* unnecessary due to the fact that mapping our buffers, textures, etc.
* should implicitly wait for any previous rendering commands that must
* be waited on. */
- LOCK_HARDWARE(rmesa);
- radeonWaitForIdleLocked(rmesa);
-
+ if (!rmesa->radeonScreen->driScreen->dri2.enabled) {
+ LOCK_HARDWARE(rmesa);
+ radeonWaitForIdleLocked(rmesa);
+ }
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
ctx->Driver.MapTexture(ctx, ctx->Texture.Unit[i]._Current);
radeonContextPtr rmesa = RADEON_CONTEXT(ctx);
int i;
_swrast_flush(ctx);
- UNLOCK_HARDWARE(rmesa);
-
+ if (!rmesa->radeonScreen->driScreen->dri2.enabled) {
+ UNLOCK_HARDWARE(rmesa);
+ }
for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
ctx->Driver.UnmapTexture(ctx, ctx->Texture.Unit[i]._Current);