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-rw-r--r--src/mesa/drivers/dri/i915/intel_tris.c196
1 files changed, 98 insertions, 98 deletions
diff --git a/src/mesa/drivers/dri/i915/intel_tris.c b/src/mesa/drivers/dri/i915/intel_tris.c
index cf1673b429a..177ee20225a 100644
--- a/src/mesa/drivers/dri/i915/intel_tris.c
+++ b/src/mesa/drivers/dri/i915/intel_tris.c
@@ -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;
+ }
+ }
+}