From 5174e7c18162d54bfa5985ce66dcbc5c2150ed7d Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 22 Sep 2006 19:09:50 +0000 Subject: remove extra indentation --- src/mesa/drivers/dri/i915/intel_tris.c | 196 ++++++++++++++++----------------- 1 file changed, 98 insertions(+), 98 deletions(-) (limited to 'src/mesa/drivers') diff --git a/src/mesa/drivers/dri/i915/intel_tris.c b/src/mesa/drivers/dri/i915/intel_tris.c index cf1673b429..177ee20225 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; + } + } +} -- cgit v1.2.3