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#ifndef MGA_IOCTL_H
#define MGA_IOCTL_H
#include "mgalib.h"
GLbitfield mgaClear( GLcontext *ctx, GLbitfield mask, GLboolean all,
GLint cx, GLint cy, GLint cw, GLint ch );
void mgaSwapBuffers( mgaContextPtr mmesa );
mgaUI32 *mgaAllocVertexDwords( mgaContextPtr mmesa, int dwords );
void mgaGetILoadBufferLocked( mgaContextPtr mmesa );
void mgaFireILoadLocked( mgaContextPtr mmesa,
GLuint offset, GLuint length );
void mgaWaitAgeLocked( mgaContextPtr mmesa, int age );
void mgaWaitAge( mgaContextPtr mmesa, int age );
int mgaUpdateLock( mgaContextPtr mmesa, drmLockFlags flags );
void mgaFlushVertices( mgaContextPtr mmesa );
void mgaFlushVerticesLocked( mgaContextPtr mmesa );
void mgaFireEltsLocked( mgaContextPtr mmesa,
GLuint start,
GLuint end,
GLuint discard );
void mgaGetEltBufLocked( mgaContextPtr mmesa );
void mgaReleaseBufLocked( mgaContextPtr mmesa, drmBufPtr buffer );
void mgaFlushEltsLocked( mgaContextPtr mmesa );
void mgaFlushElts( mgaContextPtr mmesa ) ;
/* upload texture
*/
void mgaDDFinish( GLcontext *ctx );
void mgaDDInitIoctlFuncs( GLcontext *ctx );
#define FLUSH_BATCH(mmesa) do { \
if (MGA_DEBUG&DEBUG_VERBOSE_IOCTL) \
fprintf(stderr, "FLUSH_BATCH in %s\n", __FUNCTION__); \
if (mmesa->vertex_dma_buffer) mgaFlushVertices(mmesa); \
else if (mmesa->next_elt != mmesa->first_elt) mgaFlushElts(mmesa); \
} while (0)
#endif
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