#include "fbobject.h"
#include "framebuffer.h"
#include "hash.h"
+#include "mipmap.h"
#include "renderbuffer.h"
#include "state.h"
#include "teximage.h"
}
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ /* The above doesn't fully flush the drivers in the way that a
+ * glFlush does, but that is required here:
+ */
+ if (ctx->Driver.Flush)
+ ctx->Driver.Flush(ctx);
+
if (renderbuffer) {
newRb = _mesa_lookup_renderbuffer(ctx, renderbuffer);
}
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
-
+ if (ctx->Driver.Flush) {
+ ctx->Driver.Flush(ctx);
+ }
if (framebuffer) {
/* Binding a user-created framebuffer object */
newFb = _mesa_lookup_framebuffer(ctx, framebuffer);
ASSERT_OUTSIDE_BEGIN_END(ctx);
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ /* The above doesn't fully flush the drivers in the way that a
+ * glFlush does, but that is required here:
+ */
+ if (ctx->Driver.Flush)
+ ctx->Driver.Flush(ctx);
for (i = 0; i < n; i++) {
if (framebuffers[i] > 0) {
}
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ /* The above doesn't fully flush the drivers in the way that a
+ * glFlush does, but that is required here:
+ */
+ if (ctx->Driver.Flush)
+ ctx->Driver.Flush(ctx);
_glthread_LOCK_MUTEX(fb->Mutex);
if (texObj) {
}
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ /* The above doesn't fully flush the drivers in the way that a
+ * glFlush does, but that is required here:
+ */
+ if (ctx->Driver.Flush)
+ ctx->Driver.Flush(ctx);
assert(ctx->Driver.FramebufferRenderbuffer);
ctx->Driver.FramebufferRenderbuffer(ctx, fb, attachment, rb);
}
FLUSH_VERTICES(ctx, _NEW_BUFFERS);
+ /* The above doesn't fully flush the drivers in the way that a
+ * glFlush does, but that is required here:
+ */
+ if (ctx->Driver.Flush)
+ ctx->Driver.Flush(ctx);
switch (pname) {
case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT:
texObj = _mesa_select_tex_object(ctx, texUnit, target);
/* XXX this might not handle cube maps correctly */
+ _mesa_lock_texture(ctx, texObj);
_mesa_generate_mipmap(ctx, target, texUnit, texObj);
+ _mesa_unlock_texture(ctx, texObj);
}