本文整理汇总了C++中LOCK_HARDWARE函数的典型用法代码示例。如果您正苦于以下问题:C++ LOCK_HARDWARE函数的具体用法?C++ LOCK_HARDWARE怎么用?C++ LOCK_HARDWARE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LOCK_HARDWARE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: intel_region_cow
/* Break the COW tie to the pbo. Both the pbo and the region end up
* with a copy of the data.
*/
void
intel_region_cow(struct intel_context *intel, struct intel_region *region)
{
struct intel_buffer_object *pbo = region->pbo;
GLboolean ok;
intel_region_release_pbo(intel, region);
assert(region->cpp * region->pitch * region->height == pbo->Base.Size);
_DBG("%s %p (%d bytes)\n", __FUNCTION__, region, pbo->Base.Size);
/* Now blit from the texture buffer to the new buffer:
*/
LOCK_HARDWARE(intel);
ok = intelEmitCopyBlit(intel,
region->cpp,
region->pitch, pbo->buffer, 0, region->tiling,
region->pitch, region->buffer, 0, region->tiling,
0, 0, 0, 0,
region->pitch, region->height,
GL_COPY);
assert(ok);
UNLOCK_HARDWARE(intel);
}
示例2: r128SpanRenderStart
void r128SpanRenderStart( GLcontext *ctx )
{
r128ContextPtr rmesa = R128_CONTEXT(ctx);
FLUSH_BATCH(rmesa);
LOCK_HARDWARE(rmesa);
r128WaitForIdleLocked( rmesa );
}
示例3: intel_region_data
/* Upload data to a rectangular sub-region. Lots of choices how to do this:
*
* - memcpy by span to current destination
* - upload data as new buffer and blit
*
* Currently always memcpy.
*/
void
intel_region_data(struct intel_context *intel,
struct intel_region *dst,
GLuint dst_offset,
GLuint dstx, GLuint dsty,
const void *src, GLuint src_pitch,
GLuint srcx, GLuint srcy, GLuint width, GLuint height)
{
_DBG("%s\n", __FUNCTION__);
if (intel == NULL)
return;
if (dst->pbo) {
if (dstx == 0 &&
dsty == 0 && width == dst->pitch && height == dst->height)
intel_region_release_pbo(intel, dst);
else
intel_region_cow(intel, dst);
}
LOCK_HARDWARE(intel);
_mesa_copy_rect(intel_region_map(intel, dst) + dst_offset,
dst->cpp,
dst->pitch,
dstx, dsty, width, height, src, src_pitch, srcx, srcy);
intel_region_unmap(intel, dst);
UNLOCK_HARDWARE(intel);
}
示例4: sisSpanRenderStart
void sisSpanRenderStart( GLcontext *ctx )
{
sisContextPtr smesa = SIS_CONTEXT(ctx);
SIS_FIREVERTICES(smesa);
LOCK_HARDWARE();
WaitEngIdle( smesa );
}
示例5: i830FlushPrims
void i830FlushPrims( i830ContextPtr imesa )
{
if (imesa->vertex_buffer) {
LOCK_HARDWARE( imesa );
i830FlushPrimsLocked( imesa );
UNLOCK_HARDWARE( imesa );
}
}
示例6: i810DmaFinish
/* This waits for *everybody* to finish rendering -- overkill.
*/
void i810DmaFinish( i810ContextPtr imesa )
{
I810_FIREVERTICES( imesa );
LOCK_HARDWARE( imesa );
i810RegetLockQuiescent( imesa );
UNLOCK_HARDWARE( imesa );
}
示例7: nouveauSpanRenderStart
static void
nouveauSpanRenderStart( GLcontext *ctx )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
FIRE_RING();
LOCK_HARDWARE(nmesa);
nouveauWaitForIdleLocked( nmesa );
}
示例8: ffbDDFinish
static void ffbDDFinish(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
LOCK_HARDWARE(fmesa);
FFBWait(fmesa, fmesa->regs);
UNLOCK_HARDWARE(fmesa);
}
示例9: intelSpanRenderStart
/* Move locking out to get reasonable span performance.
*/
void intelSpanRenderStart( GLcontext *ctx )
{
intelContextPtr intel = INTEL_CONTEXT(ctx);
intelFlush(&intel->ctx);
LOCK_HARDWARE(intel);
intelWaitForIdle(intel);
}
示例10: radeonSpanRenderStart
static void radeonSpanRenderStart( GLcontext *ctx )
{
radeonContextPtr rmesa = RADEON_CONTEXT( ctx );
// R300_FIREVERTICES( rmesa );
// old code has flush
r300Flush(ctx);
LOCK_HARDWARE( rmesa );
radeonWaitForIdleLocked( rmesa );
}
示例11: radeonUploadTexImages
int radeonUploadTexImages( radeonContextPtr rmesa, radeonTexObjPtr t, GLuint face )
{
const int numLevels = t->base.lastLevel - t->base.firstLevel + 1;
if ( RADEON_DEBUG & (DEBUG_TEXTURE|DEBUG_IOCTL) ) {
fprintf( stderr, "%s( %p, %p ) sz=%d lvls=%d-%d\n", __FUNCTION__,
(void *)rmesa->glCtx, (void *)t->base.tObj, t->base.totalSize,
t->base.firstLevel, t->base.lastLevel );
}
if ( !t || t->base.totalSize == 0 )
return 0;
LOCK_HARDWARE( rmesa );
if ( t->base.memBlock == NULL ) {
int heap;
heap = driAllocateTexture( rmesa->texture_heaps, rmesa->nr_heaps,
(driTextureObject *) t );
if ( heap == -1 ) {
UNLOCK_HARDWARE( rmesa );
return -1;
}
/* Set the base offset of the texture image */
t->bufAddr = rmesa->radeonScreen->texOffset[heap]
+ t->base.memBlock->ofs;
t->pp_txoffset = t->bufAddr;
/* Mark this texobj as dirty on all units:
*/
t->dirty_state = TEX_ALL;
}
/* Let the world know we've used this memory recently.
*/
driUpdateTextureLRU( (driTextureObject *) t );
UNLOCK_HARDWARE( rmesa );
/* Upload any images that are new */
if (t->base.dirty_images[face]) {
int i;
for ( i = 0 ; i < numLevels ; i++ ) {
if ( (t->base.dirty_images[face] & (1 << (i+t->base.firstLevel))) != 0 ) {
uploadSubImage( rmesa, t, i, 0, 0, t->image[face][i].width,
t->image[face][i].height, face );
}
}
t->base.dirty_images[face] = 0;
}
return 0;
}
示例12: ffbBufferSize
static void ffbBufferSize(GLframebuffer *buffer, GLuint *width, GLuint *height)
{
GET_CURRENT_CONTEXT(ctx);
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
LOCK_HARDWARE(fmesa);
*width = fmesa->driDrawable->w;
*height = fmesa->driDrawable->h;
UNLOCK_HARDWARE(fmesa);
}
示例13: sisFinish
/* Make sure all commands have been sent to the hardware and have
* completed processing.
*/
static void
sisFinish( GLcontext *ctx )
{
sisContextPtr smesa = SIS_CONTEXT(ctx);
SIS_FIREVERTICES(smesa);
LOCK_HARDWARE();
WaitEngIdle( smesa );
UNLOCK_HARDWARE();
}
示例14: ffbSWRenderStart
/* Even when doing full software rendering we need to
* wrap render{start,finish} so that the hardware is kept
* in sync (because multipass rendering changes the write
* buffer etc.)
*/
static void ffbSWRenderStart(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
LOCK_HARDWARE(fmesa);
fmesa->hw_locked = 1;
if (fmesa->state_dirty != 0)
ffbSyncHardware(fmesa);
}
示例15: mach64DDFlush
/* Send all commands to the hardware. If vertex buffers or indirect
* buffers are in use, then we need to make sure they are sent to the
* hardware. All commands that are normally sent to the ring are
* already considered `flushed'.
*/
static void mach64DDFlush( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
LOCK_HARDWARE( mmesa );
FLUSH_DMA_LOCKED( mmesa );
UNLOCK_HARDWARE( mmesa );
#if ENABLE_PERF_BOXES
if ( mmesa->boxes ) {
LOCK_HARDWARE( mmesa );
mach64PerformanceBoxesLocked( mmesa );
UNLOCK_HARDWARE( mmesa );
}
/* Log the performance counters if necessary */
mach64PerformanceCounters( mmesa );
#endif
}