GLint incr;
GLuint count = 0;
- if (INTEL_DEBUG & DEBUG_PIXEL)
- printf("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
- __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
+ DBG("%s %d,%d %dx%d bitmap %dx%d skip %d src_offset %d mask %d\n",
+ __FUNCTION__, x,y,w,h,width,height,unpack->SkipPixels, src_offset, mask);
if (invert) {
first = h-1;
}
out:
- if (INTEL_DEBUG & DEBUG_SYNC)
+ if (unlikely(INTEL_DEBUG & DEBUG_SYNC))
intel_batchbuffer_flush(intel->batch);
if (_mesa_is_bufferobj(unpack->BufferObj)) {
return GL_TRUE;
}
+
/* There are a large number of possible ways to implement bitmap on
* this hardware, most of them have some sort of drawback. Here are a
* few that spring to mind: