Remove wakeup functions. This code is intended to be active all the
time.
This commit is contained in:
@@ -214,6 +214,7 @@ GLboolean _vbo_CreateContext( GLcontext *ctx )
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void _vbo_InvalidateState( GLcontext *ctx, GLuint new_state )
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{
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_ae_invalidate_state(ctx, new_state);
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vbo_exec_invalidate_state(ctx, new_state);
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}
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+5
-18
@@ -37,8 +37,6 @@
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#include "vbo_context.h"
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void vbo_exec_init( GLcontext *ctx )
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{
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struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
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@@ -54,11 +52,15 @@ void vbo_exec_init( GLcontext *ctx )
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vbo_exec_vtx_init( exec );
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vbo_exec_array_init( exec );
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/* Hook our functions into exec and compile dispatch tables.
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*/
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_mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );
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ctx->Driver.NeedFlush = 0;
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ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
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ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
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exec->eval.recalculate_maps = 1;
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vbo_exec_invalidate_state( ctx, ~0 );
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}
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@@ -90,21 +92,6 @@ void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state )
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}
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void vbo_exec_wakeup( GLcontext *ctx )
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{
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struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
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ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
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ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
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/* Hook our functions into exec and compile dispatch tables.
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*/
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_mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );
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/* Assume we haven't been getting state updates either:
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*/
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vbo_exec_invalidate_state( ctx, ~0 );
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}
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@@ -146,7 +146,6 @@ void vbo_exec_init( GLcontext *ctx );
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void vbo_exec_destroy( GLcontext *ctx );
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void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state );
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void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags );
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void vbo_exec_wakeup( GLcontext *ctx );
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/* Internal functions:
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+13
-25
@@ -35,6 +35,18 @@
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static void vbo_save_callback_init( GLcontext *ctx )
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{
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ctx->Driver.NewList = vbo_save_NewList;
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ctx->Driver.EndList = vbo_save_EndList;
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ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
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ctx->Driver.BeginCallList = vbo_save_BeginCallList;
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ctx->Driver.EndCallList = vbo_save_EndCallList;
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ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
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}
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void vbo_save_init( GLcontext *ctx )
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{
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struct vbo_save_context *save = &vbo_context(ctx)->save;
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@@ -42,7 +54,7 @@ void vbo_save_init( GLcontext *ctx )
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save->ctx = ctx;
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vbo_save_api_init( save );
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vbo_save_wakeup(ctx);
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vbo_save_callback_init(ctx);
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ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
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}
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@@ -68,27 +80,3 @@ void vbo_save_fallback( GLcontext *ctx, GLboolean fallback )
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}
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/* I don't see any reason to swap this code out on fallbacks. It
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* wouldn't really mean anything to do so anyway as the old lists are
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* still around from pre-fallback. Instead, the above code ensures
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* that vertices are routed back through immediate mode dispatch on
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* fallback.
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*
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* The below can be moved into init or removed:
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*/
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void vbo_save_wakeup( GLcontext *ctx )
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{
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ctx->Driver.NewList = vbo_save_NewList;
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ctx->Driver.EndList = vbo_save_EndList;
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ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
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ctx->Driver.BeginCallList = vbo_save_BeginCallList;
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ctx->Driver.EndCallList = vbo_save_EndCallList;
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ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
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/* Assume we haven't been getting state updates either:
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*/
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vbo_save_invalidate_state( ctx, ~0 );
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}
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@@ -150,8 +150,6 @@ struct vbo_save_context {
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void vbo_save_init( GLcontext *ctx );
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void vbo_save_destroy( GLcontext *ctx );
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void vbo_save_wakeup( GLcontext *ctx );
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void vbo_save_invalidate_state( GLcontext *ctx, GLuint new_state );
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void vbo_save_fallback( GLcontext *ctx, GLboolean fallback );
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/* save_loopback.c:
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