#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);
st_flush(st, &fence, 0);
if(fence) {
- st->pipe->screen->fence_finish(st->pipe->screen, fence,
+ st->pipe->screen->fence_finish(st->pipe->screen, NULL, fence,
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);
}
-/**
- * Query information about GPU resets observed by this context
- *
- * Called via \c dd_function_table::GetGraphicsResetStatus.
- */
static GLenum
-st_get_graphics_reset_status(struct gl_context *ctx)
+gl_reset_status_from_pipe_reset_status(enum pipe_reset_status status)
{
- struct st_context *st = st_context(ctx);
- enum pipe_reset_status status;
-
- status = st->pipe->get_device_reset_status(st->pipe);
-
switch (status) {
case PIPE_NO_RESET:
return GL_NO_ERROR;
}
+/**
+ * Query information about GPU resets observed by this context
+ *
+ * Called via \c dd_function_table::GetGraphicsResetStatus.
+ */
+static GLenum
+st_get_graphics_reset_status(struct gl_context *ctx)
+{
+ struct st_context *st = st_context(ctx);
+ enum pipe_reset_status status;
+
+ if (st->reset_status != PIPE_NO_RESET) {
+ status = st->reset_status;
+ st->reset_status = PIPE_NO_RESET;
+ } else {
+ status = st->pipe->get_device_reset_status(st->pipe);
+ }
+
+ return gl_reset_status_from_pipe_reset_status(status);
+}
+
+
+static void
+st_device_reset_callback(void *data, enum pipe_reset_status status)
+{
+ struct st_context *st = data;
+
+ assert(status != PIPE_NO_RESET);
+
+ st->reset_status = status;
+ _mesa_set_context_lost_dispatch(st->ctx);
+}
+
+
+void
+st_install_device_reset_callback(struct st_context *st)
+{
+ if (st->pipe->set_device_reset_callback) {
+ struct pipe_device_reset_callback cb;
+ cb.reset = st_device_reset_callback;
+ cb.data = st;
+ st->pipe->set_device_reset_callback(st->pipe, &cb);
+ }
+}
+
+
void st_init_flush_functions(struct pipe_screen *screen,
struct dd_function_table *functions)
{
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
}