Пример #1
0
void _tnl_run_pipeline( struct gl_context *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   unsigned short __tmp;
   GLuint i;

   if (!tnl->vb.Count)
      return;

   /* Check for changed input sizes or change in stride to/from zero
    * (ie const or non-const).
    */
   if (check_input_changes( ctx ) || tnl->pipeline.new_state) {
      if (ctx->VertexProgram._MaintainTnlProgram)
	 _tnl_UpdateFixedFunctionProgram( ctx );

      for (i = 0; i < tnl->pipeline.nr_stages ; i++) {
	 struct tnl_pipeline_stage *s = &tnl->pipeline.stages[i];
	 if (s->validate)
	    s->validate( ctx, s );
      }
      
      tnl->pipeline.new_state = 0;
      tnl->pipeline.input_changes = 0;
      
      /* Pipeline can only change its output in response to either a
       * statechange or an input size/stride change.  No other changes
       * are allowed.
       */
      if (check_output_changes( ctx ))
	 _tnl_notify_pipeline_output_change( ctx );
   }

#ifndef _OPENMP
   /* Don't adjust FPU precision mode in case multiple threads are to be used.
    * This would require that the additional threads also changed the FPU mode
    * which is quite a mess as this had to be done in all parallelized sections;
    * otherwise the master thread and all other threads are running in different
    * modes, producing inconsistent results.
    * Note that all x64 implementations don't define/use START_FAST_MATH, so
    * this is "hack" is only used in i386 mode
    */
   START_FAST_MATH(__tmp);
#endif

   for (i = 0; i < tnl->pipeline.nr_stages ; i++) {
      struct tnl_pipeline_stage *s = &tnl->pipeline.stages[i];
      if (!s->run( ctx, s ))
	 break;
   }

#ifndef _OPENMP
   END_FAST_MATH(__tmp);
#endif
}
Пример #2
0
void _tnl_run_pipeline( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   struct gl_pipeline *pipe = &tnl->pipeline;
   struct gl_pipeline_stage *s = pipe->stages;
   GLuint changed_state = pipe->run_state_changes;
   GLuint changed_inputs = pipe->run_input_changes;
   GLboolean running = GL_TRUE;
   unsigned short __tmp;

   pipe->run_state_changes = 0;
   pipe->run_input_changes = 0;

   /* Done elsewhere.
    */
   ASSERT(pipe->build_state_changes == 0);

   START_FAST_MATH(__tmp);

   /* If something changes in the pipeline, tag all subsequent stages
    * using this value for recalculation.  Inactive stages have their
    * state and inputs examined to try to keep cached data alive over
    * state-changes.
    */
   for ( ; s->run ; s++) {
      s->changed_inputs |= s->inputs & changed_inputs;

      if (s->run_state & changed_state)
	 s->changed_inputs = s->inputs;

      if (s->active && running) {
	 if (s->changed_inputs)
	    changed_inputs |= s->outputs;

	 running = s->run( ctx, s );

	 s->changed_inputs = 0;
	 VB->importable_data &= ~s->outputs;
      }
   }

   END_FAST_MATH(__tmp);
}
Пример #3
0
void _tnl_run_pipeline( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   unsigned short __tmp;
   GLuint i;

   if (!tnl->vb.Count)
      return;

   /* Check for changed input sizes or change in stride to/from zero
    * (ie const or non-const).
    */
   if (check_input_changes( ctx ) || tnl->pipeline.new_state) {
      if (ctx->_MaintainTnlProgram)
	 _tnl_UpdateFixedFunctionProgram( ctx );

      for (i = 0; i < tnl->pipeline.nr_stages ; i++) {
	 struct tnl_pipeline_stage *s = &tnl->pipeline.stages[i];
	 if (s->validate)
	    s->validate( ctx, s );
      }
      
      tnl->pipeline.new_state = 0;
      tnl->pipeline.input_changes = 0;
      
      /* Pipeline can only change its output in response to either a
       * statechange or an input size/stride change.  No other changes
       * are allowed.
       */
      if (check_output_changes( ctx ))
	 _tnl_notify_pipeline_output_change( ctx );
   }

   START_FAST_MATH(__tmp);

   for (i = 0; i < tnl->pipeline.nr_stages ; i++) {
      struct tnl_pipeline_stage *s = &tnl->pipeline.stages[i];
      if (!s->run( ctx, s ))
	 break;
   }

   END_FAST_MATH(__tmp);
}
Пример #4
0
/******************************************************************************
 * pipeline
 */
void
tnl_run_pipeline (void)
{
    LOG(("%s:\n", __FUNCTION__));
    ctx_validate_state(-1U);
    tnl_render_state = tnl_light_state | tnl_texgen_state;
    if (tnl_vb.len) {
#ifdef X86
	GLuint tmp;
	START_FAST_MATH(tmp);
#endif
	tnl_vertex_transform();
	tnl_lighting();
	tnl_fogging();
	tnl_texgen();
	tnl_texture_transform();
	tnl_render();
#ifdef X86
	END_FAST_MATH(tmp);
#endif
    }
}