Remove wakeup functions. This code is intended to be active all the

time.
This commit is contained in:
Keith Whitwell
2006-10-30 17:12:05 +00:00
parent 48f5deab94
commit e8abd098b3
5 changed files with 19 additions and 46 deletions
+1
View File
@@ -214,6 +214,7 @@ GLboolean _vbo_CreateContext( GLcontext *ctx )
void _vbo_InvalidateState( GLcontext *ctx, GLuint new_state )
{
_ae_invalidate_state(ctx, new_state);
vbo_exec_invalidate_state(ctx, new_state);
}
+5 -18
View File
@@ -37,8 +37,6 @@
#include "vbo_context.h"
void vbo_exec_init( GLcontext *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
@@ -54,11 +52,15 @@ void vbo_exec_init( GLcontext *ctx )
vbo_exec_vtx_init( exec );
vbo_exec_array_init( exec );
/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
exec->eval.recalculate_maps = 1;
vbo_exec_invalidate_state( ctx, ~0 );
}
@@ -90,21 +92,6 @@ void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state )
}
void vbo_exec_wakeup( GLcontext *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );
/* Assume we haven't been getting state updates either:
*/
vbo_exec_invalidate_state( ctx, ~0 );
}
-1
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@@ -146,7 +146,6 @@ void vbo_exec_init( GLcontext *ctx );
void vbo_exec_destroy( GLcontext *ctx );
void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state );
void vbo_exec_FlushVertices( GLcontext *ctx, GLuint flags );
void vbo_exec_wakeup( GLcontext *ctx );
/* Internal functions:
+13 -25
View File
@@ -35,6 +35,18 @@
static void vbo_save_callback_init( GLcontext *ctx )
{
ctx->Driver.NewList = vbo_save_NewList;
ctx->Driver.EndList = vbo_save_EndList;
ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
ctx->Driver.BeginCallList = vbo_save_BeginCallList;
ctx->Driver.EndCallList = vbo_save_EndCallList;
ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
}
void vbo_save_init( GLcontext *ctx )
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
@@ -42,7 +54,7 @@ void vbo_save_init( GLcontext *ctx )
save->ctx = ctx;
vbo_save_api_init( save );
vbo_save_wakeup(ctx);
vbo_save_callback_init(ctx);
ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
}
@@ -68,27 +80,3 @@ void vbo_save_fallback( GLcontext *ctx, GLboolean fallback )
}
/* I don't see any reason to swap this code out on fallbacks. It
* wouldn't really mean anything to do so anyway as the old lists are
* still around from pre-fallback. Instead, the above code ensures
* that vertices are routed back through immediate mode dispatch on
* fallback.
*
* The below can be moved into init or removed:
*/
void vbo_save_wakeup( GLcontext *ctx )
{
ctx->Driver.NewList = vbo_save_NewList;
ctx->Driver.EndList = vbo_save_EndList;
ctx->Driver.SaveFlushVertices = vbo_save_SaveFlushVertices;
ctx->Driver.BeginCallList = vbo_save_BeginCallList;
ctx->Driver.EndCallList = vbo_save_EndCallList;
ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
/* Assume we haven't been getting state updates either:
*/
vbo_save_invalidate_state( ctx, ~0 );
}
-2
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@@ -150,8 +150,6 @@ struct vbo_save_context {
void vbo_save_init( GLcontext *ctx );
void vbo_save_destroy( GLcontext *ctx );
void vbo_save_wakeup( GLcontext *ctx );
void vbo_save_invalidate_state( GLcontext *ctx, GLuint new_state );
void vbo_save_fallback( GLcontext *ctx, GLboolean fallback );
/* save_loopback.c: