#include "util/u_gen_mipmap.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)
-{
- struct gl_framebuffer *fb = st->ctx->DrawBuffer;
- struct st_renderbuffer *strb
- = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
- return strb && strb->defined;
-}
-
-
-/**
- * Tell the screen to display the front color buffer on-screen.
- */
-static void
-display_front_buffer(struct st_context *st)
-{
- struct gl_framebuffer *fb = st->ctx->DrawBuffer;
- struct st_renderbuffer *strb
- = st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
-
- if (strb) {
- /* Hook for copying "fake" frontbuffer if necessary:
- */
- st_manager_flush_frontbuffer(st);
- }
-}
-
-
void st_flush(struct st_context *st,
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);
PIPE_TIMEOUT_INFINITE);
st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL);
}
+
+ st_manager_flush_swapbuffers();
}
*/
st_flush(st, NULL, 0);
- if (is_front_buffer_dirty(st)) {
- display_front_buffer(st);
- }
+ st_manager_flush_frontbuffer(st);
}
st_finish(st);
- if (is_front_buffer_dirty(st)) {
- display_front_buffer(st);
- }
+ st_manager_flush_frontbuffer(st);
}
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
}