void
WaitEngIdle (sisContextPtr smesa)
{
- GLuint cEngineState;
+ GLuint engineState;
do {
- cEngineState = MMIO_READ(REG_CommandQueue);
- } while ((cEngineState & SiS_EngIdle) != SiS_EngIdle);
+ engineState = MMIO_READ(REG_CommandQueue);
+ } while ((engineState & SiS_EngIdle) != SiS_EngIdle);
}
void
Wait2DEngIdle (sisContextPtr smesa)
{
- GLuint cEngineState;
+ GLuint engineState;
do {
- cEngineState = MMIO_READ(REG_CommandQueue);
- } while ((cEngineState & SiS_EngIdle2d) != SiS_EngIdle2d);
+ engineState = MMIO_READ(REG_CommandQueue);
+ } while ((engineState & SiS_EngIdle2d) != SiS_EngIdle2d);
}
/* To be called from mWait3DCmdQueue. Separate function for profiling
* purposes, and speed doesn't matter because we're spinning anyway.
- * This function should use usleeps to release cpu probably, but I have yet
- * to see it get called.
*/
void
WaitingFor3dIdle(sisContextPtr smesa, int wLen)
sisUpdateAGP( smesa );
while (size > AGP_SpaceLeft) {
/* Spin until space is available. */
- usleep(1);
AGP_ReadPtr = (GLfloat *)((long)MMIO_READ(REG_3D_AGPCmBase) -
(long)smesa->AGPCmdBufAddr + (long)smesa->AGPCmdBufBase);
sisUpdateAGP( smesa );