radeon_firevertices(rmesa);
- for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
- if (ctx->Texture.Unit[i]._ReallyEnabled)
- ctx->Driver.MapTexture(ctx, ctx->Texture.Unit[i]._Current);
- }
-
- radeon_map_unmap_buffers(ctx, 1);
-
/* The locking and wait for idle should really only be needed in classic mode.
* In a future memory manager based implementation, this should become
* unnecessary due to the fact that mapping our buffers, textures, etc.
* be waited on. */
LOCK_HARDWARE(rmesa);
radeonWaitForIdleLocked(rmesa);
+
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
+ if (ctx->Texture.Unit[i]._ReallyEnabled)
+ ctx->Driver.MapTexture(ctx, ctx->Texture.Unit[i]._Current);
+ }
+
+ radeon_map_unmap_buffers(ctx, 1);
+
+
+
}
static void radeonSpanRenderFinish(GLcontext * ctx)