i830_state_draw_region(intel, &i830->state, color_region, depth_region);
}
-#if 0
-static void
-i830_update_color_z_regions(intelContextPtr intel,
- const intelRegion * colorRegion,
- const intelRegion * depthRegion)
-{
- i830ContextPtr i830 = I830_CONTEXT(intel);
-
- i830->state.Buffer[I830_DESTREG_CBUFADDR1] =
- (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(colorRegion->pitch) |
- BUF_3D_USE_FENCE);
- i830->state.Buffer[I830_DESTREG_CBUFADDR2] = colorRegion->offset;
-
- i830->state.Buffer[I830_DESTREG_DBUFADDR1] =
- (BUF_3D_ID_DEPTH | BUF_3D_PITCH(depthRegion->pitch) | BUF_3D_USE_FENCE);
- i830->state.Buffer[I830_DESTREG_DBUFADDR2] = depthRegion->offset;
-}
-#endif
-
/* This isn't really handled at the moment.
*/
* Only used for real front buffer now.
*
* Note that these don't allocate video memory, just describe
- * allocations alread made by the X server.
+ * allocations already made by the X server.
*/
static void
intel_recreate_static_regions(intelScreenPrivate *intelScreen)
intelScreen->front.handle = sarea->front_handle;
intelScreen->front.size = sarea->front_size;
- if (1)
+ if (0)
intelPrintSAREA(sarea);
}
* Update the viewport transformation matrix. Depends on:
* - viewport pos/size
* - depthrange
- * - window pos/size or FBO size
+ * - window size or FBO size
*/
static void
intelCalcViewport(GLcontext * ctx)