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lxdream.org :: lxdream/src/pvr2/glrender.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/glrender.c
changeset 1138:3bcb705a7ebc
prev1137:4799d64b3478
next1139:9af81878480b
author nkeynes
date Sun Oct 24 15:15:27 2010 +1000 (11 years ago)
permissions -rw-r--r--
last change Bind texture 0 instead of enabling/disabling texturing all the time
(marginally faster, but also simpler)
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     1 /**
     2  * $Id$
     3  *
     4  * Standard OpenGL rendering engine. 
     5  *
     6  * Copyright (c) 2005 Nathan Keynes.
     7  *
     8  * This program is free software; you can redistribute it and/or modify
     9  * it under the terms of the GNU General Public License as published by
    10  * the Free Software Foundation; either version 2 of the License, or
    11  * (at your option) any later version.
    12  *
    13  * This program is distributed in the hope that it will be useful,
    14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  * GNU General Public License for more details.
    17  */
    19 #include <assert.h>
    20 #include <sys/time.h>
    21 #include "display.h"
    22 #include "pvr2/pvr2.h"
    23 #include "pvr2/pvr2mmio.h"
    24 #include "pvr2/scene.h"
    25 #include "pvr2/glutil.h"
    27 #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
    29 int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
    30         GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, 
    31         GL_ALWAYS };
    32 int pvr2_poly_srcblend[8] = { 
    33         GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
    34         GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, 
    35         GL_ONE_MINUS_DST_ALPHA };
    36 int pvr2_poly_dstblend[8] = {
    37         GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
    38         GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
    39         GL_ONE_MINUS_DST_ALPHA };
    40 int pvr2_poly_texblend[4] = {
    41         GL_REPLACE, 
    42         GL_MODULATE,  
    43         GL_DECAL, 
    44         GL_MODULATE 
    45 };
    47 /**
    48  * Clip the tile bounds to the clipping plane. 
    49  * @return TRUE if the tile was not clipped completely.
    50  */
    51 static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
    52 {
    53     if( tile[0] < clip[0] ) tile[0] = clip[0];
    54     if( tile[1] > clip[1] ) tile[1] = clip[1];
    55     if( tile[2] < clip[2] ) tile[2] = clip[2];
    56     if( tile[3] > clip[3] ) tile[3] = clip[3];
    57     return tile[0] < tile[1] && tile[2] < tile[3];
    58 }
    60 void pvr2_scene_load_textures()
    61 {
    62     int i;
    64     texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
    65                          (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
    67     for( i=0; i < pvr2_scene.poly_count; i++ ) {
    68         struct polygon_struct *poly = &pvr2_scene.poly_array[i];
    69         if( POLY1_TEXTURED(poly->context[0]) ) {
    70             poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
    71             if( poly->mod_vertex_index != -1 ) {
    72                 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
    73                     poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
    74                 } else {
    75                     poly->mod_tex_id = poly->tex_id;
    76                 }
    77             }
    78         } else {
    79             poly->tex_id = 0;
    80             poly->mod_tex_id = 0;
    81         }
    82     }
    83 }
    87 /**
    88  * Once-off call to setup the OpenGL context.
    89  */
    90 void pvr2_setup_gl_context()
    91 {
    93     if( glsl_is_supported() ) {
    94         if( !glsl_load_shaders( ) ) {
    95             WARN( "Unable to load GL shaders" );
    96         }
    97     }
    99     texcache_gl_init(); // Allocate texture IDs
   100     glDisable( GL_CULL_FACE );
   101     glEnable( GL_BLEND );
   102     glEnable( GL_DEPTH_TEST );
   103     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
   104     glMatrixMode(GL_MODELVIEW);
   105     glLoadIdentity();
   107 #ifdef HAVE_OPENGL_CLAMP_COLOR
   108     if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
   109         glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
   110         glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
   111     }
   112 #endif
   114     glEnableClientState( GL_COLOR_ARRAY );
   115     glEnableClientState( GL_VERTEX_ARRAY );
   116     glEnableClientState( GL_TEXTURE_COORD_ARRAY );
   117     glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
   118     glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
   120     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
   121     glClearDepth(0);
   122     glClearStencil(0);
   124     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
   125     glFogi(GL_FOG_MODE, GL_LINEAR);
   126     glFogf(GL_FOG_START, 0.0);
   127     glFogf(GL_FOG_END, 1.0);
   128 }
   130 /**
   131  * Setup the basic context that's shared between normal and modified modes -
   132  * depth, culling
   133  */
   134 static void render_set_base_context( uint32_t poly1, gboolean set_depth )
   135 {
   136     if( set_depth ) {
   137         glDepthFunc( POLY1_DEPTH_MODE(poly1) );
   138     }
   140     glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
   141 }
   143 /**
   144  * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
   145  */
   146 void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
   147 {
   148     glShadeModel( POLY1_SHADE_MODEL(poly1) );
   149     if( POLY1_TEXTURED(poly1) ) {
   150          glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
   151      }
   153      switch( POLY2_FOG_MODE(poly2) ) {
   154      case PVR2_POLY_FOG_LOOKUP:
   155          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
   156          break;
   157      case PVR2_POLY_FOG_VERTEX:
   158          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
   159          break;
   160      }
   162      int srcblend = POLY2_SRC_BLEND(poly2);
   163      int destblend = POLY2_DEST_BLEND(poly2);
   164      glBlendFunc( srcblend, destblend );
   166      if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
   167          WARN( "Accumulation buffer not supported" );
   168      }   
   169 }
   171 /**
   172  * Setup the GL context for the supplied polygon context.
   173  * @param context pointer to 3 or 5 words of polygon context
   174  * @param depth_mode force depth mode, or 0 to use the polygon's
   175  * depth mode.
   176  */
   177 void render_set_context( uint32_t *context, gboolean set_depth )
   178 {
   179     render_set_base_context(context[0], set_depth);
   180     render_set_tsp_context(context[0],context[1]);
   181 }
   183 static inline void gl_draw_vertexes( struct polygon_struct *poly )
   184 {
   185     do {
   186         glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
   187         poly = poly->sub_next;
   188     } while( poly != NULL );
   189 }
   191 static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
   192 {
   193     do {
   194         glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
   195         poly = poly->sub_next;
   196     } while( poly != NULL );
   197 }
   199 static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
   200 {
   201     if( poly->vertex_count == 0 )
   202         return; /* Culled */
   204     glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   205     if( poly->mod_vertex_index == -1 ) {
   206         render_set_context( poly->context, set_depth );
   207         gl_draw_vertexes(poly);
   208     }  else {
   209         glEnable( GL_STENCIL_TEST );
   210         render_set_base_context( poly->context[0], set_depth );
   211         render_set_tsp_context( poly->context[0], poly->context[1] );
   212         glStencilFunc(GL_EQUAL, 0, 2);
   213         gl_draw_vertexes(poly);
   215         if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
   216             if( poly->mod_tex_id != poly->tex_id ) {
   217                 glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
   218             }
   219             render_set_tsp_context( poly->context[0], poly->context[3] );
   220         }
   221         glStencilFunc(GL_EQUAL, 2, 2);
   222         gl_draw_mod_vertexes(poly);
   223         glDisable( GL_STENCIL_TEST );
   224     }
   225 }
   227 static void gl_render_bkgnd( struct polygon_struct *poly )
   228 {
   229     glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   230     render_set_tsp_context( poly->context[0], poly->context[1] );
   231     glDisable( GL_DEPTH_TEST );
   232     glBlendFunc( GL_ONE, GL_ZERO );
   233     gl_draw_vertexes(poly);
   234     glEnable( GL_DEPTH_TEST );
   235 }
   237 void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
   238 {
   239     uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
   240     int strip_count;
   241     struct polygon_struct *poly;
   243     if( !IS_TILE_PTR(tile_entry) )
   244         return;
   246     while(1) {
   247         uint32_t entry = *tile_list++;
   248         switch( entry >> 28 ) {
   249         case 0x0F:
   250             return; // End-of-list
   251         case 0x0E:
   252             tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
   253             break;
   254         case 0x08: case 0x09: case 0x0A: case 0x0B:
   255             strip_count = ((entry >> 25) & 0x0F)+1;
   256             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   257             while( strip_count > 0 ) {
   258                 assert( poly != NULL );
   259                 gl_render_poly( poly, set_depth );
   260                 poly = poly->next;
   261                 strip_count--;
   262             }
   263             break;
   264         default:
   265             if( entry & 0x7E000000 ) {
   266                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   267                 gl_render_poly( poly, set_depth );
   268             }
   269         }
   270     }       
   271 }
   273 /**
   274  * Render the tilelist with depthbuffer updates only. 
   275  */
   276 void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
   277 {
   278     uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
   279     int strip_count;
   280     struct polygon_struct *poly;
   282     if( !IS_TILE_PTR(tile_entry) )
   283         return;
   285     while(1) {
   286         uint32_t entry = *tile_list++;
   287         switch( entry >> 28 ) {
   288         case 0x0F:
   289             return; // End-of-list
   290         case 0x0E:
   291             tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
   292             break;
   293         case 0x08: case 0x09: case 0x0A: case 0x0B:
   294             strip_count = ((entry >> 25) & 0x0F)+1;
   295             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   296             while( strip_count > 0 ) {
   297                 if( poly->vertex_count != 0 ) {
   298                     render_set_base_context(poly->context[0],TRUE);
   299                     gl_draw_vertexes(poly);
   300                 }
   301                 poly = poly->next;
   302                 strip_count--;
   303             }
   304             break;
   305         default:
   306             if( entry & 0x7E000000 ) {
   307                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   308                 if( poly->vertex_count != 0 ) {
   309                     render_set_base_context(poly->context[0],TRUE);
   310                     gl_draw_vertexes(poly);
   311                 }
   312             }
   313         }
   314     }           
   315 }
   317 static void drawrect2d( uint32_t tile_bounds[], float z )
   318 {
   319     glBegin( GL_QUADS );
   320     glVertex3f( tile_bounds[0], tile_bounds[2], z );
   321     glVertex3f( tile_bounds[1], tile_bounds[2], z );
   322     glVertex3f( tile_bounds[1], tile_bounds[3], z );
   323     glVertex3f( tile_bounds[0], tile_bounds[3], z );
   324     glEnd();
   325 }
   327 void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
   328 {
   329     /* A bit of explanation:
   330      * In theory it works like this: generate a 1-bit stencil for each polygon
   331      * volume, and then AND or OR it against the overall 1-bit tile stencil at 
   332      * the end of the volume. 
   333      * 
   334      * The implementation here uses a 2-bit stencil buffer, where each volume
   335      * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
   336      * to update bit 1 accordingly and clear bit 0.
   337      * 
   338      * This could probably be more efficient, but at least it works correctly 
   339      * now :)
   340      */
   342     if( poly->vertex_count == 0 )
   343         return; /* Culled */
   345     gl_draw_vertexes(poly);
   349     int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
   350     if( poly_type == PVR2_VOLUME_REGION0 ) {
   351         /* 00 => 00
   352          * 01 => 00
   353          * 10 => 10
   354          * 11 => 00
   355          */
   356         glStencilMask( 0x03 );
   357         glStencilFunc(GL_EQUAL, 0x02, 0x03);
   358         glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
   359         glDisable( GL_DEPTH_TEST );
   361         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   363         glEnable( GL_DEPTH_TEST );
   364         glStencilMask( 0x01 );
   365         glStencilFunc( GL_ALWAYS, 0, 1 );
   366         glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   367     } else if( poly_type == PVR2_VOLUME_REGION1 ) {
   368         /* This is harder with the standard stencil ops - do it in two passes
   369          * 00 => 00 | 00 => 10
   370          * 01 => 10 | 01 => 10
   371          * 10 => 10 | 10 => 00
   372          * 11 => 10 | 11 => 10
   373          */
   374         glStencilMask( 0x02 );
   375         glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
   376         glDisable( GL_DEPTH_TEST );
   378         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   380         glStencilMask( 0x03 );
   381         glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
   382         glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
   384         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   386         glEnable( GL_DEPTH_TEST );
   387         glStencilMask( 0x01 );
   388         glStencilFunc( GL_ALWAYS, 0, 1 );
   389         glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );         
   390     }
   391 }
   393 void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
   394 {
   395     uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
   396     int strip_count;
   397     struct polygon_struct *poly;
   399     if( !IS_TILE_PTR(tile_entry) )
   400         return;
   402     glEnable( GL_STENCIL_TEST );
   403     glEnable( GL_DEPTH_TEST );
   404     glDepthFunc( GL_LEQUAL );
   406     glStencilFunc( GL_ALWAYS, 0, 1 );
   407     glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   408     glStencilMask( 0x01 );
   409     glDepthMask( GL_FALSE );
   411     while(1) {
   412         uint32_t entry = *tile_list++;
   413         switch( entry >> 28 ) {
   414         case 0x0F:
   415             glDepthMask( GL_TRUE );
   416             glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
   417             glDisable( GL_STENCIL_TEST );
   418             return; // End-of-list
   419         case 0x0E:
   420             tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
   421             break;
   422         case 0x08: case 0x09: case 0x0A: case 0x0B:
   423             strip_count = ((entry >> 25) & 0x0F)+1;
   424             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   425             while( strip_count > 0 ) {
   426                 gl_render_modifier_polygon( poly, tile_bounds );
   427                 poly = poly->next;
   428                 strip_count--;
   429             }
   430             break;
   431         default:
   432             if( entry & 0x7E000000 ) {
   433                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   434                 gl_render_modifier_polygon( poly, tile_bounds );
   435             }
   436         }
   437     }
   439 }
   442 /**
   443  * Render the currently defined scene in pvr2_scene
   444  */
   445 void pvr2_scene_render( render_buffer_t buffer )
   446 {
   447     /* Scene setup */
   448     struct timeval start_tv, tex_tv, end_tv;
   450     gettimeofday(&start_tv, NULL);
   451     display_driver->set_render_target(buffer);
   452     pvr2_check_palette_changed();
   453     pvr2_scene_load_textures();
   455     gettimeofday( &tex_tv, NULL );
   456     uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
   457     (tex_tv.tv_usec - start_tv.tv_usec)/1000;
   458     DEBUG( "Scene setup in %dms", ms );
   460     /* Setup view projection matrix */
   461     glMatrixMode(GL_PROJECTION);
   462     glLoadIdentity();
   463     float nearz = pvr2_scene.bounds[4];
   464     float farz = pvr2_scene.bounds[5];
   465     if( nearz == farz ) {
   466         farz*= 4.0;
   467     }
   468     glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
   469              -farz, -nearz );
   470     float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
   471     glAlphaFunc( GL_GEQUAL, alphaRef );
   473     /* Clear the buffer (FIXME: May not want always want to do this) */
   474     glDisable( GL_SCISSOR_TEST );
   475     glDepthMask( GL_TRUE );
   476     glStencilMask( 0x03 );
   477     glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
   479     /* Setup vertex array pointers */
   480     glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
   481     glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
   482     glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
   483     glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
   484     glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
   485     /* Turn on the shaders (if available) */
   486     glsl_set_shader(DEFAULT_PROGRAM);
   488     /* Render the background */
   489     gl_render_bkgnd( pvr2_scene.bkgnd_poly );
   491     glEnable( GL_SCISSOR_TEST );
   492     glEnable( GL_COLOR_SUM );
   493     glEnable( GL_FOG );
   494     glEnable( GL_TEXTURE_2D );
   496     /* Process the segment list */
   497     struct tile_segment *segment = pvr2_scene.segment_list;
   498     do {
   499         int tilex = SEGMENT_X(segment->control);
   500         int tiley = SEGMENT_Y(segment->control);
   502         uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
   503         if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
   504             continue; // fully clipped, skip tile
   505         }
   507         /* Clip to the visible part of the tile */
   508         glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
   509                    tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
   510         if( display_driver->capabilities.stencil_bits >= 2 && 
   511                 IS_TILE_PTR(segment->opaquemod_ptr) &&
   512                 !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
   513             /* Don't do this unless there's actually some shadow polygons */
   515             /* Use colormask instead of drawbuffer for simplicity */
   516             glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
   517             gl_render_tilelist_depthonly(segment->opaque_ptr);
   518             gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
   519             glClear( GL_DEPTH_BUFFER_BIT );
   520             glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
   521         }
   522         gl_render_tilelist(segment->opaque_ptr,TRUE);
   523         if( IS_TILE_PTR(segment->punchout_ptr) ) {
   524             glEnable(GL_ALPHA_TEST );
   525             glDepthFunc(GL_GEQUAL);
   526             gl_render_tilelist(segment->punchout_ptr, FALSE );
   527             glDisable(GL_ALPHA_TEST );
   528         }
   530         if( IS_TILE_PTR(segment->trans_ptr) ) {
   531             if( pvr2_scene.sort_mode == SORT_NEVER || 
   532                     (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
   533                 gl_render_tilelist(segment->trans_ptr, TRUE);
   534             } else {
   535                 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
   536             }
   537         }
   538     } while( !IS_LAST_SEGMENT(segment++) );
   539     glDisable( GL_SCISSOR_TEST );
   540     glDisable( GL_COLOR_SUM );
   541     glDisable( GL_FOG );
   542     glsl_clear_shader();
   544     gettimeofday( &end_tv, NULL );
   545     ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
   546     (end_tv.tv_usec - tex_tv.tv_usec)/1000;
   547     DEBUG( "Scene render in %dms", ms );
   548 }
.