLuint width, GLuint height)
{
	struct nouveau_surface *s = &to_nouveau_renderbuffer(rb)->surface;

	if (!set_renderbuffer_format(rb, internalFormat))
		return GL_FALSE;

	rb->Width = width;
	rb->Height = height;

	nouveau_surface_alloc(ctx, s, TILED, NOUVEAU_BO_VRAM | NOUVEAU_BO_MAP,
			      rb->Format, width, height);

	context_dirty(ctx, FRAMEBUFFER);
	return GL_TRUE;
}
开发者ID:mlankhorst,项目名称:Mesa-3D,代码行数:19,代码来源:nouveau_fbo.c


示例20: nv20_emit_viewport

void
nv20_emit_viewport(struct gl_context *ctx, int emit)
{
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_framebuffer *fb = ctx->DrawBuffer;
	float a[4] = {};

	get_viewport_translate(ctx, a);

	BEGIN_NV04(push, NV20_3D(VIEWPORT_TRANSLATE_X), 4);
	PUSH_DATAp(push, a, 4);

	BEGIN_NV04(push, NV20_3D(VIEWPORT_CLIP_HORIZ(0)), 1);
	PUSH_DATA (push, (fb->Width - 1) << 16);
	BEGIN_NV04(push, NV20_3D(VIEWPORT_CLIP_VERT(0)), 1);
	PUSH_DATA (push, (fb->Height - 1) << 16);

	context_dirty(ctx, PROJECTION);
}
开发者ID:ChristophHaag,项目名称:mesa-mesa,代码行数:19,代码来源:nv20_state_fb.c



注:本文中的context_dirty函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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