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自学教程:C++ svga_context函数代码示例

51自学网 2021-06-03 08:34:11
  C++
这篇教程C++ svga_context函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中svga_context函数的典型用法代码示例。如果您正苦于以下问题:C++ svga_context函数的具体用法?C++ svga_context怎么用?C++ svga_context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svga_context函数的30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: svga_set_polygon_stipple

static voidsvga_set_polygon_stipple(struct pipe_context *pipe,                         const struct pipe_poly_stipple *stipple){   struct svga_context *svga = svga_context(pipe);   /* release old texture */   pipe_resource_reference(&svga->polygon_stipple.texture, NULL);   /* release old sampler view */   if (svga->polygon_stipple.sampler_view) {      pipe->sampler_view_destroy(pipe,                                 &svga->polygon_stipple.sampler_view->base);   }   /* create new stipple texture */   svga->polygon_stipple.texture =      util_pstipple_create_stipple_texture(pipe, stipple->stipple);   /* create new sampler view */   svga->polygon_stipple.sampler_view =      (struct svga_pipe_sampler_view *)      util_pstipple_create_sampler_view(pipe,                                        svga->polygon_stipple.texture);   /* allocate sampler state, if first time */   if (!svga->polygon_stipple.sampler) {      svga->polygon_stipple.sampler = util_pstipple_create_sampler(pipe);   }   svga->dirty |= SVGA_NEW_STIPPLE;}
开发者ID:Distrotech,项目名称:Mesa,代码行数:32,


示例2: svga_destroy

static void svga_destroy( struct pipe_context *pipe ){   struct svga_context *svga = svga_context( pipe );   unsigned shader;   svga_cleanup_framebuffer( svga );   svga_cleanup_tss_binding( svga );   svga_hwtnl_destroy( svga->hwtnl );   svga_cleanup_vertex_state(svga);      svga->swc->destroy(svga->swc);      svga_destroy_swtnl( svga );   u_upload_destroy( svga->upload_vb );   u_upload_destroy( svga->upload_ib );   util_bitmask_destroy( svga->vs_bm );   util_bitmask_destroy( svga->fs_bm );   for(shader = 0; shader < PIPE_SHADER_TYPES; ++shader)      pipe_resource_reference( &svga->curr.cb[shader], NULL );   FREE( svga );}
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:27,


示例3: svga_create_fs_state

static void *svga_create_fs_state(struct pipe_context *pipe,                     const struct pipe_shader_state *templ){   struct svga_context *svga = svga_context(pipe);   struct svga_screen *svgascreen = svga_screen(pipe->screen);   struct svga_fragment_shader *fs;   fs = CALLOC_STRUCT(svga_fragment_shader);   if (!fs)      return NULL;   fs->base.tokens = tgsi_dup_tokens(templ->tokens);   /* Collect basic info that we'll need later:    */   tgsi_scan_shader(fs->base.tokens, &fs->base.info);   fs->base.id = svga->debug.shader_id++;   fs->base.use_sm30 = svgascreen->use_ps30;      if (SVGA_DEBUG & DEBUG_TGSI || 0) {      debug_printf("%s id: %u, inputs: %u, outputs: %u/n",                   __FUNCTION__, fs->base.id,                   fs->base.info.num_inputs, fs->base.info.num_outputs);   }   return fs;}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:29,


示例4: svga_clear

/** * Clear the given surface to the specified value. * No masking, no scissor (clear entire buffer). */voidsvga_clear(struct pipe_context *pipe, unsigned buffers, const float *rgba,	   double depth, unsigned stencil){   struct svga_context *svga = svga_context( pipe );   int ret;   if (buffers & PIPE_CLEAR_COLOR)      SVGA_DBG(DEBUG_DMA, "clear sid %p/n",               svga_surface(svga->curr.framebuffer.cbufs[0])->handle);   ret = try_clear( svga, buffers, rgba, depth, stencil );   if (ret == PIPE_ERROR_OUT_OF_MEMORY) {      /* Flush command buffer and retry:       */      svga_context_flush( svga, NULL );      ret = try_clear( svga, buffers, rgba, depth, stencil );   }   /*    * Mark target surfaces as dirty    * TODO Mark only cleared surfaces.    */   svga_mark_surfaces_dirty(svga);   assert (ret == PIPE_OK);}
开发者ID:nikai3d,项目名称:mesa,代码行数:33,


示例5: svga_create_gs_state

static void *svga_create_gs_state(struct pipe_context *pipe,                     const struct pipe_shader_state *templ){   struct svga_context *svga = svga_context(pipe);   struct svga_geometry_shader *gs = CALLOC_STRUCT(svga_geometry_shader);   if (!gs)      return NULL;   SVGA_STATS_TIME_PUSH(svga_sws(svga), SVGA_STATS_TIME_CREATEGS);   gs->base.tokens = tgsi_dup_tokens(templ->tokens);   /* Collect basic info that we'll need later:    */   tgsi_scan_shader(gs->base.tokens, &gs->base.info);   gs->draw_shader = draw_create_geometry_shader(svga->swtnl.draw, templ);   gs->base.id = svga->debug.shader_id++;   gs->generic_outputs = svga_get_generic_outputs_mask(&gs->base.info);   /* check for any stream output declarations */   if (templ->stream_output.num_outputs) {      gs->base.stream_output = svga_create_stream_output(svga, &gs->base,                                                         &templ->stream_output);   }   SVGA_STATS_TIME_POP(svga_sws(svga));   return gs;}
开发者ID:MIPS,项目名称:external-mesa3d,代码行数:33,


示例6: svga_set_constant_buffer

static void svga_set_constant_buffer(struct pipe_context *pipe,                                     uint shader, uint index,                                     struct pipe_constant_buffer *cb){   struct svga_context *svga = svga_context(pipe);   struct pipe_resource *buf = cb ? cb->buffer : NULL;   if (cb && cb->user_buffer) {      buf = svga_user_buffer_create(pipe->screen,                                    (void *) cb->user_buffer,                                    cb->buffer_size,                                    PIPE_BIND_CONSTANT_BUFFER);   }   assert(shader < PIPE_SHADER_TYPES);   assert(index == 0);   pipe_resource_reference( &svga->curr.cb[shader],                          buf );   if (shader == PIPE_SHADER_FRAGMENT)      svga->dirty |= SVGA_NEW_FS_CONST_BUFFER;   else      svga->dirty |= SVGA_NEW_VS_CONST_BUFFER;   if (cb && cb->user_buffer) {      pipe_resource_reference(&buf, NULL);   }}
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:29,


示例7: svga_create_vertex_elements_state

static void *svga_create_vertex_elements_state(struct pipe_context *pipe,                                  unsigned count,                                  const struct pipe_vertex_element *attribs){   struct svga_context *svga = svga_context(pipe);   struct svga_velems_state *velems;   assert(count <= PIPE_MAX_ATTRIBS);   velems = (struct svga_velems_state *) MALLOC(sizeof(struct svga_velems_state));   if (velems) {      velems->count = count;      memcpy(velems->velem, attribs, sizeof(*attribs) * count);      velems->need_swvfetch = FALSE;      velems->adjust_attrib_range = 0x0;      velems->attrib_is_pure_int = 0x0;      velems->adjust_attrib_w_1 = 0x0;      velems->adjust_attrib_itof = 0x0;      velems->adjust_attrib_utof = 0x0;      velems->attrib_is_bgra = 0x0;      velems->attrib_puint_to_snorm = 0x0;      velems->attrib_puint_to_uscaled = 0x0;      velems->attrib_puint_to_sscaled = 0x0;      if (svga_have_vgpu10(svga)) {         define_input_element_object(svga, velems);      }      else {         translate_vertex_decls(svga, velems);      }   }   return velems;}
开发者ID:krnowak,项目名称:mesa,代码行数:34,


示例8: svga_clear_render_target

/** * /brief Clear render target pipe callback * * /param pipe[in]  The pipe context * /param dst[in]  The surface to clear * /param color[in]  Clear color * /param dstx[in]  Clear region left * /param dsty[in]  Clear region top * /param width[in]  Clear region width * /param height[in]  Clear region height * /param render_condition_enabled[in]  Whether to use conditional rendering * to clear (if elsewhere enabled). */static voidsvga_clear_render_target(struct pipe_context *pipe,                         struct pipe_surface *dst,                         const union pipe_color_union *color,                         unsigned dstx, unsigned dsty,                         unsigned width, unsigned height,                         bool render_condition_enabled){    struct svga_context *svga = svga_context( pipe );    svga_toggle_render_condition(svga, render_condition_enabled, FALSE);    if (!svga_have_vgpu10(svga) || dstx != 0 || dsty != 0 ||        width != dst->width || height != dst->height) {       svga_blitter_clear_render_target(svga, dst, color, dstx, dsty, width,                                        height);    } else {       enum pipe_error ret;              ret = svga_try_clear_render_target(svga, dst, color);       if (ret == PIPE_ERROR_OUT_OF_MEMORY) {          svga_context_flush( svga, NULL );          ret = svga_try_clear_render_target(svga, dst, color);       }              assert (ret == PIPE_OK);    }    svga_toggle_render_condition(svga, render_condition_enabled, TRUE);}
开发者ID:mdaniel,项目名称:virtualbox-org-svn-vbox-trunk,代码行数:41,


示例9: svga_delete_vertex_elements_state

static voidsvga_delete_vertex_elements_state(struct pipe_context *pipe, void *state){   struct svga_context *svga = svga_context(pipe);   struct svga_velems_state *velems = (struct svga_velems_state *) state;   if (svga_have_vgpu10(svga)) {      enum pipe_error ret;      svga_hwtnl_flush_retry(svga);      ret = SVGA3D_vgpu10_DestroyElementLayout(svga->swc, velems->id);      if (ret != PIPE_OK) {         svga_context_flush(svga, NULL);         ret = SVGA3D_vgpu10_DestroyElementLayout(svga->swc, velems->id);         assert(ret == PIPE_OK);      }      if (velems->id == svga->state.hw_draw.layout_id)         svga->state.hw_draw.layout_id = SVGA3D_INVALID_ID;      util_bitmask_clear(svga->input_element_object_id_bm, velems->id);      velems->id = SVGA3D_INVALID_ID;   }   FREE(velems);}
开发者ID:krnowak,项目名称:mesa,代码行数:27,


示例10: svga_set_index_buffer

static void svga_set_index_buffer(struct pipe_context *pipe,                                  const struct pipe_index_buffer *ib){   struct svga_context *svga = svga_context(pipe);   util_set_index_buffer(&svga->curr.ib, ib);}
开发者ID:krnowak,项目名称:mesa,代码行数:7,


示例11: svga_clear_depth_stencil

static voidsvga_clear_depth_stencil(struct pipe_context *pipe,                         struct pipe_surface *dst,                         unsigned clear_flags,                         double depth,                         unsigned stencil,                         unsigned dstx, unsigned dsty,                         unsigned width, unsigned height,                         bool render_condition_enabled){    struct svga_context *svga = svga_context( pipe );    svga_toggle_render_condition(svga, render_condition_enabled, FALSE);    /* Use software fallback */    begin_blit(svga);    util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);    util_blitter_clear_depth_stencil(svga->blitter,                                     dst, clear_flags,                                     depth, stencil,                                     dstx, dsty,                                     width, height);    svga_toggle_render_condition(svga, render_condition_enabled, TRUE);}
开发者ID:mdaniel,项目名称:virtualbox-org-svn-vbox-trunk,代码行数:25,


示例12: svga_clear

/** * Clear the given surface to the specified value. * No masking, no scissor (clear entire buffer). */voidsvga_clear(struct pipe_context *pipe, unsigned buffers,           const union pipe_color_union *color,	   double depth, unsigned stencil){   struct svga_context *svga = svga_context( pipe );   enum pipe_error ret;   if (buffers & PIPE_CLEAR_COLOR)      SVGA_DBG(DEBUG_DMA, "clear sid %p/n",               svga_surface(svga->curr.framebuffer.cbufs[0])->handle);   /* flush any queued prims (don't want them to appear after the clear!) */   svga_hwtnl_flush_retry(svga);   ret = try_clear( svga, buffers, color, depth, stencil );   if (ret == PIPE_ERROR_OUT_OF_MEMORY) {      /* Flush command buffer and retry:       */      svga_context_flush( svga, NULL );      ret = try_clear( svga, buffers, color, depth, stencil );   }   /*    * Mark target surfaces as dirty    * TODO Mark only cleared surfaces.    */   svga_mark_surfaces_dirty(svga);   assert (ret == PIPE_OK);}
开发者ID:Bluerise,项目名称:bitrig-xenocara,代码行数:37,


示例13: svga_texture_transfer_destroy

static voidsvga_texture_transfer_destroy(struct pipe_context *pipe,                              struct pipe_transfer *transfer){    struct svga_context *svga = svga_context(pipe);    struct svga_texture *tex = svga_texture(transfer->resource);    struct svga_screen *ss = svga_screen(pipe->screen);    struct svga_winsys_screen *sws = ss->sws;    struct svga_transfer *st = svga_transfer(transfer);    if (st->base.usage & PIPE_TRANSFER_WRITE) {        SVGA3dSurfaceDMAFlags flags;        memset(&flags, 0, sizeof flags);        if (transfer->usage & PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE) {            flags.discard = TRUE;        }        if (transfer->usage & PIPE_TRANSFER_UNSYNCHRONIZED) {            flags.unsynchronized = TRUE;        }        svga_transfer_dma(svga, st, SVGA3D_WRITE_HOST_VRAM, flags);        ss->texture_timestamp++;        tex->view_age[transfer->level] = ++(tex->age);        if (transfer->resource->target == PIPE_TEXTURE_CUBE)            tex->defined[transfer->box.z][transfer->level] = TRUE;        else            tex->defined[0][transfer->level] = TRUE;    }    pipe_resource_reference(&st->base.resource, NULL);    FREE(st->swbuf);    sws->buffer_destroy(sws, st->hwbuf);    FREE(st);}
开发者ID:nikai3d,项目名称:mesa,代码行数:35,


示例14: svga_create_fs_state

static void *svga_create_fs_state(struct pipe_context *pipe,                     const struct pipe_shader_state *templ){   struct svga_context *svga = svga_context(pipe);   struct svga_fragment_shader *fs;   fs = CALLOC_STRUCT(svga_fragment_shader);   if (!fs)      return NULL;   fs->base.tokens = tgsi_dup_tokens(templ->tokens);   /* Collect basic info that we'll need later:    */   tgsi_scan_shader(fs->base.tokens, &fs->base.info);   fs->base.id = svga->debug.shader_id++;      fs->generic_inputs = svga_get_generic_inputs_mask(&fs->base.info);   svga_remap_generics(fs->generic_inputs, fs->generic_remap_table);   fs->draw_shader = draw_create_fragment_shader(svga->swtnl.draw, templ);   if (SVGA_DEBUG & DEBUG_TGSI || 0) {      debug_printf("%s id: %u, inputs: %u, outputs: %u/n",                   __FUNCTION__, fs->base.id,                   fs->base.info.num_inputs, fs->base.info.num_outputs);   }   return fs;}
开发者ID:ChillyWillyGuru,项目名称:RSXGL,代码行数:33,


示例15: svga_blit

static void svga_blit(struct pipe_context *pipe,                      const struct pipe_blit_info *blit_info){   struct svga_context *svga = svga_context(pipe);   struct pipe_blit_info info = *blit_info;   if (info.src.resource->nr_samples > 1 &&       info.dst.resource->nr_samples <= 1 &&       !util_format_is_depth_or_stencil(info.src.resource->format) &&       !util_format_is_pure_integer(info.src.resource->format)) {      debug_printf("svga: color resolve unimplemented/n");      return;   }   if (util_try_blit_via_copy_region(pipe, &info)) {      return; /* done */   }   if (info.mask & PIPE_MASK_S) {      debug_printf("svga: cannot blit stencil, skipping/n");      info.mask &= ~PIPE_MASK_S;   }   if (!util_blitter_is_blit_supported(svga->blitter, &info)) {      debug_printf("svga: blit unsupported %s -> %s/n",                   util_format_short_name(info.src.resource->format),                   util_format_short_name(info.dst.resource->format));      return;   }   /* XXX turn off occlusion and streamout queries */   util_blitter_save_vertex_buffers(svga->blitter,                                    svga->curr.num_vertex_buffers,                                    svga->curr.vb);   util_blitter_save_vertex_elements(svga->blitter, (void*)svga->curr.velems);   util_blitter_save_vertex_shader(svga->blitter, svga->curr.vs);   /*util_blitter_save_geometry_shader(svga->blitter, svga->curr.gs);*/   /*util_blitter_save_so_targets(svga->blitter, svga->num_so_targets,                     (struct pipe_stream_output_target**)svga->so_targets);*/   util_blitter_save_rasterizer(svga->blitter, (void*)svga->curr.rast);   util_blitter_save_viewport(svga->blitter, &svga->curr.viewport);   util_blitter_save_scissor(svga->blitter, &svga->curr.scissor);   util_blitter_save_fragment_shader(svga->blitter, svga->curr.fs);   util_blitter_save_blend(svga->blitter, (void*)svga->curr.blend);   util_blitter_save_depth_stencil_alpha(svga->blitter,                                         (void*)svga->curr.depth);   util_blitter_save_stencil_ref(svga->blitter, &svga->curr.stencil_ref);   /*util_blitter_save_sample_mask(svga->blitter, svga->sample_mask);*/   util_blitter_save_framebuffer(svga->blitter, &svga->curr.framebuffer);   util_blitter_save_fragment_sampler_states(svga->blitter,                     svga->curr.num_samplers,                     (void**)svga->curr.sampler);   util_blitter_save_fragment_sampler_views(svga->blitter,                     svga->curr.num_sampler_views,                     svga->curr.sampler_views);   /*util_blitter_save_render_condition(svga->blitter, svga->render_cond_query,                                      svga->render_cond_mode);*/   util_blitter_blit(svga->blitter, &info);}
开发者ID:jay8muel,项目名称:Renderfusion,代码行数:60,


示例16: svga_create_stream_output_target

static struct pipe_stream_output_target *svga_create_stream_output_target(struct pipe_context *pipe,                                 struct pipe_resource *buffer,                                 unsigned buffer_offset,                                 unsigned buffer_size){   struct svga_context *svga = svga_context(pipe);   struct svga_stream_output_target *sot;   SVGA_DBG(DEBUG_STREAMOUT, "%s offset=%d size=%d/n", __FUNCTION__,            buffer_offset, buffer_size);   assert(svga_have_vgpu10(svga));   (void) svga;   sot = CALLOC_STRUCT(svga_stream_output_target);   if (!sot)      return NULL;   pipe_reference_init(&sot->base.reference, 1);   pipe_resource_reference(&sot->base.buffer, buffer);   sot->base.context = pipe;   sot->base.buffer = buffer;   sot->base.buffer_offset = buffer_offset;   sot->base.buffer_size = buffer_size;   return &sot->base;}
开发者ID:Distrotech,项目名称:Mesa,代码行数:28,


示例17: svga_delete_vs_state

static void svga_delete_vs_state(struct pipe_context *pipe, void *shader){   struct svga_context *svga = svga_context(pipe);   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;   struct svga_shader_result *result, *tmp;   enum pipe_error ret;   svga_hwtnl_flush_retry( svga );   draw_delete_vertex_shader(svga->swtnl.draw, vs->draw_shader);      for (result = vs->base.results; result; result = tmp ) {      tmp = result->next;      ret = SVGA3D_DestroyShader(svga->swc,                                  result->id,                                 SVGA3D_SHADERTYPE_VS );      if(ret != PIPE_OK) {         svga_context_flush(svga, NULL);         ret = SVGA3D_DestroyShader(svga->swc,                                     result->id,                                    SVGA3D_SHADERTYPE_VS );         assert(ret == PIPE_OK);      }      svga_destroy_shader_result( result );   }   FREE((void *)vs->base.tokens);   FREE(vs);}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:31,


示例18: svga_set_vertex_buffers

static void svga_set_vertex_buffers(struct pipe_context *pipe,                                    unsigned count,                                    const struct pipe_vertex_buffer *buffers){   struct svga_context *svga = svga_context(pipe);   unsigned i;   boolean any_user_buffer = FALSE;   /* Check for no change */   if (count == svga->curr.num_vertex_buffers &&       memcmp(svga->curr.vb, buffers, count * sizeof buffers[0]) == 0)      return;   /* Adjust refcounts */   for (i = 0; i < count; i++) {      pipe_resource_reference(&svga->curr.vb[i].buffer, buffers[i].buffer);      if (svga_buffer_is_user_buffer(buffers[i].buffer))         any_user_buffer = TRUE;   }   for ( ; i < svga->curr.num_vertex_buffers; i++)      pipe_resource_reference(&svga->curr.vb[i].buffer, NULL);   /* Copy remaining data */   memcpy(svga->curr.vb, buffers, count * sizeof buffers[0]);   svga->curr.num_vertex_buffers = count;   svga->curr.any_user_vertex_buffers = any_user_buffer;   svga->dirty |= SVGA_NEW_VBUFFER;}
开发者ID:1065672644894730302,项目名称:Chromium,代码行数:30,


示例19: svga_end_query

static void svga_end_query(struct pipe_context *pipe,                            struct pipe_query *q){   struct svga_context *svga = svga_context( pipe );   struct svga_query *sq = svga_query( q );   enum pipe_error ret;   SVGA_DBG(DEBUG_QUERY, "%s/n", __FUNCTION__);   assert(svga->sq == sq);   svga_hwtnl_flush_retry(svga);      /* Set to PENDING before sending EndQuery. */   sq->queryResult->state = SVGA3D_QUERYSTATE_PENDING;   ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf);   if(ret != PIPE_OK) {      svga_context_flush(svga, NULL);      ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf);      assert(ret == PIPE_OK);   }      /* TODO: Delay flushing. We don't really need to flush here, just ensure     * that there is one flush before svga_get_query_result attempts to get the    * result */   svga_context_flush(svga, NULL);   svga->sq = NULL;}
开发者ID:CPFDSoftware-Tony,项目名称:gmv,代码行数:29,


示例20: svga_bind_depth_stencil_state

static void svga_bind_depth_stencil_state(struct pipe_context *pipe,                                          void *depth_stencil){   struct svga_context *svga = svga_context(pipe);   svga->curr.depth = (const struct svga_depth_stencil_state *)depth_stencil;   svga->dirty |= SVGA_NEW_DEPTH_STENCIL;}
开发者ID:Bluerise,项目名称:bitrig-xenocara,代码行数:8,


示例21: svga_set_scissor_state

static void svga_set_scissor_state( struct pipe_context *pipe,                                 const struct pipe_scissor_state *scissor ){   struct svga_context *svga = svga_context(pipe);   memcpy( &svga->curr.scissor, scissor, sizeof(*scissor) );   svga->dirty |= SVGA_NEW_SCISSOR;}
开发者ID:MttDs,项目名称:new-rexeno-tindpe,代码行数:8,


示例22: svga_bind_blend_state

static void svga_bind_blend_state(struct pipe_context *pipe,                                  void *blend){   struct svga_context *svga = svga_context(pipe);   svga->curr.blend = (struct svga_blend_state*)blend;   svga->dirty |= SVGA_NEW_BLEND;}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:8,


示例23: svga_bind_vs_state

static void svga_bind_vs_state(struct pipe_context *pipe, void *shader){   struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;   struct svga_context *svga = svga_context(pipe);   svga->curr.vs = vs;   svga->dirty |= SVGA_NEW_VS;}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:8,


示例24: svga_bind_gs_state

static voidsvga_bind_gs_state(struct pipe_context *pipe, void *shader){   struct svga_geometry_shader *gs = (struct svga_geometry_shader *)shader;   struct svga_context *svga = svga_context(pipe);   svga->curr.user_gs = gs;   svga->dirty |= SVGA_NEW_GS;}
开发者ID:MIPS,项目名称:external-mesa3d,代码行数:9,


示例25: svga_set_stencil_ref

static void svga_set_stencil_ref( struct pipe_context *pipe,                                  const struct pipe_stencil_ref *stencil_ref ){   struct svga_context *svga = svga_context(pipe);   svga->curr.stencil_ref = *stencil_ref;   svga->dirty |= SVGA_NEW_STENCIL_REF;}
开发者ID:Bluerise,项目名称:bitrig-xenocara,代码行数:9,


示例26: svga_fence_server_sync

/** * svga_fence_server_sync * * This function imports a fence from another process/device into the current * software context so that SVGA can synchronize with it. */static voidsvga_fence_server_sync(struct pipe_context *pipe,                       struct pipe_fence_handle *fence){   struct svga_winsys_screen *sws = svga_winsys_screen(pipe->screen);   struct svga_context *svga = svga_context(pipe);   sws->fence_server_sync(sws, &svga->swc->imported_fence_fd, fence);}
开发者ID:ChristophHaag,项目名称:mesa-mesa,代码行数:15,


示例27: svga_bind_fs_state

static voidsvga_bind_fs_state(struct pipe_context *pipe, void *shader){   struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;   struct svga_context *svga = svga_context(pipe);   svga->curr.fs = fs;   svga->dirty |= SVGA_NEW_FS;}
开发者ID:ChillyWillyGuru,项目名称:RSXGL,代码行数:9,


示例28: svga_set_clip_state

static void svga_set_clip_state( struct pipe_context *pipe,                                 const struct pipe_clip_state *clip ){   struct svga_context *svga = svga_context(pipe);   svga->curr.clip = *clip; /* struct copy */   svga->dirty |= SVGA_NEW_CLIP;}
开发者ID:Distrotech,项目名称:Mesa,代码行数:9,


示例29: svga_set_blend_color

static void svga_set_blend_color( struct pipe_context *pipe,                                  const struct pipe_blend_color *blend_color ){   struct svga_context *svga = svga_context(pipe);   svga->curr.blend_color = *blend_color;   svga->dirty |= SVGA_NEW_BLEND;}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:9,


示例30: svga_bind_vertex_elements_state

static void svga_bind_vertex_elements_state(struct pipe_context *pipe,                                            void *velems){   struct svga_context *svga = svga_context(pipe);   struct svga_velems_state *svga_velems = (struct svga_velems_state *) velems;   svga->curr.velems = svga_velems;   svga->dirty |= SVGA_NEW_VELEMENT;}
开发者ID:1065672644894730302,项目名称:Chromium,代码行数:9,



注:本文中的svga_context函数示例整理自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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