Searched refs:engine (Results 1 - 25 of 72) sorted by relevance

123

/haiku/src/add-ons/accelerants/et6x00/
H A DEngineManagment.c23 AQUIRE_BEN(si->engine.lock)
27 /* return an engine token */
36 st->counter = si->engine.count;
40 RELEASE_BEN(si->engine.lock)
47 si->engine.lastIdle = si->engine.count;
52 st->counter = si->engine.count;
58 si->engine.lastIdle = st->counter;
H A DInitAccelerant.c96 INIT_BEN(si->engine.lock);
98 /* initialize the engine synchronization variables */
101 si->engine.lastIdle = si->engine.count = 0;
112 DELETE_BEN(si->engine.lock);
/haiku/src/add-ons/accelerants/neomagic/engine/
H A Dnm_acc.c34 /* wait until engine completely idle */
37 * snoozing() for just 1 microSecond already more than halfs the engine
64 /* b8-9 determine engine colordepth */
65 si->engine.control = (1 << 8);
66 si->engine.depth = 1;
69 /* b8-9 determine engine colordepth */
70 si->engine.control = (2 << 8);
71 si->engine.depth = 2;
74 /* b8-9 determine engine colordepth */
75 si->engine
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/haiku/src/add-ons/accelerants/matrox/
H A DEngineManagment.c19 /* we have one acceleration engine */
26 AQUIRE_BEN(si->engine.lock)
30 /* return an engine token */
41 RELEASE_BEN(si->engine.lock)
47 /*wait for the engine to be totally idle*/
53 /* engine count will always be zero: we don't support syncing to token (yet) */
55 st->counter = si->engine.count;
61 /* wait until the engine is totally idle: we don't support syncing to token (yet) */
66 * the acc engine is with executing commands! */
/haiku/src/add-ons/accelerants/neomagic/
H A DEngineManagment.c19 /* we have one acceleration engine */
26 AQUIRE_BEN(si->engine.lock)
30 /* return an engine token */
41 RELEASE_BEN(si->engine.lock)
47 /*wait for the engine to be totally idle*/
53 /* engine count will always be zero: we don't support syncing to token (yet) */
55 st->counter = si->engine.count;
61 /* wait until the engine is totally idle: we don't support syncing to token (yet) */
66 * the acc engine is with executing commands! */
/haiku/src/add-ons/accelerants/radeon/
H A DEngineManagment.c51 // public function: return number of hardware engine
65 if( ai->si->engine.count == ai->si->engine.written )
79 WRITE_IB_REG( RADEON_SCRATCH_REG0, ai->si->engine.count );
81 ai->si->engine.written = ai->si->engine.count;
90 ai->si->engine.written = ai->si->engine.count;
94 // public function: acquire engine for future use
95 // capabilites - required 2D/3D capabilities of engine, ignore
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/haiku/src/add-ons/accelerants/skeleton/
H A DEngineManagement.c19 /* we have one acceleration engine */
26 AQUIRE_BEN(si->engine.lock)
30 /* return an engine token */
41 RELEASE_BEN(si->engine.lock)
47 /*wait for the engine to be totally idle*/
53 /* engine count will always be zero: we don't support syncing to token (yet) */
55 st->counter = si->engine.count;
61 /* wait until the engine is totally idle: we don't support syncing to token (yet) */
66 * the acc engine is with executing commands! */
/haiku/src/add-ons/accelerants/via/
H A DEngineManagement.c19 /* we have one acceleration engine */
26 AQUIRE_BEN(si->engine.lock)
30 /* return an engine token */
41 RELEASE_BEN(si->engine.lock)
47 /*wait for the engine to be totally idle*/
53 /* engine count will always be zero: we don't support syncing to token (yet) */
55 st->counter = si->engine.count;
61 /* wait until the engine is totally idle: we don't support syncing to token (yet) */
66 * the acc engine is with executing commands! */
/haiku/src/add-ons/accelerants/matrox/engine/
H A Dmga_acc.c22 if (si->engine.y_lin) { \
23 ACCW(YDST,((dst)* (si->fbc.bytes_per_row / (si->engine.depth >> 3))) >> 5); \
30 /* wait until engine completely idle */
54 si->engine.y_lin = 0x00;
56 si->engine.depth = 0;
69 si->engine.depth = 8;
73 si->engine.depth = 16;
77 si->engine.depth = 32;
88 switch (si->fbc.bytes_per_row / (si->engine.depth >> 3))
104 si->engine
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/haiku/src/add-ons/accelerants/nvidia/
H A DEngineManagment.c26 /* we have one acceleration engine */
33 AQUIRE_BEN(si->engine.lock)
37 /* make sure all needed engine cmd's are mapped to the FIFO if acceleration isn't blocked */
40 /* return an engine token */
48 AQUIRE_BEN(si->engine.lock)
52 /* make sure all needed engine cmd's are mapped to the FIFO if acceleration isn't blocked */
55 /* return an engine token */
66 RELEASE_BEN(si->engine.lock)
75 /*wait for the engine to be totally idle*/
84 /* engine coun
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H A DInitAccelerant.c171 si->engine.last_idle = si->engine.count = 0;
173 si->engine.threeD.clones = 0;
175 si->engine.threeD.reload = 0xffffffff;
176 INIT_BEN(si->engine.lock);
211 si->engine.threeD.mode_changing = true;
213 si->engine.threeD.newmode = 0xffffffff;
356 DELETE_BEN(si->engine.lock);
H A DSetDisplayMode.c54 si->engine.threeD.mode_changing = true;
56 si->engine.threeD.newmode = 0xffffffff;
59 si->engine.threeD.clones = 0x00000000;
307 si->engine.threeD.mem_low = si->fbc.bytes_per_row * si->dm.virtual_height;
308 if (si->settings.hardcursor) si->engine.threeD.mem_low += 2048;
313 si->engine.threeD.mem_high = si->ps.memory_size - 1;
317 si->engine.threeD.mem_high -= PRE_NV40_OFFSET;
319 si->engine.threeD.mem_high -= NV40_PLUS_OFFSET;
321 si->engine.threeD.mem_high -= (MAXBUFFERS * 1024 * 1024 * 2); /* see overlay.c file */
332 si->engine
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/haiku/data/develop/
H A DMakefile8 ## file:///system/develop/documentation/makefile-engine.html
131 include $(DEVEL_DIRECTORY)/etc/makefile-engine
/haiku/src/data/settings/tracker_new_templates/
H A DMakefile8 ## file:///system/develop/documentation/makefile-engine.html
131 include $(DEVEL_DIRECTORY)/etc/makefile-engine
/haiku/src/add-ons/accelerants/nvidia/engine/
H A Dnv_acc_dma.c30 /* used to track engine DMA stalls */
33 /* wait until engine completely idle */
36 /* we'd better check for timeouts on the DMA engine as it's theoretically
48 while ((NV_REG32(NVACC_FIFO + NV_GENERAL_DMAGET) != (si->engine.dma.put << 2)) &&
60 LOG(4,("ACC_DMA: wait_idle; DMA timeout #%d, engine trouble!\n", err));
79 /* reset the engine DMA stalls counter */
82 /* a hanging engine only recovers from a complete power-down/power-up cycle */
98 * The intermediate ranges hang the engine upon resetting. */
101 /* actively reset the PGRAPH registerset (acceleration engine) */
138 /* setup acc engine 'sourc
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H A Dnv_acc.c20 acceleration engine, so we don't know if the FIFO places commands in the engine.
54 all the engine-command-handles that are pre-defined on any FIFO channel.
56 engine commands now.
71 /* wait until engine completely idle */
87 /* a hanging engine only recovers from a complete power-down/power-up cycle */
131 * This define tells the engine where the DMA cmd buffer is and what it's size is.
132 * Inside that cmd buffer you'll find the actual issued engine commands. */
142 * In this space you define the engine command handles (HT_HANDL_XX), which
163 /* cache0 pull0 engine
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/haiku/src/servers/app/font/
H A DFontCacheEntry.cpp312 FontEngine* engine = &fEngine;
313 uint32 glyphIndex = engine->GlyphIndexForGlyphCode(glyphCode);
317 engine = &fallbackEntry->fEngine;
318 glyphIndex = engine->GlyphIndexForGlyphCode(glyphCode);
328 // reset to our engine
329 engine = &fEngine;
332 glyphIndex = engine->GlyphIndexForGlyphCode(0x20 /* space */);
336 if (engine->PrepareGlyph(glyphIndex)) {
338 engine->DataSize(), engine
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/haiku/3rdparty/proj2make/
H A Dmakefile4 ## makefile-engine will do all of the hard work for you. This handles both
139 ## include the makefile-engine
140 include $(BUILDHOME)/etc/makefile-engine
/haiku/src/add-ons/media/media-add-ons/opensound/
H A DOpenSoundDevice.cpp323 OpenSoundDeviceEngine *engine; local
325 while ((engine = EngineAt(0))) {
326 delete engine;
392 OpenSoundDeviceEngine *engine = local
394 if (!engine)
396 err = engine->InitCheck();
398 delete engine;
401 fEngines.AddItem(engine);
455 // find the first free engine in the rec or play chain
456 OpenSoundDeviceEngine *engine local
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H A DOpenSoundAddOn.cpp264 PRINT(("OSS: engine[%d]: card=%d, port=%d, legacy=%d, next_play=%d, next_rec=%d\n", i, audioinfo.card_number, audioinfo.port_number, audioinfo.legacy_device, audioinfo.next_play_engine, audioinfo.next_rec_engine));
285 /* resolve engine chains of shadow engines */
292 OpenSoundDeviceEngine *engine = device->EngineAt(i); local
293 if (engine) {
294 if (engine->Info()->next_play_engine) {
297 if (!next || (engine == next))
299 if (next->Info()->dev == engine->Info()->next_play_engine) {
300 PRINT(("OSS: engine[%d].next_play = engine[%d]\n", i, j));
301 engine
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H A DOpenSoundNode.cpp171 // engine it's connected to. can be a shadow one (!= fEngineIndex)
301 // engine it's connected to. can be a shadow one (!= fEngineIndex)
347 // TODO: this should go away! should use engine's preferred for each afmt.
355 OpenSoundDeviceEngine *engine = fDevice->EngineAt(0); local
356 if (engine) {
357 const oss_audioinfo* ai = engine->Info();
363 // TODO: engine->PreferredChannels() ? (caps & DSP_CH*)
458 OpenSoundDeviceEngine* engine = fDevice->EngineAt(i); local
459 if (engine == NULL)
462 if (engine
505 OpenSoundDeviceEngine* engine = fDevice->EngineAt(i); local
643 OpenSoundDeviceEngine* engine = fDevice->NextFreeEngineAt( local
1009 OpenSoundDeviceEngine* engine = fDevice->NextFreeEngineAt( local
1141 OpenSoundDeviceEngine *engine = fDevice->NextFreeEngineAt( local
1201 OpenSoundDeviceEngine *engine = channel->fRealEngine; local
1276 OpenSoundDeviceEngine* engine = channel->fRealEngine; local
2217 OpenSoundDeviceEngine* engine = input->fRealEngine; local
2338 OpenSoundDeviceEngine *engine = output->fRealEngine; local
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/haiku/src/add-ons/kernel/busses/scsi/usb/datafab/
H A Dmakefile9 ## makefile-engine will do all of the hard work for you. This handles both
142 ## include the makefile-engine
143 include $(BUILDHOME)/etc/makefile-engine
/haiku/src/add-ons/kernel/busses/scsi/usb/freecom/
H A Dmakefile14 ## makefile-engine will do all of the hard work for you. This handles both
147 ## include the makefile-engine
148 include $(BUILDHOME)/etc/makefile-engine
/haiku/src/tests/servers/app/newerClipping/
H A Dmakefile4 ## makefile-engine will do all of the hard work for you. This handles both
129 ## include the makefile-engine
130 include $(BUILDHOME)/etc/makefile-engine
/haiku/src/apps/mandelbrot/
H A DFractalEngine.cpp233 FractalEngine* engine = static_cast<FractalEngine*>(data); local
236 for (uint8 i = 0; i < engine->fThreadCount; i++) {
237 if (engine->fRenderThreads[i] == self) {
245 acquire_sem(engine->fRenderSem);
248 uint16 width = engine->fWidth;
249 uint16 height = engine->fHeight;
251 uint16 threadWidth = width / engine->fThreadCount;
258 engine->RenderPixel(x, halfHeight + y);
263 engine->RenderPixel(x, halfHeight - y - 1);
268 if (engine
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