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C++ MIN2函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中MIN2函数的典型用法代码示例。如果您正苦于以下问题:C++ MIN2函数的具体用法?C++ MIN2怎么用?C++ MIN2使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了MIN2函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: assert

void ASPSYoungGen::resize_spaces(size_t requested_eden_size,
                                 size_t requested_survivor_size) {
  assert(UseAdaptiveSizePolicy, "sanity check");
  assert(requested_eden_size > 0 && requested_survivor_size > 0,
         "just checking");

  space_invariants();

  // We require eden and to space to be empty
  if ((!eden_space()->is_empty()) || (!to_space()->is_empty())) {
    return;
  }

  if (PrintAdaptiveSizePolicy && Verbose) {
    gclog_or_tty->print_cr("PSYoungGen::resize_spaces(requested_eden_size: "
                  SIZE_FORMAT
                  ", requested_survivor_size: " SIZE_FORMAT ")",
                  requested_eden_size, requested_survivor_size);
    gclog_or_tty->print_cr("    eden: [" PTR_FORMAT ".." PTR_FORMAT ") "
                  SIZE_FORMAT,
                  eden_space()->bottom(),
                  eden_space()->end(),
                  pointer_delta(eden_space()->end(),
                                eden_space()->bottom(),
                                sizeof(char)));
    gclog_or_tty->print_cr("    from: [" PTR_FORMAT ".." PTR_FORMAT ") "
                  SIZE_FORMAT,
                  from_space()->bottom(),
                  from_space()->end(),
                  pointer_delta(from_space()->end(),
                                from_space()->bottom(),
                                sizeof(char)));
    gclog_or_tty->print_cr("      to: [" PTR_FORMAT ".." PTR_FORMAT ") "
                  SIZE_FORMAT,
                  to_space()->bottom(),
                  to_space()->end(),
                  pointer_delta(  to_space()->end(),
                                  to_space()->bottom(),
                                  sizeof(char)));
  }

  // There's nothing to do if the new sizes are the same as the current
  if (requested_survivor_size == to_space()->capacity_in_bytes() &&
      requested_survivor_size == from_space()->capacity_in_bytes() &&
      requested_eden_size == eden_space()->capacity_in_bytes()) {
    if (PrintAdaptiveSizePolicy && Verbose) {
      gclog_or_tty->print_cr("    capacities are the right sizes, returning");
    }
    return;
  }

  char* eden_start = (char*)virtual_space()->low();
  char* eden_end   = (char*)eden_space()->end();
  char* from_start = (char*)from_space()->bottom();
  char* from_end   = (char*)from_space()->end();
  char* to_start   = (char*)to_space()->bottom();
  char* to_end     = (char*)to_space()->end();

  assert(eden_start < from_start, "Cannot push into from_space");

  ParallelScavengeHeap* heap = (ParallelScavengeHeap*)Universe::heap();
  const size_t alignment = heap->intra_heap_alignment();
  const bool maintain_minimum =
    (requested_eden_size + 2 * requested_survivor_size) <= min_gen_size();

  bool eden_from_to_order = from_start < to_start;
  // Check whether from space is below to space
  if (eden_from_to_order) {
    // Eden, from, to

    if (PrintAdaptiveSizePolicy && Verbose) {
      gclog_or_tty->print_cr("  Eden, from, to:");
    }

    // Set eden
    // "requested_eden_size" is a goal for the size of eden
    // and may not be attainable.  "eden_size" below is
    // calculated based on the location of from-space and
    // the goal for the size of eden.  from-space is
    // fixed in place because it contains live data.
    // The calculation is done this way to avoid 32bit
    // overflow (i.e., eden_start + requested_eden_size
    // may too large for representation in 32bits).
    size_t eden_size;
    if (maintain_minimum) {
      // Only make eden larger than the requested size if
      // the minimum size of the generation has to be maintained.
      // This could be done in general but policy at a higher
      // level is determining a requested size for eden and that
      // should be honored unless there is a fundamental reason.
      eden_size = pointer_delta(from_start,
                                eden_start,
                                sizeof(char));
    } else {
      eden_size = MIN2(requested_eden_size,
                       pointer_delta(from_start, eden_start, sizeof(char)));
    }

    eden_end = eden_start + eden_size;
    assert(eden_end >= eden_start, "addition overflowed")
//.........这里部分代码省略.........
开发者ID:AllenWeb,项目名称:openjdk-1,代码行数:101,代码来源:asPSYoungGen.cpp


示例2: update_tss_binding

static int
update_tss_binding(struct svga_context *svga, 
                   unsigned dirty )
{
   unsigned i;
   unsigned count = MAX2( svga->curr.num_textures,
                          svga->state.hw_draw.num_views );
   unsigned min_lod;
   unsigned max_lod;


   struct {
      struct {
         unsigned unit;
         struct svga_hw_view_state *view;
      } bind[PIPE_MAX_SAMPLERS];

      unsigned bind_count;
   } queue;

   queue.bind_count = 0;
   
   for (i = 0; i < count; i++) {
      const struct svga_sampler_state *s = svga->curr.sampler[i];
      struct svga_hw_view_state *view = &svga->state.hw_draw.views[i];

      /* get min max lod */
      if (svga->curr.texture[i]) {
         min_lod = MAX2(s->view_min_lod, 0);
         max_lod = MIN2(s->view_max_lod, svga->curr.texture[i]->last_level);
      } else {
         min_lod = 0;
         max_lod = 0;
      }

      if (view->texture != svga->curr.texture[i] ||
          view->min_lod != min_lod ||
          view->max_lod != max_lod) {

         svga_sampler_view_reference(&view->v, NULL);
         pipe_texture_reference( &view->texture, svga->curr.texture[i] );

         view->dirty = TRUE;
         view->min_lod = min_lod;
         view->max_lod = max_lod;

         if (svga->curr.texture[i])
            view->v = svga_get_tex_sampler_view(&svga->pipe, 
                                                svga->curr.texture[i], 
                                                min_lod,
                                                max_lod);
      }

      if (view->dirty) {
         queue.bind[queue.bind_count].unit = i;
         queue.bind[queue.bind_count].view = view;
         queue.bind_count++;
      } 
      else if (view->v) {
         svga_validate_sampler_view(svga, view->v);
      }
   }

   svga->state.hw_draw.num_views = svga->curr.num_textures;

   if (queue.bind_count) {
      SVGA3dTextureState *ts;

      if (SVGA3D_BeginSetTextureState( svga->swc,
                                       &ts,
                                       queue.bind_count ) != PIPE_OK)
         goto fail;

      for (i = 0; i < queue.bind_count; i++) {
         ts[i].stage = queue.bind[i].unit;
         ts[i].name = SVGA3D_TS_BIND_TEXTURE;

         if (queue.bind[i].view->v) {
            svga->swc->surface_relocation(svga->swc,
                                          &ts[i].value,
                                          queue.bind[i].view->v->handle,
                                          PIPE_BUFFER_USAGE_GPU_READ);
         }
         else {
            ts[i].value = SVGA3D_INVALID_ID;
         }
         
         queue.bind[i].view->dirty = FALSE;
      }

      SVGA_FIFOCommitAll( svga->swc );
   }

   return 0;

fail:
   return PIPE_ERROR_OUT_OF_MEMORY;
}
开发者ID:MttDs,项目名称:new-rexeno-tindpe,代码行数:98,代码来源:svga_state_tss.c


示例3: r100CreateContext


//.........这里部分代码省略.........

   ctx->Const.StripTextureBorder = GL_TRUE;

   i = driQueryOptioni( &rmesa->radeon.optionCache, "allow_large_textures");

   /* FIXME: When no memory manager is available we should set this 
    * to some reasonable value based on texture memory pool size */
   ctx->Const.MaxTextureLevels = 12;
   ctx->Const.Max3DTextureLevels = 9;
   ctx->Const.MaxCubeTextureLevels = 12;
   ctx->Const.MaxTextureRectSize = 2048;

   ctx->Const.MaxTextureMaxAnisotropy = 16.0;

   /* No wide points.
    */
   ctx->Const.MinPointSize = 1.0;
   ctx->Const.MinPointSizeAA = 1.0;
   ctx->Const.MaxPointSize = 1.0;
   ctx->Const.MaxPointSizeAA = 1.0;

   ctx->Const.MinLineWidth = 1.0;
   ctx->Const.MinLineWidthAA = 1.0;
   ctx->Const.MaxLineWidth = 10.0;
   ctx->Const.MaxLineWidthAA = 10.0;
   ctx->Const.LineWidthGranularity = 0.0625;

   /* Set maxlocksize (and hence vb size) small enough to avoid
    * fallbacks in radeon_tcl.c.  ie. guarentee that all vertices can
    * fit in a single dma buffer for indexed rendering of quad strips,
    * etc.
    */
   ctx->Const.MaxArrayLockSize = 
      MIN2( ctx->Const.MaxArrayLockSize, 
 	    RADEON_BUFFER_SIZE / RADEON_MAX_TCL_VERTSIZE ); 

   rmesa->boxes = 0;

   ctx->Const.MaxDrawBuffers = 1;
   ctx->Const.MaxColorAttachments = 1;
   ctx->Const.MaxRenderbufferSize = 2048;

   _mesa_set_mvp_with_dp4( ctx, GL_TRUE );

   /* Initialize the software rasterizer and helper modules.
    */
   _swrast_CreateContext( ctx );
   _vbo_CreateContext( ctx );
   _tnl_CreateContext( ctx );
   _swsetup_CreateContext( ctx );
   _ae_create_context( ctx );

   /* Install the customized pipeline:
    */
   _tnl_destroy_pipeline( ctx );
   _tnl_install_pipeline( ctx, radeon_pipeline );

   /* Try and keep materials and vertices separate:
    */
/*    _tnl_isolate_materials( ctx, GL_TRUE ); */

   /* Configure swrast and T&L to match hardware characteristics:
    */
   _swrast_allow_pixel_fog( ctx, GL_FALSE );
   _swrast_allow_vertex_fog( ctx, GL_TRUE );
   _tnl_allow_pixel_fog( ctx, GL_FALSE );
开发者ID:UIKit0,项目名称:mesa,代码行数:67,代码来源:radeon_context.c


示例4: brw_initialize_context_constants

static void
brw_initialize_context_constants(struct brw_context *brw)
{
   struct gl_context *ctx = &brw->ctx;

   ctx->Const.QueryCounterBits.Timestamp = 36;

   ctx->Const.StripTextureBorder = true;

   ctx->Const.MaxDualSourceDrawBuffers = 1;
   ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
   ctx->Const.FragmentProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
   ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
   ctx->Const.MaxTextureUnits =
      MIN2(ctx->Const.MaxTextureCoordUnits,
           ctx->Const.FragmentProgram.MaxTextureImageUnits);
   ctx->Const.VertexProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
   if (brw->gen >= 7)
      ctx->Const.GeometryProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
   else
      ctx->Const.GeometryProgram.MaxTextureImageUnits = 0;
   ctx->Const.MaxCombinedTextureImageUnits =
      ctx->Const.VertexProgram.MaxTextureImageUnits +
      ctx->Const.FragmentProgram.MaxTextureImageUnits +
      ctx->Const.GeometryProgram.MaxTextureImageUnits;

   ctx->Const.MaxTextureLevels = 14; /* 8192 */
   if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS)
      ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
   ctx->Const.Max3DTextureLevels = 9;
   ctx->Const.MaxCubeTextureLevels = 12;

   if (brw->gen >= 7)
      ctx->Const.MaxArrayTextureLayers = 2048;
   else
      ctx->Const.MaxArrayTextureLayers = 512;

   ctx->Const.MaxTextureRectSize = 1 << 12;
   
   ctx->Const.MaxTextureMaxAnisotropy = 16.0;

   ctx->Const.MaxRenderbufferSize = 8192;

   /* Hardware only supports a limited number of transform feedback buffers.
    * So we need to override the Mesa default (which is based only on software
    * limits).
    */
   ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;

   /* On Gen6, in the worst case, we use up one binding table entry per
    * transform feedback component (see comments above the definition of
    * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
    * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
    * BRW_MAX_SOL_BINDINGS.
    *
    * In "separate components" mode, we need to divide this value by
    * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
    * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
    */
   ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
   ctx->Const.MaxTransformFeedbackSeparateComponents =
      BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;

   ctx->Const.AlwaysUseGetTransformFeedbackVertexCount = true;

   const int max_samples = brw_supported_msaa_modes(brw)[0];
   ctx->Const.MaxSamples = max_samples;
   ctx->Const.MaxColorTextureSamples = max_samples;
   ctx->Const.MaxDepthTextureSamples = max_samples;
   ctx->Const.MaxIntegerSamples = max_samples;

   if (brw->gen >= 7)
      ctx->Const.MaxProgramTextureGatherComponents = 4;

   ctx->Const.MinLineWidth = 1.0;
   ctx->Const.MinLineWidthAA = 1.0;
   ctx->Const.MaxLineWidth = 5.0;
   ctx->Const.MaxLineWidthAA = 5.0;
   ctx->Const.LineWidthGranularity = 0.5;

   ctx->Const.MinPointSize = 1.0;
   ctx->Const.MinPointSizeAA = 1.0;
   ctx->Const.MaxPointSize = 255.0;
   ctx->Const.MaxPointSizeAA = 255.0;
   ctx->Const.PointSizeGranularity = 1.0;

   if (brw->gen >= 5 || brw->is_g4x)
      ctx->Const.MaxClipPlanes = 8;

   ctx->Const.VertexProgram.MaxNativeInstructions = 16 * 1024;
   ctx->Const.VertexProgram.MaxAluInstructions = 0;
   ctx->Const.VertexProgram.MaxTexInstructions = 0;
   ctx->Const.VertexProgram.MaxTexIndirections = 0;
   ctx->Const.VertexProgram.MaxNativeAluInstructions = 0;
   ctx->Const.VertexProgram.MaxNativeTexInstructions = 0;
   ctx->Const.VertexProgram.MaxNativeTexIndirections = 0;
   ctx->Const.VertexProgram.MaxNativeAttribs = 16;
   ctx->Const.VertexProgram.MaxNativeTemps = 256;
   ctx->Const.VertexProgram.MaxNativeAddressRegs = 1;
   ctx->Const.VertexProgram.MaxNativeParameters = 1024;
//.........这里部分代码省略.........
开发者ID:haiku,项目名称:mesa_legacy,代码行数:101,代码来源:brw_context.c


示例5: _swrast_write_zoomed_stencil_span

/*
 * As above, but write stencil values.
 */
void
_swrast_write_zoomed_stencil_span( GLcontext *ctx,
                                 GLuint n, GLint x, GLint y,
                                 const GLstencil stencil[], GLint y0,
                                 GLint skipPixels )
{
   GLint m;
   GLint r0, r1, row, r;
   GLint i, j, skipcol;
   GLstencil zstencil[MAX_WIDTH];  /* zoomed stencil values */
   GLint maxwidth = MIN2( ctx->DrawBuffer->Width, MAX_WIDTH );

   (void) skipPixels;  /* XXX this shouldn't be ignored */

   /* compute width of output row */
   m = (GLint) FABSF( n * ctx->Pixel.ZoomX );
   if (m==0) {
      return;
   }
   if (ctx->Pixel.ZoomX<0.0) {
      /* adjust x coordinate for left/right mirroring */
      x = x - m;
   }

   /* compute which rows to draw */
   row = y - y0;
   r0 = y0 + (GLint) (row * ctx->Pixel.ZoomY);
   r1 = y0 + (GLint) ((row+1) * ctx->Pixel.ZoomY);
   if (r0==r1) {
      return;
   }
   else if (r1<r0) {
      GLint rtmp = r1;
      r1 = r0;
      r0 = rtmp;
   }

   /* return early if r0...r1 is above or below window */
   if (r0<0 && r1<0) {
      /* below window */
      return;
   }
   if (r0 >= (GLint) ctx->DrawBuffer->Height &&
       r1 >= (GLint) ctx->DrawBuffer->Height) {
      /* above window */
      return;
   }

   /* check if left edge is outside window */
   skipcol = 0;
   if (x<0) {
      skipcol = -x;
      m += x;
   }
   /* make sure span isn't too long or short */
   if (m>maxwidth) {
      m = maxwidth;
   }
   else if (m<=0) {
      return;
   }

   ASSERT( m <= MAX_WIDTH );

   /* zoom the span horizontally */
   if (ctx->Pixel.ZoomX==-1.0F) {
      /* n==m */
      for (j=0;j<m;j++) {
         i = n - (j+skipcol) - 1;
         zstencil[j] = stencil[i];
      }
   }
   else {
      GLfloat xscale = 1.0F / ctx->Pixel.ZoomX;
      for (j=0;j<m;j++) {
         i = (GLint) ((j+skipcol) * xscale);
         if (i<0)  i = n + i - 1;
         zstencil[j] = stencil[i];
      }
   }

   /* write the span */
   for (r=r0; r<r1; r++) {
      _swrast_write_stencil_span( ctx, m, x+skipcol, r, zstencil );
   }
}
开发者ID:Ionic,项目名称:nx-libs,代码行数:89,代码来源:s_zoom.c


示例6: execute_posetree


//.........这里部分代码省略.........

        /* compute rest basis and its inverse */
        copy_m3_m3(rest_basis, bone->bone_mat);
        copy_m3_m3(irest_basis, bone->bone_mat);
        transpose_m3(irest_basis);

        /* compute basis with rest_basis removed */
        invert_m3_m3(iR_parmat, R_parmat);
        mul_m3_m3m3(full_basis, iR_parmat, R_bonemat);
        mul_m3_m3m3(basis, irest_basis, full_basis);

        /* basis must be pure rotation */
        normalize_m3(basis);

        /* transform offset into local bone space */
        normalize_m3(iR_parmat);
        mul_m3_v3(iR_parmat, start);

        IK_SetTransform(seg, start, rest_basis, basis, length);

        if (pchan->ikflag & BONE_IK_XLIMIT)
            IK_SetLimit(seg, IK_X, pchan->limitmin[0], pchan->limitmax[0]);
        if (pchan->ikflag & BONE_IK_YLIMIT)
            IK_SetLimit(seg, IK_Y, pchan->limitmin[1], pchan->limitmax[1]);
        if (pchan->ikflag & BONE_IK_ZLIMIT)
            IK_SetLimit(seg, IK_Z, pchan->limitmin[2], pchan->limitmax[2]);

        IK_SetStiffness(seg, IK_X, pchan->stiffness[0]);
        IK_SetStiffness(seg, IK_Y, pchan->stiffness[1]);
        IK_SetStiffness(seg, IK_Z, pchan->stiffness[2]);

        if(tree->stretch && (pchan->ikstretch > 0.0)) {
            float ikstretch = pchan->ikstretch*pchan->ikstretch;
            IK_SetStiffness(seg, IK_TRANS_Y, MIN2(1.0-ikstretch, 0.99));
            IK_SetLimit(seg, IK_TRANS_Y, 0.001, 1e10);
        }
    }

    solver= IK_CreateSolver(iktree[0]);

    /* set solver goals */

    /* first set the goal inverse transform, assuming the root of tree was done ok! */
    pchan= tree->pchan[0];
    if (pchan->parent)
        /* transform goal by parent mat, so this rotation is not part of the
           segment's basis. otherwise rotation limits do not work on the
           local transform of the segment itself. */
        copy_m4_m4(rootmat, pchan->parent->pose_mat);
    else
        unit_m4(rootmat);
    VECCOPY(rootmat[3], pchan->pose_head);

    mul_m4_m4m4(imat, rootmat, ob->obmat);
    invert_m4_m4(goalinv, imat);

    for (target=tree->targets.first; target; target=target->next) {
        float polepos[3];
        int poleconstrain= 0;

        data= (bKinematicConstraint*)target->con->data;

        /* 1.0=ctime, we pass on object for auto-ik (owner-type here is object, even though
         * strictly speaking, it is a posechannel)
         */
        get_constraint_target_matrix(scene, target->con, 0, CONSTRAINT_OBTYPE_OBJECT, ob, rootmat, 1.0);
开发者ID:OldBrunet,项目名称:BGERTPS,代码行数:67,代码来源:iksolver_plugin.c


示例7: set_super

void Klass::initialize_supers(Klass* k, TRAPS) {
  if (FastSuperclassLimit == 0) {
    // None of the other machinery matters.
    set_super(k);
    return;
  }
  if (k == NULL) {
    set_super(NULL);
    _primary_supers[0] = this;
    assert(super_depth() == 0, "Object must already be initialized properly");
  } else if (k != super() || k == SystemDictionary::Object_klass()) {
    assert(super() == NULL || super() == SystemDictionary::Object_klass(),
           "initialize this only once to a non-trivial value");
    set_super(k);
    Klass* sup = k;
    int sup_depth = sup->super_depth();
    juint my_depth  = MIN2(sup_depth + 1, (int)primary_super_limit());
    if (!can_be_primary_super_slow())
      my_depth = primary_super_limit();
    for (juint i = 0; i < my_depth; i++) {
      _primary_supers[i] = sup->_primary_supers[i];
    }
    Klass* *super_check_cell;
    if (my_depth < primary_super_limit()) {
      _primary_supers[my_depth] = this;
      super_check_cell = &_primary_supers[my_depth];
    } else {
      // Overflow of the primary_supers array forces me to be secondary.
      super_check_cell = &_secondary_super_cache;
    }
    set_super_check_offset((address)super_check_cell - (address) this);

#ifdef ASSERT
    {
      juint j = super_depth();
      assert(j == my_depth, "computed accessor gets right answer");
      Klass* t = this;
      while (!t->can_be_primary_super()) {
        t = t->super();
        j = t->super_depth();
      }
      for (juint j1 = j+1; j1 < primary_super_limit(); j1++) {
        assert(primary_super_of_depth(j1) == NULL, "super list padding");
      }
      while (t != NULL) {
        assert(primary_super_of_depth(j) == t, "super list initialization");
        t = t->super();
        --j;
      }
      assert(j == (juint)-1, "correct depth count");
    }
#endif
  }

  if (secondary_supers() == NULL) {
    KlassHandle this_kh (THREAD, this);

    // Now compute the list of secondary supertypes.
    // Secondaries can occasionally be on the super chain,
    // if the inline "_primary_supers" array overflows.
    int extras = 0;
    Klass* p;
    for (p = super(); !(p == NULL || p->can_be_primary_super()); p = p->super()) {
      ++extras;
    }

    ResourceMark rm(THREAD);  // need to reclaim GrowableArrays allocated below

    // Compute the "real" non-extra secondaries.
    GrowableArray<Klass*>* secondaries = compute_secondary_supers(extras);
    if (secondaries == NULL) {
      // secondary_supers set by compute_secondary_supers
      return;
    }

    GrowableArray<Klass*>* primaries = new GrowableArray<Klass*>(extras);

    for (p = this_kh->super(); !(p == NULL || p->can_be_primary_super()); p = p->super()) {
      int i;                    // Scan for overflow primaries being duplicates of 2nd'arys

      // This happens frequently for very deeply nested arrays: the
      // primary superclass chain overflows into the secondary.  The
      // secondary list contains the element_klass's secondaries with
      // an extra array dimension added.  If the element_klass's
      // secondary list already contains some primary overflows, they
      // (with the extra level of array-ness) will collide with the
      // normal primary superclass overflows.
      for( i = 0; i < secondaries->length(); i++ ) {
        if( secondaries->at(i) == p )
          break;
      }
      if( i < secondaries->length() )
        continue;               // It's a dup, don't put it in
      primaries->push(p);
    }
    // Combine the two arrays into a metadata object to pack the array.
    // The primaries are added in the reverse order, then the secondaries.
    int new_length = primaries->length() + secondaries->length();
    Array<Klass*>* s2 = MetadataFactory::new_array<Klass*>(
                                       class_loader_data(), new_length, CHECK);
//.........这里部分代码省略.........
开发者ID:campolake,项目名称:openjdk9,代码行数:101,代码来源:klass.cpp


示例8: intel_calculate_first_last_level

/**
 * Compute which mipmap levels that really need to be sent to the hardware.
 * This depends on the base image size, GL_TEXTURE_MIN_LOD,
 * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
 */
static void
intel_calculate_first_last_level(struct intel_texture_object *intelObj)
{
   struct gl_texture_object *tObj = &intelObj->base;
   const struct gl_texture_image *const baseImage =
      tObj->Image[0][tObj->BaseLevel];

   /* These must be signed values.  MinLod and MaxLod can be negative numbers,
    * and having firstLevel and lastLevel as signed prevents the need for
    * extra sign checks.
    */
   int firstLevel;
   int lastLevel;

   /* Yes, this looks overly complicated, but it's all needed.
    */
   switch (tObj->Target) {
   case GL_TEXTURE_1D:
   case GL_TEXTURE_2D:
   case GL_TEXTURE_3D:
   case GL_TEXTURE_CUBE_MAP:
      if (tObj->MinFilter == GL_NEAREST || tObj->MinFilter == GL_LINEAR) {
         /* GL_NEAREST and GL_LINEAR only care about GL_TEXTURE_BASE_LEVEL.
          */
         firstLevel = lastLevel = tObj->BaseLevel;
      }
      else {
#ifdef I915
         firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
         firstLevel = MAX2(firstLevel, tObj->BaseLevel);
         firstLevel = MIN2(firstLevel, tObj->BaseLevel + baseImage->MaxLog2);
         lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
         lastLevel = MAX2(lastLevel, tObj->BaseLevel);
         lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
         lastLevel = MIN2(lastLevel, tObj->MaxLevel);
         lastLevel = MAX2(firstLevel, lastLevel);       /* need at least one level */
#else
	 /* Currently not taking min/max lod into account here, those
	  * values are programmed as sampler state elsewhere and we
	  * upload the same mipmap levels regardless.  Not sure if
	  * this makes sense as it means it isn't possible for the app
	  * to use min/max lod to reduce texture memory pressure:
	  */
	 firstLevel = tObj->BaseLevel;
	 lastLevel = MIN2(tObj->BaseLevel + baseImage->MaxLog2,
			  tObj->MaxLevel);
	 lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
#endif
      }
      break;
   case GL_TEXTURE_RECTANGLE_NV:
   case GL_TEXTURE_4D_SGIS:
      firstLevel = lastLevel = 0;
      break;
   default:
      return;
   }

   /* save these values */
   intelObj->firstLevel = firstLevel;
   intelObj->lastLevel = lastLevel;
}
开发者ID:Multi2Sim,项目名称:m2s-bench-parsec-3.0-src,代码行数:67,代码来源:intel_tex_validate.c


示例9: draw_vbo

/**
 * Draw vertex arrays.
 * This is the main entrypoint into the drawing module.  If drawing an indexed
 * primitive, the draw_set_indexes() function should have already been called
 * to specify the element/index buffer information.
 */
void
draw_vbo(struct draw_context *draw,
         const struct pipe_draw_info *info)
{
   unsigned instance;
   unsigned index_limit;
   unsigned count;
   assert(info->instance_count > 0);
   if (info->indexed)
      assert(draw->pt.user.elts);

   draw->pt.user.eltBias = info->index_bias;
   draw->pt.user.min_index = info->min_index;
   draw->pt.user.max_index = info->max_index;
   draw->pt.user.eltSize = info->indexed ? draw->pt.user.eltSizeIB : 0;

   if (0)
      debug_printf("draw_vbo(mode=%u start=%u count=%u):\n",
                   info->mode, info->start, info->count);

   if (0)
      tgsi_dump(draw->vs.vertex_shader->state.tokens, 0);

   if (0) {
      unsigned int i;
      debug_printf("Elements:\n");
      for (i = 0; i < draw->pt.nr_vertex_elements; i++) {
         debug_printf("  %u: src_offset=%u  inst_div=%u   vbuf=%u  format=%s\n",
                      i,
                      draw->pt.vertex_element[i].src_offset,
                      draw->pt.vertex_element[i].instance_divisor,
                      draw->pt.vertex_element[i].vertex_buffer_index,
                      util_format_name(draw->pt.vertex_element[i].src_format));
      }
      debug_printf("Buffers:\n");
      for (i = 0; i < draw->pt.nr_vertex_buffers; i++) {
         debug_printf("  %u: stride=%u offset=%u ptr=%p\n",
                      i,
                      draw->pt.vertex_buffer[i].stride,
                      draw->pt.vertex_buffer[i].buffer_offset,
                      draw->pt.user.vbuffer[i]);
      }
   }

   if (0)
      draw_print_arrays(draw, info->mode, info->start, MIN2(info->count, 20));

   index_limit = util_draw_max_index(draw->pt.vertex_buffer,
                                     draw->pt.vertex_element,
                                     draw->pt.nr_vertex_elements,
                                     info);

   if (index_limit == 0) {
      /* one of the buffers is too small to do any valid drawing */
      debug_warning("draw: VBO too small to draw anything\n");
      return;
   }

   draw->pt.max_index = index_limit - 1;

   count = info->count;
   if (count == 0) {
      if (info->count_from_stream_output)
         count = draw->pt.max_index + 1;
   }

   /*
    * TODO: We could use draw->pt.max_index to further narrow
    * the min_index/max_index hints given by the state tracker.
    */

   for (instance = 0; instance < info->instance_count; instance++) {
      draw->instance_id = instance + info->start_instance;

      if (info->primitive_restart) {
         draw_pt_arrays_restart(draw, info);
      }
      else {
         draw_pt_arrays(draw, info->mode, info->start, count);
      }
   }
}
开发者ID:Forzaferrarileo,项目名称:mesa,代码行数:88,代码来源:draw_pt.c


示例10: vc4_simulator_flush

int
vc4_simulator_flush(struct vc4_context *vc4, struct drm_vc4_submit_cl *args)
{
        struct vc4_screen *screen = vc4->screen;
        struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
        struct vc4_resource *ctex = csurf ? vc4_resource(csurf->base.texture) : NULL;
        uint32_t winsys_stride = ctex ? ctex->bo->simulator_winsys_stride : 0;
        uint32_t sim_stride = ctex ? ctex->slices[0].stride : 0;
        uint32_t row_len = MIN2(sim_stride, winsys_stride);
        struct vc4_exec_info exec;
        struct drm_device local_dev = {
                .vc4 = vc4,
                .simulator_mem_next = OVERFLOW_SIZE,
        };
        struct drm_device *dev = &local_dev;
        int ret;

        memset(&exec, 0, sizeof(exec));
        list_inithead(&exec.unref_list);

        if (ctex && ctex->bo->simulator_winsys_map) {
#if 0
                fprintf(stderr, "%dx%d %d %d %d\n",
                        ctex->base.b.width0, ctex->base.b.height0,
                        winsys_stride,
                        sim_stride,
                        ctex->bo->size);
#endif

                for (int y = 0; y < ctex->base.b.height0; y++) {
                        memcpy(ctex->bo->map + y * sim_stride,
                               ctex->bo->simulator_winsys_map + y * winsys_stride,
                               row_len);
                }
        }

        exec.args = args;

        ret = vc4_simulator_pin_bos(dev, &exec);
        if (ret)
                return ret;

        ret = vc4_cl_validate(dev, &exec);
        if (ret)
                return ret;

        if (vc4_debug & VC4_DEBUG_CL) {
                fprintf(stderr, "RCL:\n");
                vc4_dump_cl(screen->simulator_mem_base + exec.ct1ca,
                            exec.ct1ea - exec.ct1ca, true);
        }

        if (exec.ct0ca != exec.ct0ea) {
                int bfc = simpenrose_do_binning(exec.ct0ca, exec.ct0ea);
                if (bfc != 1) {
                        fprintf(stderr, "Binning returned %d flushes, should be 1.\n",
                                bfc);
                        fprintf(stderr, "Relocated binning command list:\n");
                        vc4_dump_cl(screen->simulator_mem_base + exec.ct0ca,
                                    exec.ct0ea - exec.ct0ca, false);
                        abort();
                }
        }
        int rfc = simpenrose_do_rendering(exec.ct1ca, exec.ct1ea);
        if (rfc != 1) {
                fprintf(stderr, "Rendering returned %d frames, should be 1.\n",
                        rfc);
                fprintf(stderr, "Relocated render command list:\n");
                vc4_dump_cl(screen->simulator_mem_base + exec.ct1ca,
                            exec.ct1ea - exec.ct1ca, true);
                abort();
        }

        ret = vc4_simulator_unpin_bos(&exec);
        if (ret)
                return ret;

        list_for_each_entry_safe(struct drm_vc4_bo, bo, &exec.unref_list,
                                 unref_head) {
		list_del(&bo->unref_head);
                assert(*(uint32_t *)(bo->base.vaddr + bo->bo->size) ==
                       BO_SENTINEL);
                vc4_bo_unreference(&bo->bo);
                free(bo);
        }

        if (ctex && ctex->bo->simulator_winsys_map) {
                for (int y = 0; y < ctex->base.b.height0; y++) {
                        memcpy(ctex->bo->simulator_winsys_map + y * winsys_stride,
                               ctex->bo->map + y * sim_stride,
                               row_len);
                }
        }

        return 0;
}
开发者ID:cjp256,项目名称:mesa,代码行数:96,代码来源:vc4_simulator.c


示例11: view3d_select_loop

static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, bool use_obedit_skip)
{
	short code = 1;
	char dt;
	short dtx;

	if (vc->obedit && vc->obedit->type == OB_MBALL) {
		draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
	}
	else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
		/* if not drawing sketch, draw bones */
		if (!BDR_drawSketchNames(vc)) {
			draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
		}
	}
	else {
		Base *base;

		v3d->xray = true;  /* otherwise it postpones drawing */
		for (base = scene->base.first; base; base = base->next) {
			if (base->lay & v3d->lay) {

				if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
				    (use_obedit_skip && (scene->obedit->data == base->object->data)))
				{
					base->selcol = 0;
				}
				else {
					base->selcol = code;

					if (GPU_select_load_id(code)) {
						draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);

						/* we draw duplicators for selection too */
						if ((base->object->transflag & OB_DUPLI)) {
							ListBase *lb;
							DupliObject *dob;
							Base tbase;

							tbase.flag = OB_FROMDUPLI;
							lb = object_duplilist(G.main->eval_ctx, scene, base->object);

							for (dob = lb->first; dob; dob = dob->next) {
								float omat[4][4];

								tbase.object = dob->ob;
								copy_m4_m4(omat, dob->ob->obmat);
								copy_m4_m4(dob->ob->obmat, dob->mat);

								/* extra service: draw the duplicator in drawtype of parent */
								/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
								dt = tbase.object->dt;   tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
								dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;

								draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);

								tbase.object->dt = dt;
								tbase.object->dtx = dtx;

								copy_m4_m4(dob->ob->obmat, omat);
							}
							free_object_duplilist(lb);
						}
					}
					code++;
				}
			}
		}
		v3d->xray = false;  /* restore */
	}
}
开发者ID:Bforartists,项目名称:Bforartists,代码行数:71,代码来源:view3d_view.c


示例12: brw_update_sampler_state

static void brw_update_sampler_state( const struct pipe_sampler_state *pipe_sampler,
				      unsigned sdc_gs_offset,
				      struct brw_sampler_state *sampler)
{
   memset(sampler, 0, sizeof(*sampler));

   switch (pipe_sampler->min_mip_filter) {
   case PIPE_TEX_FILTER_NEAREST:
      sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST;
      break;
   case PIPE_TEX_FILTER_LINEAR:
      sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
      break;
   case PIPE_TEX_FILTER_ANISO:
      sampler->ss0.min_filter = BRW_MAPFILTER_ANISOTROPIC;
      break;
   default:
      break;
   }

   switch (pipe_sampler->min_mip_filter) {
   case PIPE_TEX_MIPFILTER_NEAREST:
      sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST;
      break;
   case PIPE_TEX_MIPFILTER_LINEAR:
      sampler->ss0.mip_filter = BRW_MIPFILTER_LINEAR;
      break;
   case PIPE_TEX_MIPFILTER_NONE:
      sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
      break;
   default:
      break;
   }
   /* Set Anisotropy:
    */
   switch (pipe_sampler->mag_img_filter) {
   case PIPE_TEX_FILTER_NEAREST:
      sampler->ss0.mag_filter = BRW_MAPFILTER_NEAREST;
      break;
   case PIPE_TEX_FILTER_LINEAR:
      sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
      break;
   case PIPE_TEX_FILTER_ANISO:
      sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
      break;
   default:
      break;
   }

   if (pipe_sampler->max_anisotropy > 2.0) {
      sampler->ss3.max_aniso = MAX2((pipe_sampler->max_anisotropy - 2) / 2,
                                    BRW_ANISORATIO_16);
   }

   sampler->ss1.s_wrap_mode = translate_wrap_mode(pipe_sampler->wrap_s);
   sampler->ss1.r_wrap_mode = translate_wrap_mode(pipe_sampler->wrap_r);
   sampler->ss1.t_wrap_mode = translate_wrap_mode(pipe_sampler->wrap_t);

   /* Fulsim complains if I don't do this.  Hardware doesn't mind:
    */
#if 0
   if (texObj->Target == GL_TEXTURE_CUBE_MAP_ARB) {
      sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CUBE;
      sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CUBE;
      sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CUBE;
   }
#endif

   /* Set shadow function:
    */
   if (pipe_sampler->compare_mode == PIPE_TEX_COMPARE_R_TO_TEXTURE) {
      /* Shadowing is "enabled" by emitting a particular sampler
       * message (sample_c).  So need to recompile WM program when
       * shadow comparison is enabled on each/any texture unit.
       */
      sampler->ss0.shadow_function = intel_translate_shadow_compare_func(pipe_sampler->compare_func);
   }

   /* Set LOD bias:
    */
   sampler->ss0.lod_bias = S_FIXED(CLAMP(pipe_sampler->lod_bias, -16, 15), 6);

   sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
   sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */

   /* Set BaseMipLevel, MaxLOD, MinLOD:
    *
    * XXX: I don't think that using firstLevel, lastLevel works,
    * because we always setup the surface state as if firstLevel ==
    * level zero.  Probably have to subtract firstLevel from each of
    * these:
    */
   sampler->ss0.base_level = U_FIXED(0, 1);

   sampler->ss1.max_lod = U_FIXED(MIN2(MAX2(pipe_sampler->max_lod, 0), 13), 6);
   sampler->ss1.min_lod = U_FIXED(MIN2(MAX2(pipe_sampler->min_lod, 0), 13), 6);

   sampler->ss2.default_color_pointer = sdc_gs_offset >> 5;
}
开发者ID:aljen,项目名称:haiku-opengl,代码行数:99,代码来源:brw_wm_sampler_state.c


示例13: piglit_init

void
piglit_init(int argc, char **argv)
{
	GLuint vs_spiral, gs_spiral, vs_ref_main, vs_test_main, gs_test_main,
		gs_layout, fs_main, vao, element_buf;
	GLint max_gs_out_vertices, max_gs_out_components;
	int max_testable_vertices;
	char *text, *endptr;

	/* parse args */
	if (argc != 2)
		print_usage_and_exit(argv[0]);
	endptr = NULL;
	num_vertices = strtol(argv[1], &endptr, 0);
	if (endptr != argv[1] + strlen(argv[1]))
		print_usage_and_exit(argv[0]);

	/* Figure out the maximum number of vertices we can test. */
	glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &max_gs_out_vertices);
	glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS,
		      &max_gs_out_components);
	if (!piglit_check_gl_error(GL_NO_ERROR))
		piglit_report_result(PIGLIT_FAIL);
	max_testable_vertices = MIN2(max_gs_out_vertices,
				     max_gs_out_components / 4);

	/* If num_vertices == 0, test the maximum possible number of
	 * vertices.  Otherwise ensure that the requested number is
	 * supported by the implementation.
	 */
	if (num_vertices == 0)
		num_vertices = max_testable_vertices;
	else if (num_vertices > max_testable_vertices) {
		printf("Can't test more than %d vertices\n",
		       max_testable_vertices);
		piglit_report_result(PIGLIT_SKIP);
	}

	/* Compile shaders */
	vs_spiral = piglit_compile_shader_text(GL_VERTEX_SHADER, spiral_text);
	gs_spiral = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
					       spiral_text);
	vs_ref_main = piglit_compile_shader_text(GL_VERTEX_SHADER,
						 vs_ref_text);
	vs_test_main = piglit_compile_shader_text(GL_VERTEX_SHADER,
						  vs_test_text);
	gs_test_main = piglit_compile_shader_text(GL_GEOMETRY_SHADER,
						  gs_test_text);
	asprintf(&text, gs_layout_template, num_vertices);
	gs_layout = piglit_compile_shader_text(GL_GEOMETRY_SHADER, text);
	free(text);
	fs_main = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fs_text);

	prog_ref = glCreateProgram();
	glAttachShader(prog_ref, vs_ref_main);
	glAttachShader(prog_ref, vs_spiral);
	glAttachShader(prog_ref, fs_main);
	glLinkProgram(prog_ref);
	if (!piglit_link_check_status(prog_ref))
		piglit_report_result(PIGLIT_FAIL);

	prog_test = glCreateProgram();
	glAttachShader(prog_test, vs_test_main);
	glAttachShader(prog_test, gs_test_main);
	glAttachShader(prog_test, gs_spiral);
	glAttachShader(prog_test, gs_layout);
	glAttachShader(prog_test, fs_main);
	glLinkProgram(prog_test);
	if (!piglit_link_check_status(prog_test))
		piglit_report_result(PIGLIT_FAIL);

	glDeleteShader(vs_spiral);
	glDeleteShader(gs_spiral);
	glDeleteShader(vs_ref_main);
	glDeleteShader(vs_test_main);
	glDeleteShader(gs_test_main);
	glDeleteShader(gs_layout);
	glDeleteShader(fs_main);

	/* Various other GL objects needed by the test */
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);
	glGenBuffers(1, &element_buf);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buf);

	if (!piglit_check_gl_error(GL_NO_ERROR))
		piglit_report_result(PIGLIT_FAIL);
}
开发者ID:Jul13t,项目名称:piglit,代码行数:88,代码来源:end-primitive.c


示例14: si_blit_decompress_zs_planes_in_place

/* Helper function for si_blit_decompress_zs_in_place.
 */
static void
si_blit_decompress_zs_planes_in_place(struct si_context *sctx,
				      struct r600_texture *texture,
				      unsigned planes, unsigned level_mask,
				      unsigned first_layer, unsigned last_layer)
{
	struct pipe_surface *zsurf, surf_tmpl = {{0}};
	unsigned layer, max_layer, checked_last_layer;
	unsigned fully_decompressed_mask = 0;

	if (!level_mask)
		return;

	if (planes & PIPE_MASK_S)
		sctx->db_flush_stencil_inplace = true;
	if (planes & PIPE_MASK_Z)
		sctx->db_flush_depth_inplace = true;
	si_mark_atom_dirty(sctx, &sctx->db_render_state);

	surf_tmpl.format = texture->resource.b.b.format;

	while (level_mask) {
		unsigned level = u_bit_scan(&level_mask);

		surf_tmpl.u.tex.level = level;

		/* The smaller the mipmap level, the less layers there are
		 * as far as 3D textures are concerned. */
		max_layer = util_max_layer(&texture->resource.b.b, level);
		checked_last_layer = MIN2(last_layer, max_layer);

		for (layer = first_layer; layer <= checked_last_layer; layer++) {
			surf_tmpl.u.tex.first_layer = layer;
			surf_tmpl.u.tex.last_layer = layer;

			zsurf = sctx->b.b.create_surface(&sctx->b.b, &texture->resource.b.b, &surf_tmpl);

			si_blitter_begin(&sctx->b.b, SI_DECOMPRESS);
			util_blitter_custom_depth_stencil(sctx->blitter, zsurf, NULL, ~0,
							  sctx->custom_dsa_flush,
							  1.0f);
			si_blitter_end(&sctx->b.b);

			pipe_surface_reference(&zsurf, NULL);
		}

		/* The texture will always be dirty if some layers aren't flushed.
		 * I don't think this case occurs often though. */
		if (first_layer == 0 && last_layer == max_layer) {
			fully_decompressed_mask |= 1u << level;
		}
	}

	if (planes & PIPE_MASK_Z)
		texture->dirty_level_mask &= ~fully_decompressed_mask;
	if (planes & PIPE_MASK_S)
		texture->stencil_dirty_level_mask &= ~fully_decompressed_mask;

	sctx->db_flush_depth_inplace = false;
	sctx->db_flush_stencil_inplace = false;
	si_mark_atom_dirty(sctx, &sctx->db_render_state);
}
开发者ID:BNieuwenhuizen,项目名称:mesa,代码行数:64,代码来源:si_blit.c


示例15: try_setup_point

static boolean
try_setup_point( struct lp_setup_context *setup,
                 const float (*v0)[4] )
{
    struct llvmpipe_context *lp_context = (struct llvmpipe_context *)setup->pipe;
    /* x/y positions in fixed point */
    const struct lp_setup_variant_key *key = &setup->setup.variant->key;
    const int sizeAttr = setup->psize_slo 

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