#include "st_cb_clear.h"
#include "st_cb_fbo.h"
#include "st_public.h"
+#include "st_manager.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
-#include "pipe/p_winsys.h"
+#include "pipe/p_screen.h"
#include "util/u_gen_mipmap.h"
#include "util/u_blit.h"
+/** Check if we have a front color buffer and if it's been drawn to. */
static INLINE GLboolean
is_front_buffer_dirty(struct st_context *st)
{
- return st->frontbuffer_status == FRONT_STATUS_DIRTY;
+ if (st->frontbuffer_status == FRONT_STATUS_DIRTY) {
+ return GL_TRUE;
+ }
+ else {
+ GLframebuffer *fb = st->ctx->DrawBuffer;
+ struct st_renderbuffer *strb
+ = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
+ return strb && strb->defined;
+ }
}
/**
- * Tell the winsys to display the front color buffer on-screen.
+ * Tell the screen to display the front color buffer on-screen.
*/
static void
display_front_buffer(struct st_context *st)
GLframebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb
= st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
- struct pipe_surface *front_surf = strb->surface;
- /* Hook for copying "fake" frontbuffer if necessary:
- */
- st->pipe->winsys->flush_frontbuffer( st->pipe->winsys, front_surf,
- st->pipe->priv );
+ if (strb) {
+ /* Hook for copying "fake" frontbuffer if necessary:
+ */
+ st_manager_flush_frontbuffer(st);
- /*
- st->frontbuffer_status = FRONT_STATUS_UNDEFINED;
- */
+ /*
+ st->frontbuffer_status = FRONT_STATUS_UNDEFINED;
+ */
+ }
}
void st_flush( struct st_context *st, uint pipeFlushFlags,
struct pipe_fence_handle **fence )
{
- FLUSH_VERTICES(st->ctx, 0);
+ FLUSH_CURRENT(st->ctx, 0);
/* Release any vertex buffers that might potentially be accessed in
* successive frames:
st_flush(st, PIPE_FLUSH_RENDER_CACHE | PIPE_FLUSH_FRAME, &fence);
if(fence) {
- st->pipe->winsys->fence_finish(st->pipe->winsys, fence, 0);
- st->pipe->winsys->fence_reference(st->pipe->winsys, &fence, NULL);
+ st->pipe->screen->fence_finish(st->pipe->screen, fence, 0);
+ st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL);
}
}
{
struct st_context *st = ctx->st;
+ /* Don't call st_finish() here. It is not the state tracker's
+ * responsibilty to inject sleeps in the hope of avoiding buffer
+ * synchronization issues. Calling finish() here will just hide
+ * problems that need to be fixed elsewhere.
+ */
+ st_flush(st, PIPE_FLUSH_RENDER_CACHE | PIPE_FLUSH_FRAME, NULL);
+
if (is_front_buffer_dirty(st)) {
- st_finish(st);
display_front_buffer(st);
}
- else {
- st_flush(st, PIPE_FLUSH_RENDER_CACHE, NULL);
- }
}
{
functions->Flush = st_glFlush;
functions->Finish = st_glFinish;
+
+ /* Windows opengl32.dll calls glFinish prior to every swapbuffers.
+ * This is unnecessary and degrades performance. Luckily we have some
+ * scope to work around this, as the externally-visible behaviour of
+ * Finish() is identical to Flush() in all cases - no differences in
+ * rendering or ReadPixels are visible if we opt not to wait here.
+ *
+ * Only set this up on windows to avoid suprise elsewhere.
+ */
+#ifdef PIPE_OS_WINDOWS
+ functions->Finish = st_glFlush;
+#endif
}