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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 1137:4799d64b3478
prev1136:078a2202958a
next1138:3bcb705a7ebc
author nkeynes
date Sun Oct 24 13:40:52 2010 +1000 (13 years ago)
permissions -rw-r--r--
last change Change forced-depth-function lists (autosort, punchout) to just set the
depth once at the start of the list
Remove unused parameter from render_set_tsp_context
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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 = -1;
    80             poly->mod_tex_id = -1;
    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          glEnable(GL_TEXTURE_2D);
   151          glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
   152      } else {
   153          glDisable( GL_TEXTURE_2D );
   154      }
   156      switch( POLY2_FOG_MODE(poly2) ) {
   157      case PVR2_POLY_FOG_LOOKUP:
   158          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
   159          break;
   160      case PVR2_POLY_FOG_VERTEX:
   161          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
   162          break;
   163      }
   165      int srcblend = POLY2_SRC_BLEND(poly2);
   166      int destblend = POLY2_DEST_BLEND(poly2);
   167      glBlendFunc( srcblend, destblend );
   169      if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
   170          WARN( "Accumulation buffer not supported" );
   171      }   
   172 }
   174 /**
   175  * Setup the GL context for the supplied polygon context.
   176  * @param context pointer to 3 or 5 words of polygon context
   177  * @param depth_mode force depth mode, or 0 to use the polygon's
   178  * depth mode.
   179  */
   180 void render_set_context( uint32_t *context, gboolean set_depth )
   181 {
   182     render_set_base_context(context[0], set_depth);
   183     render_set_tsp_context(context[0],context[1]);
   184 }
   186 static inline void gl_draw_vertexes( struct polygon_struct *poly )
   187 {
   188     do {
   189         glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
   190         poly = poly->sub_next;
   191     } while( poly != NULL );
   192 }
   194 static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
   195 {
   196     do {
   197         glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
   198         poly = poly->sub_next;
   199     } while( poly != NULL );
   200 }
   202 static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
   203 {
   204     if( poly->vertex_count == 0 )
   205         return; /* Culled */
   207     if( poly->tex_id != -1 ) {
   208         glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   209     }
   210     if( poly->mod_vertex_index == -1 ) {
   211         render_set_context( poly->context, set_depth );
   212         gl_draw_vertexes(poly);
   213     }  else {
   214         glEnable( GL_STENCIL_TEST );
   215         render_set_base_context( poly->context[0], set_depth );
   216         render_set_tsp_context( poly->context[0], poly->context[1] );
   217         glStencilFunc(GL_EQUAL, 0, 2);
   218         gl_draw_vertexes(poly);
   220         if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
   221             if( poly->mod_tex_id != -1 ) {
   222                 glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
   223             }
   224             render_set_tsp_context( poly->context[0], poly->context[3] );
   225         }
   226         glStencilFunc(GL_EQUAL, 2, 2);
   227         gl_draw_mod_vertexes(poly);
   228         glDisable( GL_STENCIL_TEST );
   229     }
   230 }
   232 static void gl_render_bkgnd( struct polygon_struct *poly )
   233 {
   234     if( poly->tex_id != -1 ) {
   235         glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   236     }
   237     render_set_tsp_context( poly->context[0], poly->context[1] );
   238     glDisable( GL_DEPTH_TEST );
   239     glBlendFunc( GL_ONE, GL_ZERO );
   240     gl_draw_vertexes(poly);
   241     glEnable( GL_DEPTH_TEST );
   242 }
   244 void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
   245 {
   246     uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
   247     int strip_count;
   248     struct polygon_struct *poly;
   250     if( !IS_TILE_PTR(tile_entry) )
   251         return;
   253     while(1) {
   254         uint32_t entry = *tile_list++;
   255         switch( entry >> 28 ) {
   256         case 0x0F:
   257             return; // End-of-list
   258         case 0x0E:
   259             tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
   260             break;
   261         case 0x08: case 0x09: case 0x0A: case 0x0B:
   262             strip_count = ((entry >> 25) & 0x0F)+1;
   263             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   264             while( strip_count > 0 ) {
   265                 assert( poly != NULL );
   266                 gl_render_poly( poly, set_depth );
   267                 poly = poly->next;
   268                 strip_count--;
   269             }
   270             break;
   271         default:
   272             if( entry & 0x7E000000 ) {
   273                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   274                 gl_render_poly( poly, set_depth );
   275             }
   276         }
   277     }       
   278 }
   280 /**
   281  * Render the tilelist with depthbuffer updates only. 
   282  */
   283 void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
   284 {
   285     uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
   286     int strip_count;
   287     struct polygon_struct *poly;
   289     if( !IS_TILE_PTR(tile_entry) )
   290         return;
   292     glDisable( GL_TEXTURE_2D );
   294     while(1) {
   295         uint32_t entry = *tile_list++;
   296         switch( entry >> 28 ) {
   297         case 0x0F:
   298             return; // End-of-list
   299         case 0x0E:
   300             tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
   301             break;
   302         case 0x08: case 0x09: case 0x0A: case 0x0B:
   303             strip_count = ((entry >> 25) & 0x0F)+1;
   304             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   305             while( strip_count > 0 ) {
   306                 if( poly->vertex_count != 0 ) {
   307                     render_set_base_context(poly->context[0],TRUE);
   308                     gl_draw_vertexes(poly);
   309                 }
   310                 poly = poly->next;
   311                 strip_count--;
   312             }
   313             break;
   314         default:
   315             if( entry & 0x7E000000 ) {
   316                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   317                 if( poly->vertex_count != 0 ) {
   318                     render_set_base_context(poly->context[0],TRUE);
   319                     gl_draw_vertexes(poly);
   320                 }
   321             }
   322         }
   323     }           
   324 }
   326 static void drawrect2d( uint32_t tile_bounds[], float z )
   327 {
   328     glBegin( GL_QUADS );
   329     glVertex3f( tile_bounds[0], tile_bounds[2], z );
   330     glVertex3f( tile_bounds[1], tile_bounds[2], z );
   331     glVertex3f( tile_bounds[1], tile_bounds[3], z );
   332     glVertex3f( tile_bounds[0], tile_bounds[3], z );
   333     glEnd();
   334 }
   336 void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
   337 {
   338     /* A bit of explanation:
   339      * In theory it works like this: generate a 1-bit stencil for each polygon
   340      * volume, and then AND or OR it against the overall 1-bit tile stencil at 
   341      * the end of the volume. 
   342      * 
   343      * The implementation here uses a 2-bit stencil buffer, where each volume
   344      * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
   345      * to update bit 1 accordingly and clear bit 0.
   346      * 
   347      * This could probably be more efficient, but at least it works correctly 
   348      * now :)
   349      */
   351     if( poly->vertex_count == 0 )
   352         return; /* Culled */
   354     gl_draw_vertexes(poly);
   358     int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
   359     if( poly_type == PVR2_VOLUME_REGION0 ) {
   360         /* 00 => 00
   361          * 01 => 00
   362          * 10 => 10
   363          * 11 => 00
   364          */
   365         glStencilMask( 0x03 );
   366         glStencilFunc(GL_EQUAL, 0x02, 0x03);
   367         glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
   368         glDisable( GL_DEPTH_TEST );
   370         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   372         glEnable( GL_DEPTH_TEST );
   373         glStencilMask( 0x01 );
   374         glStencilFunc( GL_ALWAYS, 0, 1 );
   375         glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   376     } else if( poly_type == PVR2_VOLUME_REGION1 ) {
   377         /* This is harder with the standard stencil ops - do it in two passes
   378          * 00 => 00 | 00 => 10
   379          * 01 => 10 | 01 => 10
   380          * 10 => 10 | 10 => 00
   381          * 11 => 10 | 11 => 10
   382          */
   383         glStencilMask( 0x02 );
   384         glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
   385         glDisable( GL_DEPTH_TEST );
   387         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   389         glStencilMask( 0x03 );
   390         glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
   391         glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
   393         drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
   395         glEnable( GL_DEPTH_TEST );
   396         glStencilMask( 0x01 );
   397         glStencilFunc( GL_ALWAYS, 0, 1 );
   398         glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );         
   399     }
   400 }
   402 void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
   403 {
   404     uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
   405     int strip_count;
   406     struct polygon_struct *poly;
   408     if( !IS_TILE_PTR(tile_entry) )
   409         return;
   411     glDisable( GL_TEXTURE_2D );
   412     glEnable( GL_STENCIL_TEST );
   413     glEnable( GL_DEPTH_TEST );
   414     glDepthFunc( GL_LEQUAL );
   416     glStencilFunc( GL_ALWAYS, 0, 1 );
   417     glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   418     glStencilMask( 0x01 );
   419     glDepthMask( GL_FALSE );
   421     while(1) {
   422         uint32_t entry = *tile_list++;
   423         switch( entry >> 28 ) {
   424         case 0x0F:
   425             glDepthMask( GL_TRUE );
   426             glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
   427             glDisable( GL_STENCIL_TEST );
   428             return; // End-of-list
   429         case 0x0E:
   430             tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
   431             break;
   432         case 0x08: case 0x09: case 0x0A: case 0x0B:
   433             strip_count = ((entry >> 25) & 0x0F)+1;
   434             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   435             while( strip_count > 0 ) {
   436                 gl_render_modifier_polygon( poly, tile_bounds );
   437                 poly = poly->next;
   438                 strip_count--;
   439             }
   440             break;
   441         default:
   442             if( entry & 0x7E000000 ) {
   443                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   444                 gl_render_modifier_polygon( poly, tile_bounds );
   445             }
   446         }
   447     }
   449 }
   452 /**
   453  * Render the currently defined scene in pvr2_scene
   454  */
   455 void pvr2_scene_render( render_buffer_t buffer )
   456 {
   457     /* Scene setup */
   458     struct timeval start_tv, tex_tv, end_tv;
   460     gettimeofday(&start_tv, NULL);
   461     display_driver->set_render_target(buffer);
   462     pvr2_check_palette_changed();
   463     pvr2_scene_load_textures();
   465     gettimeofday( &tex_tv, NULL );
   466     uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
   467     (tex_tv.tv_usec - start_tv.tv_usec)/1000;
   468     DEBUG( "Scene setup in %dms", ms );
   470     /* Setup view projection matrix */
   471     glMatrixMode(GL_PROJECTION);
   472     glLoadIdentity();
   473     float nearz = pvr2_scene.bounds[4];
   474     float farz = pvr2_scene.bounds[5];
   475     if( nearz == farz ) {
   476         farz*= 4.0;
   477     }
   478     glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
   479              -farz, -nearz );
   480     float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
   481     glAlphaFunc( GL_GEQUAL, alphaRef );
   483     /* Clear the buffer (FIXME: May not want always want to do this) */
   484     glDisable( GL_SCISSOR_TEST );
   485     glDepthMask( GL_TRUE );
   486     glStencilMask( 0x03 );
   487     glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
   489     /* Setup vertex array pointers */
   490     glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
   491     glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
   492     glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
   493     glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
   494     glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
   495     /* Turn on the shaders (if available) */
   496     glsl_set_shader(DEFAULT_PROGRAM);
   498     /* Render the background */
   499     gl_render_bkgnd( pvr2_scene.bkgnd_poly );
   501     glEnable( GL_SCISSOR_TEST );
   502     glEnable( GL_COLOR_SUM );
   503     glEnable( GL_FOG );
   505     /* Process the segment list */
   506     struct tile_segment *segment = pvr2_scene.segment_list;
   507     do {
   508         int tilex = SEGMENT_X(segment->control);
   509         int tiley = SEGMENT_Y(segment->control);
   511         uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
   512         if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
   513             continue; // fully clipped, skip tile
   514         }
   516         /* Clip to the visible part of the tile */
   517         glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
   518                    tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
   519         if( display_driver->capabilities.stencil_bits >= 2 && 
   520                 IS_TILE_PTR(segment->opaquemod_ptr) &&
   521                 !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
   522             /* Don't do this unless there's actually some shadow polygons */
   524             /* Use colormask instead of drawbuffer for simplicity */
   525             glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
   526             gl_render_tilelist_depthonly(segment->opaque_ptr);
   527             gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
   528             glClear( GL_DEPTH_BUFFER_BIT );
   529             glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
   530         }
   531         gl_render_tilelist(segment->opaque_ptr,TRUE);
   532         if( IS_TILE_PTR(segment->punchout_ptr) ) {
   533             glEnable(GL_ALPHA_TEST );
   534             glDepthFunc(GL_GEQUAL);
   535             gl_render_tilelist(segment->punchout_ptr, FALSE );
   536             glDisable(GL_ALPHA_TEST );
   537         }
   539         if( IS_TILE_PTR(segment->trans_ptr) ) {
   540             if( pvr2_scene.sort_mode == SORT_NEVER || 
   541                     (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
   542                 gl_render_tilelist(segment->trans_ptr, TRUE);
   543             } else {
   544                 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
   545             }
   546         }
   547     } while( !IS_LAST_SEGMENT(segment++) );
   548     glDisable( GL_SCISSOR_TEST );
   549     glDisable( GL_COLOR_SUM );
   550     glDisable( GL_FOG );
   551     glsl_clear_shader();
   553     gettimeofday( &end_tv, NULL );
   554     ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
   555     (end_tv.tv_usec - tex_tv.tv_usec)/1000;
   556     DEBUG( "Scene render in %dms", ms );
   557 }
.