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C++ I810_STATECHANGE函数代码示例

本文整理汇总了C++中I810_STATECHANGE函数的典型用法代码示例。如果您正苦于以下问题:C++ I810_STATECHANGE函数的具体用法?C++ I810_STATECHANGE怎么用?C++ I810_STATECHANGE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I810_STATECHANGE函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: i810AlphaFunc

static void i810AlphaFunc(struct gl_context *ctx, GLenum func, GLfloat ref)
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);
   GLuint a = (ZA_UPDATE_ALPHAFUNC|ZA_UPDATE_ALPHAREF);
   GLubyte refByte;

   CLAMPED_FLOAT_TO_UBYTE(refByte, ref);

   switch (ctx->Color.AlphaFunc) {
   case GL_NEVER:    a |= ZA_ALPHA_NEVER;    break;
   case GL_LESS:     a |= ZA_ALPHA_LESS;     break;
   case GL_GEQUAL:   a |= ZA_ALPHA_GEQUAL;   break;
   case GL_LEQUAL:   a |= ZA_ALPHA_LEQUAL;   break;
   case GL_GREATER:  a |= ZA_ALPHA_GREATER;  break;
   case GL_NOTEQUAL: a |= ZA_ALPHA_NOTEQUAL; break;
   case GL_EQUAL:    a |= ZA_ALPHA_EQUAL;    break;
   case GL_ALWAYS:   a |= ZA_ALPHA_ALWAYS;   break;
   default: return;
   }

   a |= ((refByte & 0xfc) << ZA_ALPHAREF_SHIFT);

   I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
   imesa->Setup[I810_CTXREG_ZA] &= ~(ZA_ALPHA_MASK|ZA_ALPHAREF_MASK);
   imesa->Setup[I810_CTXREG_ZA] |= a;
}
开发者ID:nikai3d,项目名称:mesa,代码行数:26,代码来源:i810state.c

示例2: set_color_stage

static void set_color_stage( unsigned color, int stage,
			      i810ContextPtr imesa )
{
   if ( color != imesa->Setup[I810_CTXREG_MC0 + stage] ) {
      I810_STATECHANGE( imesa, I810_UPLOAD_CTX );
      imesa->Setup[I810_CTXREG_MC0 + stage] = color;
   }
}
开发者ID:GunioRobot,项目名称:mesa-7.10.2-PS3,代码行数:8,代码来源:i810texstate.c

示例3: set_alpha_stage

static void set_alpha_stage( unsigned alpha, int stage,
				    i810ContextPtr imesa )
{
   if ( alpha != imesa->Setup[I810_CTXREG_MA0 + stage] ) {
      I810_STATECHANGE( imesa, I810_UPLOAD_CTX );
      imesa->Setup[I810_CTXREG_MA0 + stage] = alpha;
   }
}
开发者ID:GunioRobot,项目名称:mesa-7.10.2-PS3,代码行数:8,代码来源:i810texstate.c

示例4: i810ShadeModel

/* In Mesa 3.5 we can reliably do native flatshading.
 */
static void i810ShadeModel(struct gl_context *ctx, GLenum mode)
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);
   I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
   if (mode == GL_FLAT)
      imesa->Setup[I810_CTXREG_LCS] |= LCS_INTERP_FLAT;
   else
      imesa->Setup[I810_CTXREG_LCS] &= ~LCS_INTERP_FLAT;
}
开发者ID:nikai3d,项目名称:mesa,代码行数:11,代码来源:i810state.c

示例5: i810UploadTexImagesLocked

/* This is called with the lock held.  May have to eject our own and/or
 * other client's texture objects to make room for the upload.
 */
int i810UploadTexImagesLocked( i810ContextPtr imesa, i810TextureObjectPtr t )
{
   int i;
   int ofs;
   int numLevels;

   /* Do we need to eject LRU texture objects?
    */
   if (!t->base.memBlock) {
      int heap;
       
      heap = driAllocateTexture( imesa->texture_heaps, imesa->nr_heaps,
				 (driTextureObject *) t);
      
      if ( heap == -1 ) {
	return -1;
      }
      
      ofs = t->base.memBlock->ofs;
      t->BufAddr = imesa->i810Screen->tex.map + ofs;
      t->Setup[I810_TEXREG_MI3] = imesa->i810Screen->textureOffset + ofs;
      
      if (t == imesa->CurrentTexObj[0])
	I810_STATECHANGE(imesa, I810_UPLOAD_TEX0);
      
      if (t == imesa->CurrentTexObj[1])
	 I810_STATECHANGE(imesa, I810_UPLOAD_TEX1);
      
       /*      i810UpdateTexLRU( imesa, t );*/
     }
   driUpdateTextureLRU( (driTextureObject *) t );
   
   if (imesa->texture_heaps[0]->timestamp >= GET_DISPATCH_AGE(imesa))
      i810WaitAgeLocked( imesa, imesa->texture_heaps[0]->timestamp );

   numLevels = t->base.lastLevel - t->base.firstLevel + 1;
   for (i = 0 ; i < numLevels ; i++)
      if (t->base.dirty_images[0] & (1<<i))
	 i810UploadTexLevel( imesa, t, i );

   t->base.dirty_images[0] = 0;

   return 0;
}  
开发者ID:MttDs,项目名称:new-rexeno-tindpe,代码行数:47,代码来源:i810texmem.c

示例6: i810DepthMask

static void i810DepthMask(struct gl_context *ctx, GLboolean flag)
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);
   I810_STATECHANGE(imesa, I810_UPLOAD_CTX);

   if (flag)
      imesa->Setup[I810_CTXREG_B2] |= B2_ZB_WRITE_ENABLE;
   else
      imesa->Setup[I810_CTXREG_B2] &= ~B2_ZB_WRITE_ENABLE;
}
开发者ID:nikai3d,项目名称:mesa,代码行数:10,代码来源:i810state.c

示例7: i810BlendFuncSeparate

static void i810BlendFuncSeparate( GLcontext *ctx, GLenum sfactorRGB,
				     GLenum dfactorRGB, GLenum sfactorA,
				     GLenum dfactorA )
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);
   GLuint a = SDM_UPDATE_SRC_BLEND | SDM_UPDATE_DST_BLEND;
   GLboolean fallback = GL_FALSE;

   switch (ctx->Color.BlendSrcRGB) {
   case GL_ZERO:                a |= SDM_SRC_ZERO; break;
   case GL_SRC_ALPHA:           a |= SDM_SRC_SRC_ALPHA; break;
   case GL_ONE:                 a |= SDM_SRC_ONE; break;
   case GL_DST_COLOR:           a |= SDM_SRC_DST_COLOR; break;
   case GL_ONE_MINUS_DST_COLOR: a |= SDM_SRC_INV_DST_COLOR; break;
   case GL_ONE_MINUS_SRC_ALPHA: a |= SDM_SRC_INV_SRC_ALPHA; break;
   case GL_DST_ALPHA:           a |= SDM_SRC_ONE; break;
   case GL_ONE_MINUS_DST_ALPHA: a |= SDM_SRC_ZERO; break;
   case GL_SRC_ALPHA_SATURATE:  /*a |= SDM_SRC_SRC_ALPHA; break;*/
   case GL_CONSTANT_COLOR:
   case GL_ONE_MINUS_CONSTANT_COLOR:
   case GL_CONSTANT_ALPHA:
   case GL_ONE_MINUS_CONSTANT_ALPHA:
      fallback = GL_TRUE;
      break;
   default:
      return;
   }

   switch (ctx->Color.BlendDstRGB) {
   case GL_SRC_ALPHA:           a |= SDM_DST_SRC_ALPHA; break;
   case GL_ONE_MINUS_SRC_ALPHA: a |= SDM_DST_INV_SRC_ALPHA; break;
   case GL_ZERO:                a |= SDM_DST_ZERO; break;
   case GL_ONE:                 a |= SDM_DST_ONE; break;
   case GL_SRC_COLOR:           a |= SDM_DST_SRC_COLOR; break;
   case GL_ONE_MINUS_SRC_COLOR: a |= SDM_DST_INV_SRC_COLOR; break;
   case GL_DST_ALPHA:           a |= SDM_DST_ONE; break;
   case GL_ONE_MINUS_DST_ALPHA: a |= SDM_DST_ZERO; break;
   case GL_CONSTANT_COLOR:
   case GL_ONE_MINUS_CONSTANT_COLOR:
   case GL_CONSTANT_ALPHA:
   case GL_ONE_MINUS_CONSTANT_ALPHA:
      fallback = GL_TRUE;
      break;
   default:
      return;
   }

   FALLBACK( imesa, I810_FALLBACK_BLEND_FUNC, fallback);
   if (!fallback) {
      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      imesa->Setup[I810_CTXREG_SDM] &= ~(SDM_SRC_MASK|SDM_DST_MASK);
      imesa->Setup[I810_CTXREG_SDM] |= a;
   }
}
开发者ID:BackupTheBerlios,项目名称:dri-ex-svn,代码行数:54,代码来源:i810state.c

示例8: i810Fogfv

/* =============================================================
 * Fog
 */
static void i810Fogfv(struct gl_context *ctx, GLenum pname, const GLfloat *param)
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);

   if (pname == GL_FOG_COLOR) {
      GLuint color = (((GLubyte)(ctx->Fog.Color[0]*255.0F) << 16) |
		      ((GLubyte)(ctx->Fog.Color[1]*255.0F) << 8) |
		      ((GLubyte)(ctx->Fog.Color[2]*255.0F) << 0));

      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      imesa->Setup[I810_CTXREG_FOG] = ((GFX_OP_FOG_COLOR | color) &
				      ~FOG_RESERVED_MASK);
   }
}
开发者ID:nikai3d,项目名称:mesa,代码行数:17,代码来源:i810state.c

示例9: i810LightModelfv_i815

/* But the 815 has it...
 */
static void i810LightModelfv_i815(struct gl_context *ctx, GLenum pname,
				    const GLfloat *param)
{
   if (pname == GL_LIGHT_MODEL_COLOR_CONTROL)
   {
      i810ContextPtr imesa = I810_CONTEXT( ctx );

      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
	 imesa->Setup[I810_CTXREG_B1] |= B1_SPEC_ENABLE;
      else
	 imesa->Setup[I810_CTXREG_B1] &= ~B1_SPEC_ENABLE;
   }
}
开发者ID:nikai3d,项目名称:mesa,代码行数:16,代码来源:i810state.c

示例10: i810LineWidth

static void i810LineWidth( GLcontext *ctx, GLfloat widthf )
{
   i810ContextPtr imesa = I810_CONTEXT( ctx );
   int width = (int)ctx->Line._Width;

   imesa->LcsLineWidth = 0;
   if (width & 1) imesa->LcsLineWidth |= LCS_LINEWIDTH_1_0;
   if (width & 2) imesa->LcsLineWidth |= LCS_LINEWIDTH_2_0;

   if (imesa->reduced_primitive == GL_LINES) {
      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      imesa->Setup[I810_CTXREG_LCS] &= ~LCS_LINEWIDTH_3_0;
      imesa->Setup[I810_CTXREG_LCS] |= imesa->LcsLineWidth;
   }
}
开发者ID:BackupTheBerlios,项目名称:dri-ex-svn,代码行数:15,代码来源:i810state.c

示例11: i810PointSize

static void i810PointSize( GLcontext *ctx, GLfloat sz )
{
   i810ContextPtr imesa = I810_CONTEXT( ctx );
   int size = (int)ctx->Point._Size;

   imesa->LcsPointSize = 0;
   if (size & 1) imesa->LcsPointSize |= LCS_LINEWIDTH_1_0;
   if (size & 2) imesa->LcsPointSize |= LCS_LINEWIDTH_2_0;

   if (imesa->reduced_primitive == GL_POINTS) {
      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      imesa->Setup[I810_CTXREG_LCS] &= ~LCS_LINEWIDTH_3_0;
      imesa->Setup[I810_CTXREG_LCS] |= imesa->LcsPointSize;
   }
}
开发者ID:BackupTheBerlios,项目名称:dri-ex-svn,代码行数:15,代码来源:i810state.c

示例12: i810TexEnv

static void i810TexEnv( GLcontext *ctx, GLenum target, 
			GLenum pname, const GLfloat *param )
{
   i810ContextPtr imesa = I810_CONTEXT( ctx );
   GLuint unit = ctx->Texture.CurrentUnit;

   /* Only one env color.  Need a fallback if env colors are different
    * and texture setup references env color in both units.  
    */
   switch (pname) {
   case GL_TEXTURE_ENV_COLOR: {
      struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
      GLfloat *fc = texUnit->EnvColor;
      GLuint r, g, b, a, col;
      CLAMPED_FLOAT_TO_UBYTE(r, fc[0]);
      CLAMPED_FLOAT_TO_UBYTE(g, fc[1]);
      CLAMPED_FLOAT_TO_UBYTE(b, fc[2]);
      CLAMPED_FLOAT_TO_UBYTE(a, fc[3]);

      col = ((a << 24) | 
	     (r << 16) | 
	     (g <<  8) | 
	     (b <<  0));
 
      if (imesa->Setup[I810_CTXREG_CF1] != col) {
	 I810_STATECHANGE(imesa, I810_UPLOAD_CTX);	
	 imesa->Setup[I810_CTXREG_CF1] = col;      
      }
      break;
   }
   case GL_TEXTURE_ENV_MODE:
      imesa->TexEnvImageFmt[unit] = 0; /* force recalc of env state */
      break;

   case GL_TEXTURE_LOD_BIAS_EXT:
      {
         struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
         i810TextureObjectPtr t = (i810TextureObjectPtr) tObj->DriverData;
         t->Setup[I810_TEXREG_MLC] &= ~(MLC_LOD_BIAS_MASK);
         t->Setup[I810_TEXREG_MLC] |= i810ComputeLodBias(*param);
      }
      break;

   default:
      break;
   }
} 
开发者ID:aosm,项目名称:X11,代码行数:47,代码来源:i810tex.c

示例13: i810PolygonStipple

/* =============================================================
 * Polygon stipple
 *
 * The i810 supports a 4x4 stipple natively, GL wants 32x32.
 * Fortunately stipple is usually a repeating pattern.
 */
static void i810PolygonStipple( struct gl_context *ctx, const GLubyte *mask )
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);
   const GLubyte *m = mask;
   GLubyte p[4];
   int i,j,k;
   int active = (ctx->Polygon.StippleFlag &&
		 imesa->reduced_primitive == GL_TRIANGLES);
   GLuint newMask;

   if (active) {
      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      imesa->Setup[I810_CTXREG_ST1] &= ~ST1_ENABLE;
   }

   p[0] = mask[12] & 0xf; p[0] |= p[0] << 4;
   p[1] = mask[8] & 0xf; p[1] |= p[1] << 4;
   p[2] = mask[4] & 0xf; p[2] |= p[2] << 4;
   p[3] = mask[0] & 0xf; p[3] |= p[3] << 4;

   for (k = 0 ; k < 8 ; k++)
      for (j = 0 ; j < 4; j++)
	 for (i = 0 ; i < 4 ; i++)
	    if (*m++ != p[j]) {
	       imesa->stipple_in_hw = 0;
	       return;
	    }

   newMask = ((p[0] & 0xf) << 0) |
             ((p[1] & 0xf) << 4) |
             ((p[2] & 0xf) << 8) |
             ((p[3] & 0xf) << 12);

   if (newMask == 0xffff) {
      /* this is needed to make conform pass */
      imesa->stipple_in_hw = 0;
      return;
   }

   imesa->Setup[I810_CTXREG_ST1] &= ~0xffff;
   imesa->Setup[I810_CTXREG_ST1] |= newMask;
   imesa->stipple_in_hw = 1;

   if (active)
      imesa->Setup[I810_CTXREG_ST1] |= ST1_ENABLE;
}
开发者ID:nikai3d,项目名称:mesa,代码行数:52,代码来源:i810state.c

示例14: i810DrawBuffer

void i810DrawBuffer(GLcontext *ctx, GLenum mode )
{
   i810ContextPtr imesa = I810_CONTEXT(ctx);
   int front = 0;
  
   /*
    * _DrawDestMask is easier to cope with than <mode>.
    */
   switch ( ctx->Color._DrawDestMask[0] ) {
   case DD_FRONT_LEFT_BIT:
     front = 1;
     break;
   case DD_BACK_LEFT_BIT:
     front = 0;
     break;
   default:
      /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */
      FALLBACK( imesa, I810_FALLBACK_DRAW_BUFFER, GL_TRUE );
      return;
   }

   if ( imesa->sarea->pf_current_page == 1 ) 
     front ^= 1;
 
   FALLBACK( imesa, I810_FALLBACK_DRAW_BUFFER, GL_FALSE );
   I810_FIREVERTICES(imesa);
   I810_STATECHANGE(imesa, I810_UPLOAD_BUFFERS);

   if (front)
   {
     imesa->BufferSetup[I810_DESTREG_DI1] = (imesa->i810Screen->fbOffset |
					     imesa->i810Screen->backPitchBits);
     i810XMesaSetFrontClipRects( imesa );
   }
   else
   {
     imesa->BufferSetup[I810_DESTREG_DI1] = (imesa->i810Screen->backOffset |
					     imesa->i810Screen->backPitchBits);
     i810XMesaSetBackClipRects( imesa );
   }

   /* We want to update the s/w rast state too so that r200SetBuffer()
    * gets called.
    */
   _swrast_DrawBuffer(ctx, mode);
}
开发者ID:BackupTheBerlios,项目名称:dri-ex-svn,代码行数:46,代码来源:i810state.c

示例15: i810PointSize

static void i810PointSize( struct gl_context *ctx, GLfloat sz )
{
   i810ContextPtr imesa = I810_CONTEXT( ctx );
   /* AA, non-AA limits are same */
   const int size = (int) CLAMP(ctx->Point.Size,
                                ctx->Const.MinPointSize,
                                ctx->Const.MaxPointSize);

   imesa->LcsPointSize = 0;
   if (size & 1) imesa->LcsPointSize |= LCS_LINEWIDTH_1_0;
   if (size & 2) imesa->LcsPointSize |= LCS_LINEWIDTH_2_0;

   if (imesa->reduced_primitive == GL_POINTS) {
      I810_STATECHANGE(imesa, I810_UPLOAD_CTX);
      imesa->Setup[I810_CTXREG_LCS] &= ~LCS_LINEWIDTH_3_0;
      imesa->Setup[I810_CTXREG_LCS] |= imesa->LcsPointSize;
   }
}
开发者ID:nikai3d,项目名称:mesa,代码行数:18,代码来源:i810state.c


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