您当前的位置:首页 > IT编程 > C++
| C语言 | Java | VB | VC | python | Android | TensorFlow | C++ | oracle | 学术与代码 | cnn卷积神经网络 | gnn | 图像修复 | Keras | 数据集 | Neo4j | 自然语言处理 | 深度学习 | 医学CAD | 医学影像 | 超参数 | pointnet | pytorch | 异常检测 | Transformers | 情感分类 | 知识图谱 |

自学教程:C++ FLUSH_BATCH函数代码示例

51自学网 2021-06-01 20:42:28
  C++
这篇教程C++ FLUSH_BATCH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FLUSH_BATCH函数的典型用法代码示例。如果您正苦于以下问题:C++ FLUSH_BATCH函数的具体用法?C++ FLUSH_BATCH怎么用?C++ FLUSH_BATCH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FLUSH_BATCH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: mgaDDTexParameter

static voidmgaDDTexParameter( GLcontext *ctx, GLenum target,		   struct gl_texture_object *tObj,		   GLenum pname, const GLfloat *params ){   mgaContextPtr       mmesa = MGA_CONTEXT( ctx );   mgaTextureObjectPtr t;   t = (mgaTextureObjectPtr) tObj->DriverData;   /* If we don't have a hardware texture, it will be automatically    * created with current state before it is used, so we don't have    * to do anything now     */   if ( (t == NULL) ||        (target != GL_TEXTURE_2D &&         target != GL_TEXTURE_RECTANGLE_NV) ) {      return;   }   switch (pname) {   case GL_TEXTURE_MIN_FILTER:      driSwapOutTextureObject( (driTextureObject *) t );      /* FALLTHROUGH */   case GL_TEXTURE_MAG_FILTER:      FLUSH_BATCH(mmesa);      mgaSetTexFilter( t, tObj->MinFilter, tObj->MagFilter );      break;   case GL_TEXTURE_WRAP_S:   case GL_TEXTURE_WRAP_T:      FLUSH_BATCH(mmesa);      mgaSetTexWrapping(t,tObj->WrapS,tObj->WrapT);      break;   case GL_TEXTURE_BORDER_COLOR:      FLUSH_BATCH(mmesa);      mgaSetTexBorderColor(t, tObj->_BorderChan);      break;   case GL_TEXTURE_BASE_LEVEL:   case GL_TEXTURE_MAX_LEVEL:   case GL_TEXTURE_MIN_LOD:   case GL_TEXTURE_MAX_LOD:      /* This isn't the most efficient solution but there doesn't appear to       * be a nice alternative.  Since there's no LOD clamping,       * we just have to rely on loading the right subset of mipmap levels       * to simulate a clamped LOD.       */      driSwapOutTextureObject( (driTextureObject *) t );      break;   default:      return;   }}
开发者ID:aosm,项目名称:X11,代码行数:57,


示例2: mach64DDTexEnv

static void mach64DDTexEnv( struct gl_context *ctx, GLenum target,			    GLenum pname, const GLfloat *param ){   mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);#if 0   struct gl_texture_unit *texUnit;   GLubyte c[4];#endif   if ( MACH64_DEBUG & DEBUG_VERBOSE_API ) {      fprintf( stderr, "%s( %s )/n",	       __FUNCTION__, _mesa_lookup_enum_by_nr( pname ) );   }   switch ( pname ) {   case GL_TEXTURE_ENV_MODE:      FLUSH_BATCH( mmesa );      mmesa->new_state |= MACH64_NEW_TEXTURE | MACH64_NEW_ALPHA;      break;#if 0   case GL_TEXTURE_ENV_COLOR:      texUnit = &ctx->Texture.Unit[ctx->Texture.CurrentUnit];      CLAMPED_FLOAT_TO_UBYTE( c[0], texUnit->EnvColor[0] );      CLAMPED_FLOAT_TO_UBYTE( c[1], texUnit->EnvColor[1] );      CLAMPED_FLOAT_TO_UBYTE( c[2], texUnit->EnvColor[2] );      CLAMPED_FLOAT_TO_UBYTE( c[3], texUnit->EnvColor[3] );      mmesa->env_color = mach64PackColor( 32, c[0], c[1], c[2], c[3] );      if ( mmesa->setup.constant_color_c != mmesa->env_color ) {	 FLUSH_BATCH( mmesa );	 mmesa->setup.constant_color_c = mmesa->env_color;	 mmesa->new_state |= MACH64_NEW_TEXTURE;	 /* More complex multitexture/multipass fallbacks for GL_BLEND	  * can be done later, but this allows a single pass GL_BLEND	  * in some cases (ie. Performer town demo).	  */	 mmesa->blend_flags &= ~MACH64_BLEND_ENV_COLOR;	 if ( mmesa->env_color != 0x00000000 &&	      mmesa->env_color != 0xff000000 &&	      mmesa->env_color != 0x00ffffff &&	      mmesa->env_color != 0xffffffff )) {		    mmesa->blend_flags |= MACH64_BLEND_ENV_COLOR;	 }      }      break;#endif   default:      return;   }
开发者ID:GunioRobot,项目名称:mesa-7.10.2-PS3,代码行数:52,


示例3: i915_fill_blit

voidi915_fill_blit(struct i915_context *i915,               unsigned cpp,               unsigned rgba_mask,               unsigned short dst_pitch,               struct i915_winsys_buffer *dst_buffer,               unsigned dst_offset,               short x, short y,                short w, short h,                unsigned color){   unsigned BR13, CMD;   I915_DBG(DBG_BLIT, "%s dst:buf(%p)/%d+%d %d,%d sz:%dx%d/n",            __FUNCTION__, dst_buffer, dst_pitch, dst_offset, x, y, w, h);   if(!i915_winsys_validate_buffers(i915->batch, &dst_buffer, 1)) {      FLUSH_BATCH(NULL);      assert(i915_winsys_validate_buffers(i915->batch, &dst_buffer, 1));   }   switch (cpp) {   case 1:   case 2:   case 3:      BR13 = (((int) dst_pitch) & 0xffff) |         (0xF0 << 16) | (1 << 24);      CMD = XY_COLOR_BLT_CMD;      break;   case 4:      BR13 = (((int) dst_pitch) & 0xffff) |         (0xF0 << 16) | (1 << 24) | (1 << 25);      CMD = (XY_COLOR_BLT_CMD | rgba_mask);      break;   default:      return;   }   if (!BEGIN_BATCH(6)) {      FLUSH_BATCH(NULL);      assert(BEGIN_BATCH(6));   }   OUT_BATCH(CMD);   OUT_BATCH(BR13);   OUT_BATCH((y << 16) | x);   OUT_BATCH(((y + h) << 16) | (x + w));   OUT_RELOC_FENCED(dst_buffer, I915_USAGE_2D_TARGET, dst_offset);   OUT_BATCH(color);   i915_set_flush_dirty(i915, I915_FLUSH_CACHE);}
开发者ID:ChillyWillyGuru,项目名称:RSXGL,代码行数:52,


示例4: r128TexParameter

static void r128TexParameter( GLcontext *ctx, GLenum target,                              struct gl_texture_object *tObj,                              GLenum pname, const GLfloat *params ){   r128ContextPtr rmesa = R128_CONTEXT(ctx);   r128TexObjPtr t = (r128TexObjPtr)tObj->DriverData;   if ( R128_DEBUG & DEBUG_VERBOSE_API ) {      fprintf( stderr, "%s( %s )/n",	       __FUNCTION__, _mesa_lookup_enum_by_nr( pname ) );   }   if ( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_1D ) )      return;   switch ( pname ) {   case GL_TEXTURE_MIN_FILTER:   case GL_TEXTURE_MAG_FILTER:      if ( t->base.bound ) FLUSH_BATCH( rmesa );      r128SetTexFilter( t, tObj->MinFilter, tObj->MagFilter );      break;   case GL_TEXTURE_WRAP_S:   case GL_TEXTURE_WRAP_T:      if ( t->base.bound ) FLUSH_BATCH( rmesa );      r128SetTexWrap( t, tObj->WrapS, tObj->WrapT );      break;   case GL_TEXTURE_BORDER_COLOR:      if ( t->base.bound ) FLUSH_BATCH( rmesa );      r128SetTexBorderColor( t, tObj->BorderColor.f );      break;   case GL_TEXTURE_BASE_LEVEL:   case GL_TEXTURE_MAX_LEVEL:   case GL_TEXTURE_MIN_LOD:   case GL_TEXTURE_MAX_LOD:      /* This isn't the most efficient solution but there doesn't appear to       * be a nice alternative for R128.  Since there's no LOD clamping,       * we just have to rely on loading the right subset of mipmap levels       * to simulate a clamped LOD.       */      if ( t->base.bound ) FLUSH_BATCH( rmesa );      driSwapOutTextureObject( (driTextureObject *) t );      break;   default:      return;   }}
开发者ID:CPFDSoftware-Tony,项目名称:gmv,代码行数:50,


示例5: i915_fill_blit

voidi915_fill_blit(struct i915_context *i915,               unsigned cpp,               unsigned short dst_pitch,               struct intel_buffer *dst_buffer,               unsigned dst_offset,               short x, short y,                short w, short h,                unsigned color){   unsigned BR13, CMD;   I915_DBG(i915,      "%s dst:buf(%p)/%d+%d %d,%d sz:%dx%d/n",      __FUNCTION__,      dst_buffer, dst_pitch, dst_offset, x, y, w, h);   switch (cpp) {   case 1:   case 2:   case 3:      BR13 = (((int) dst_pitch) & 0xffff) |         (0xF0 << 16) | (1 << 24);      CMD = XY_COLOR_BLT_CMD;      break;   case 4:      BR13 = (((int) dst_pitch) & 0xffff) |         (0xF0 << 16) | (1 << 24) | (1 << 25);      CMD = (XY_COLOR_BLT_CMD | XY_COLOR_BLT_WRITE_ALPHA |             XY_COLOR_BLT_WRITE_RGB);      break;   default:      return;   }   if (!BEGIN_BATCH(6, 1)) {      FLUSH_BATCH(NULL);      assert(BEGIN_BATCH(6, 1));   }   OUT_BATCH(CMD);   OUT_BATCH(BR13);   OUT_BATCH((y << 16) | x);   OUT_BATCH(((y + h) << 16) | (x + w));   OUT_RELOC(dst_buffer, INTEL_USAGE_2D_TARGET, dst_offset);   OUT_BATCH(color);   FLUSH_BATCH(NULL);}
开发者ID:CPFDSoftware-Tony,项目名称:gmv,代码行数:48,


示例6: tdfxDDStencilMask

static void tdfxDDStencilMask( GLcontext *ctx, GLuint mask ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_STENCIL;}
开发者ID:BackupTheBerlios,项目名称:dri-ex-svn,代码行数:7,


示例7: mgaDDDrawBuffer

static void mgaDDDrawBuffer(GLcontext *ctx, GLenum mode ){   mgaContextPtr mmesa = MGA_CONTEXT(ctx);   FLUSH_BATCH( mmesa );   /*    * _DrawDestMask is easier to cope with than <mode>.    */   switch ( ctx->Color._DrawDestMask[0] ) {   case DD_FRONT_LEFT_BIT:      mmesa->setup.dstorg = mmesa->mgaScreen->frontOffset;      mmesa->dirty |= MGA_UPLOAD_CONTEXT;      mmesa->draw_buffer = MGA_FRONT;      mgaXMesaSetFrontClipRects( mmesa );      FALLBACK( ctx, MGA_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   case DD_BACK_LEFT_BIT:      mmesa->setup.dstorg = mmesa->mgaScreen->backOffset;      mmesa->draw_buffer = MGA_BACK;      mmesa->dirty |= MGA_UPLOAD_CONTEXT;      mgaXMesaSetBackClipRects( mmesa );      FALLBACK( ctx, MGA_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   default:      /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */      FALLBACK( ctx, MGA_FALLBACK_DRAW_BUFFER, GL_TRUE );      return;   }   /* 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:35,


示例8: mgaFallback

void mgaFallback( GLcontext *ctx, GLuint bit, GLboolean mode ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   mgaContextPtr mmesa = MGA_CONTEXT(ctx);   GLuint oldfallback = mmesa->Fallback;   if (mode) {      mmesa->Fallback |= bit;      if (oldfallback == 0) {	 FLUSH_BATCH(mmesa);	 _swsetup_Wakeup( ctx );	 mmesa->RenderIndex = ~0;         if (MGA_DEBUG & DEBUG_VERBOSE_FALLBACK) {            fprintf(stderr, "MGA begin rasterization fallback: 0x%x %s/n",                    bit, getFallbackString(bit));         }      }   }   else {      mmesa->Fallback &= ~bit;      if (oldfallback == bit) {	 _swrast_flush( ctx );	 tnl->Driver.Render.Start = mgaCheckTexSizes;	 tnl->Driver.Render.PrimitiveNotify = mgaRenderPrimitive;	 tnl->Driver.Render.Finish = mgaRenderFinish;	 tnl->Driver.Render.BuildVertices = mgaBuildVertices;	 mmesa->NewGLState |= (_MGA_NEW_RENDERSTATE |			       _MGA_NEW_RASTERSETUP);         if (MGA_DEBUG & DEBUG_VERBOSE_FALLBACK) {            fprintf(stderr, "MGA end rasterization fallback: 0x%x %s/n",                    bit, getFallbackString(bit));         }      }   }}
开发者ID:astrofimov,项目名称:vgallium,代码行数:35,


示例9: gammaDDFrontFace

static void gammaDDFrontFace( GLcontext *ctx, GLenum mode ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   FLUSH_BATCH( gmesa );   gmesa->new_state |= GAMMA_NEW_CULL;}
开发者ID:DavidGriffith,项目名称:finx,代码行数:7,


示例10: gammaDDFogfv

static void gammaDDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   FLUSH_BATCH( gmesa );   gmesa->new_state |= GAMMA_NEW_FOG;}
开发者ID:DavidGriffith,项目名称:finx,代码行数:7,


示例11: gammaDDDepthMask

static void gammaDDDepthMask( GLcontext *ctx, GLboolean flag ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   FLUSH_BATCH( gmesa );   gmesa->new_state |= GAMMA_NEW_DEPTH;}
开发者ID:DavidGriffith,项目名称:finx,代码行数:7,


示例12: gammaDDDepthFunc

static void gammaDDDepthFunc( GLcontext *ctx, GLenum func ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   FLUSH_BATCH( gmesa );   gmesa->new_state |= GAMMA_NEW_DEPTH;}
开发者ID:DavidGriffith,项目名称:finx,代码行数:7,


示例13: r128SpanRenderStart

void r128SpanRenderStart( GLcontext *ctx ){   r128ContextPtr rmesa = R128_CONTEXT(ctx);   FLUSH_BATCH(rmesa);   LOCK_HARDWARE(rmesa);   r128WaitForIdleLocked( rmesa );}
开发者ID:DavidGriffith,项目名称:finx,代码行数:7,


示例14: tdfxDDFrontFace

static void tdfxDDFrontFace( GLcontext *ctx, GLenum mode ){   tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_CULL;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例15: tdfxDDScissor

static voidtdfxDDScissor(GLcontext * ctx, GLint x, GLint y, GLsizei w, GLsizei h){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_CLIP;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例16: tdfxDDColorMask

static void tdfxDDColorMask( GLcontext *ctx,			     GLboolean r, GLboolean g,			     GLboolean b, GLboolean a ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   FLUSH_BATCH( fxMesa );   if ( fxMesa->Color.ColorMask[RCOMP] != r ||	fxMesa->Color.ColorMask[GCOMP] != g ||	fxMesa->Color.ColorMask[BCOMP] != b ||	fxMesa->Color.ColorMask[ACOMP] != a ) {      fxMesa->Color.ColorMask[RCOMP] = r;      fxMesa->Color.ColorMask[GCOMP] = g;      fxMesa->Color.ColorMask[BCOMP] = b;      fxMesa->Color.ColorMask[ACOMP] = a;      fxMesa->dirty |= TDFX_UPLOAD_COLOR_MASK;      if (ctx->Visual.redBits < 8) {         /* Can't do RGB colormasking in 16bpp mode. */         /* We can completely ignore the alpha mask. */	 FALLBACK( fxMesa, TDFX_FALLBACK_COLORMASK, (r != g || g != b) );      }   }}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:25,


示例17: tdfxDDClearDepth

static void tdfxDDClearDepth( GLcontext *ctx, GLclampd d ){   tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_DEPTH;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例18: tdfxDDFogfv

static void tdfxDDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_FOG;   switch (pname) {      case GL_FOG_COORDINATE_SOURCE_EXT: {         GLenum p = (GLenum)*param;         if (p == GL_FOG_COORDINATE_EXT) {            _swrast_allow_vertex_fog(ctx, GL_TRUE);            _swrast_allow_pixel_fog(ctx, GL_FALSE);            _tnl_allow_vertex_fog( ctx, GL_TRUE);            _tnl_allow_pixel_fog( ctx, GL_FALSE);         } else {            _swrast_allow_vertex_fog(ctx, GL_FALSE);            _swrast_allow_pixel_fog(ctx, GL_TRUE);            _tnl_allow_vertex_fog( ctx, GL_FALSE);            _tnl_allow_pixel_fog( ctx, GL_TRUE);         }         break;      }      default:         ;   }}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:27,


示例19: tdfxDDDepthFunc

static void tdfxDDDepthFunc( GLcontext *ctx, GLenum func ){   tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_DEPTH;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例20: tdfxDDDrawBuffer

/* XXX support for separate read/draw buffers hasn't been tested */static void tdfxDDDrawBuffer( GLcontext *ctx, GLenum mode ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {      fprintf( stderr, "%s()/n", __FUNCTION__ );   }   FLUSH_BATCH( fxMesa );   if (ctx->DrawBuffer->_NumColorDrawBuffers > 1) {      FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_TRUE );      return;   }   switch ( ctx->DrawBuffer->_ColorDrawBufferIndexes[0] ) {   case BUFFER_FRONT_LEFT:      fxMesa->DrawBuffer = fxMesa->ReadBuffer = GR_BUFFER_FRONTBUFFER;      fxMesa->new_state |= TDFX_NEW_RENDER;      FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   case BUFFER_BACK_LEFT:      fxMesa->DrawBuffer = fxMesa->ReadBuffer = GR_BUFFER_BACKBUFFER;      fxMesa->new_state |= TDFX_NEW_RENDER;      FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   case -1:      FX_grColorMaskv( ctx, false4 );      FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   default:      FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_TRUE );      break;   }}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:36,


示例21: tdfxDDAlphaFunc

static void tdfxDDAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref ){   tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_ALPHA;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例22: mgaFallback

void mgaFallback( GLcontext *ctx, GLuint bit, GLboolean mode ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   mgaContextPtr mmesa = MGA_CONTEXT(ctx);   GLuint oldfallback = mmesa->Fallback;   if (mode) {      mmesa->Fallback |= bit;      if (oldfallback == 0) {	 FLUSH_BATCH(mmesa);	 _swsetup_Wakeup( ctx );	 mmesa->RenderIndex = ~0;      }   }   else {      mmesa->Fallback &= ~bit;      if (oldfallback == bit) {	 _swrast_flush( ctx );	 tnl->Driver.Render.Start = mgaCheckTexSizes;	 tnl->Driver.Render.PrimitiveNotify = mgaRenderPrimitive;	 tnl->Driver.Render.Finish = mgaRenderFinish;	 tnl->Driver.Render.BuildVertices = mgaBuildVertices;	 mmesa->new_gl_state |= (_MGA_NEW_RENDERSTATE |				 _MGA_NEW_RASTERSETUP);      }   }}
开发者ID:dikerex,项目名称:theqvd,代码行数:27,


示例23: mgaDDDrawBuffer

static void mgaDDDrawBuffer(GLcontext *ctx, GLenum mode ){   mgaContextPtr mmesa = MGA_CONTEXT(ctx);   FLUSH_BATCH( mmesa );   /*    * _DrawDestMask is easier to cope with than <mode>.    */   switch ( ctx->DrawBuffer->_ColorDrawBufferMask[0] ) {   case BUFFER_BIT_FRONT_LEFT:      mmesa->setup.dstorg = mmesa->mgaScreen->frontOffset;      mmesa->dirty |= MGA_UPLOAD_CONTEXT;      mmesa->draw_buffer = MGA_FRONT;      mgaXMesaSetFrontClipRects( mmesa );      FALLBACK( ctx, MGA_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   case BUFFER_BIT_BACK_LEFT:      mmesa->setup.dstorg = mmesa->mgaScreen->backOffset;      mmesa->draw_buffer = MGA_BACK;      mmesa->dirty |= MGA_UPLOAD_CONTEXT;      mgaXMesaSetBackClipRects( mmesa );      FALLBACK( ctx, MGA_FALLBACK_DRAW_BUFFER, GL_FALSE );      break;   default:      /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */      FALLBACK( ctx, MGA_FALLBACK_DRAW_BUFFER, GL_TRUE );      return;   }}
开发者ID:Magister,项目名称:x11rdp_xorg71,代码行数:30,


示例24: tdfxCheckTexSizes

void tdfxCheckTexSizes( GLcontext *ctx ){    TNLcontext *tnl = TNL_CONTEXT(ctx);    tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );    if (!setup_tab[fxMesa->SetupIndex].check_tex_sizes(ctx)) {        GLuint ind = fxMesa->SetupIndex |= (TDFX_PTEX_BIT|TDFX_RGBA_BIT);        /* Tdfx handles projective textures nicely; just have to change         * up to the new vertex format.         */        if (setup_tab[ind].vertex_format != fxMesa->vertexFormat) {            FLUSH_BATCH(fxMesa);            fxMesa->dirty |= TDFX_UPLOAD_VERTEX_LAYOUT;            fxMesa->vertexFormat = setup_tab[ind].vertex_format;            /* This is required as we have just changed the vertex             * format, so the interp and copy routines must also change.             * In the unfilled and twosided cases we are using the             * swrast_setup ones anyway, so leave them in place.             */            if (!(ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_TRI_UNFILLED))) {                tnl->Driver.Render.Interp = setup_tab[fxMesa->SetupIndex].interp;                tnl->Driver.Render.CopyPV = setup_tab[fxMesa->SetupIndex].copy_pv;            }        }    }}
开发者ID:emcmanus,项目名称:FlashMesa3D,代码行数:28,


示例25: tdfxDDViewport

static void tdfxDDViewport( GLcontext *ctx, GLint x, GLint y,			    GLsizei w, GLsizei h ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_VIEWPORT;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例26: tdfxDDDepthMask

static void tdfxDDDepthMask( GLcontext *ctx, GLboolean flag ){   tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_DEPTH;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:7,


示例27: tdfxDDShadeModel

static void tdfxDDShadeModel( GLcontext *ctx, GLenum mode ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   /* FIXME: Can we implement native flat shading? */   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_TEXTURE;}
开发者ID:AchironOS,项目名称:chromium.src,代码行数:8,


示例28: mgaDDScissor

static void mgaDDScissor( GLcontext *ctx, GLint x, GLint y,			  GLsizei w, GLsizei h ){   if ( ctx->Scissor.Enabled ) {      FLUSH_BATCH( MGA_CONTEXT(ctx) );	/* don't pipeline cliprect changes */      mgaUpdateClipping( ctx );   }}
开发者ID:Magister,项目名称:x11rdp_xorg71,代码行数:8,


示例29: mgaDDLightModelfv

static void mgaDDLightModelfv(GLcontext *ctx, GLenum pname,			      const GLfloat *param){   if (pname == GL_LIGHT_MODEL_COLOR_CONTROL) {      FLUSH_BATCH( MGA_CONTEXT(ctx) );      updateSpecularLighting( ctx );   }}
开发者ID:Magister,项目名称:x11rdp_xorg71,代码行数:8,


示例30: tdfxDDStencilOp

static void tdfxDDStencilOp( GLcontext *ctx, GLenum sfail,			     GLenum zfail, GLenum zpass ){   tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);   FLUSH_BATCH( fxMesa );   fxMesa->new_state |= TDFX_NEW_STENCIL;}
开发者ID:BackupTheBerlios,项目名称:dri-ex-svn,代码行数:8,



注:本文中的FLUSH_BATCH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。


C++ FLUSH_CURRENT函数代码示例
C++ FLUSH函数代码示例
万事OK自学网:51自学网_软件自学网_CAD自学网自学excel、自学PS、自学CAD、自学C语言、自学css3实例,是一个通过网络自主学习工作技能的自学平台,网友喜欢的软件自学网站。