struct pipe_fence_handle **fence,
unsigned flags)
{
- FLUSH_VERTICES(st->ctx, 0);
- FLUSH_CURRENT(st->ctx, 0);
-
st_flush_bitmap_cache(st);
st->pipe->flush(st->pipe, fence, flags);
if (screen->get_param(screen, PIPE_CAP_DEVICE_RESET_STATUS_QUERY))
functions->GetGraphicsResetStatus = st_get_graphics_reset_status;
-
- /* 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 surprise elsewhere.
- */
-#ifdef PIPE_OS_WINDOWS
- functions->Finish = st_glFlush;
-#endif
}