* performance.
*/
intel_resolve_for_dri2_flush(brw, driDrawable);
+ intel_batchbuffer_flush(brw);
screen->dri2.loader->flushFrontBuffer(driDrawable,
driDrawable->loaderPrivate);
brw->NewGLState |= new_state;
}
-void
-_intel_flush(struct gl_context *ctx, const char *file, int line)
-{
- struct brw_context *brw = brw_context(ctx);
-
- if (brw->batch.used)
- _intel_batchbuffer_flush(brw, file, line);
-}
-
static void
intel_glFlush(struct gl_context *ctx)
{
struct brw_context *brw = brw_context(ctx);
- intel_flush(ctx);
+ intel_batchbuffer_flush(brw);
intel_flush_front(ctx);
if (brw->is_front_buffer_rendering)
brw->need_throttle = true;
{
struct brw_context *brw = brw_context(ctx);
- intel_flush(ctx);
- intel_flush_front(ctx);
+ intel_glFlush(ctx);
if (brw->batch.last_bo)
drm_intel_bo_wait_rendering(brw->batch.last_bo);
* query, we need to make sure all the pending drawing has landed in the
* real front buffer.
*/
- intel_flush(&brw->ctx);
+ intel_batchbuffer_flush(brw);
intel_flush_front(&brw->ctx);
attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
* So before doing the query, make sure all the pending drawing has
* landed in the real front buffer.
*/
- intel_flush(&brw->ctx);
+ intel_batchbuffer_flush(brw);
intel_flush_front(&brw->ctx);
}