#include "pipe/p_defines.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)
{
- GLframebuffer *fb = st->ctx->DrawBuffer;
+ struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb
= st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
return strb && strb->defined;
static void
display_front_buffer(struct st_context *st)
{
- GLframebuffer *fb = st->ctx->DrawBuffer;
+ struct gl_framebuffer *fb = st->ctx->DrawBuffer;
struct st_renderbuffer *strb
= st_renderbuffer(fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer);
}
-void st_flush( struct st_context *st, uint pipeFlushFlags,
- struct pipe_fence_handle **fence )
+void st_flush(struct st_context *st,
+ struct pipe_fence_handle **fence,
+ unsigned flags)
{
+ FLUSH_VERTICES(st->ctx, 0);
FLUSH_CURRENT(st->ctx, 0);
- /* Release any vertex buffers that might potentially be accessed in
- * successive frames:
- */
- st_flush_bitmap(st);
- st_flush_clear(st);
- util_blit_flush(st->blit);
- util_gen_mipmap_flush(st->gen_mipmap);
+ st_flush_bitmap_cache(st);
- st->pipe->flush( st->pipe, pipeFlushFlags, fence );
+ st->pipe->flush(st->pipe, fence, flags);
}
{
struct pipe_fence_handle *fence = NULL;
- st_flush(st, PIPE_FLUSH_RENDER_CACHE | PIPE_FLUSH_FRAME, &fence);
+ st_flush(st, &fence, 0);
if(fence) {
- st->pipe->screen->fence_finish(st->pipe->screen, fence, 0);
+ st->pipe->screen->fence_finish(st->pipe->screen, fence,
+ PIPE_TIMEOUT_INFINITE);
st->pipe->screen->fence_reference(st->pipe->screen, &fence, NULL);
}
}
/**
* Called via ctx->Driver.Flush()
*/
-static void st_glFlush(GLcontext *ctx)
+static void st_glFlush(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);
* 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);
+ st_flush(st, NULL, 0);
if (is_front_buffer_dirty(st)) {
display_front_buffer(st);
/**
* Called via ctx->Driver.Finish()
*/
-static void st_glFinish(GLcontext *ctx)
+static void st_glFinish(struct gl_context *ctx)
{
struct st_context *st = st_context(ctx);