#endif
#define PRG_INVALID NULL
-#define GLPIPES 1
static int tbm_sym_done = 0;
int _evas_engine_GL_common_log_dom = -1;
s = (const char *)GL_TH(glGetString, GL_RENDERER);
if (s)
{
- if (strstr(s, "PowerVR SGX 540"))
- shared->info.tune.pipes.max = DEF_PIPES_SGX_540;
+ if (strstr(s, "PowerVR SGX 540"))
+ shared->info.tune.pipes.max = DEF_PIPES_SGX_540;
else if (strstr(s, "NVIDIA Tegra 3"))
- shared->info.tune.pipes.max = DEF_PIPES_TEGRA_3;
+ shared->info.tune.pipes.max = DEF_PIPES_TEGRA_3;
else if (strstr(s, "NVIDIA Tegra"))
- shared->info.tune.pipes.max = DEF_PIPES_TEGRA_2;
+ shared->info.tune.pipes.max = DEF_PIPES_TEGRA_2;
}
if (!getenv("EVAS_GL_MAPBUFFER"))
{
_push_mask(gc, pn, nm, mtex, mx, my, mw, mh, msam, nms); \
} while(0)
-#ifdef GLPIPES
static int
pipe_region_intersects(Evas_Engine_GL_Context *gc, int n,
int x, int y, int w, int h)
}
return 0;
}
-#endif
static void
pipe_region_expand(Evas_Engine_GL_Context *gc, int n,
if (tex)
current_tex = tex->ptt ? tex->ptt->texture : tex->pt->texture;
-#ifdef GLPIPES
again:
-#endif
vertex_array_size_check(gc, gc->state.top_pipe, (rtype == SHD_LINE) ? 2 : 6);
pn = gc->state.top_pipe;
-#ifdef GLPIPES
+
if (!((pn == 0) && (gc->pipe[pn].array.num == 0)))
{
int found = 0;
goto again;
}
}
-#else
- if (!((gc->pipe[pn].region.type == rtype)
- && (!tex || gc->pipe[pn].shader.cur_tex == current_tex)
- /* && (!texa || gc->pipe[pn].shader.cur_texa == current_texa) */
- && (!texm || ((gc->pipe[i].shader.cur_texm == texm->pt->texture)
- && (gc->pipe[i].shader.mask_smooth == mask_smooth)))
- && (gc->pipe[pn].shader.prog == prog)
- && (gc->pipe[pn].shader.smooth == smooth)
- && (gc->pipe[pn].shader.blend == blend)
- && (gc->pipe[pn].shader.render_op == gc->dc->render_op)
- && (gc->pipe[pn].shader.clip == clip)
- && (!clip || ((gc->pipe[pn].shader.cx == cx)
- && (gc->pipe[pn].shader.cy == cy)
- && (gc->pipe[pn].shader.cw == cw)
- && (gc->pipe[pn].shader.ch == ch)))))
- {
- shader_array_flush(gc);
- }
- if ((tex) && (((tex->im) && (tex->im->native.data)) || tex->pt->dyn.img))
- {
- if (gc->pipe[pn].array.im != tex->im)
- {
- shader_array_flush(gc);
- gc->pipe[pn].array.im = tex->im;
- }
- }
-#endif
gc->pipe[pn].viewport.foc = foc;
gc->pipe[pn].viewport.z0 = z0;