void intelSpanRenderStart( GLcontext *ctx )
{
struct intel_context *intel = intel_context(ctx);
+ int i;
if (intel->need_flush) {
LOCK_HARDWARE(intel);
intel_region_map(intel, intel->front_region);
intel_region_map(intel, intel->back_region);
intel_region_map(intel, intel->depth_region);
+
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ if (ctx->Texture.Unit[i]._ReallyEnabled) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
+ intel_tex_map_images(intel, intel_texture_object(texObj));
+ }
+ }
}
void intelSpanRenderFinish( GLcontext *ctx )
{
struct intel_context *intel = intel_context( ctx );
+ int i;
_swrast_flush( ctx );
intel_region_unmap(intel, intel->back_region);
intel_region_unmap(intel, intel->depth_region);
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ if (ctx->Texture.Unit[i]._ReallyEnabled) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
+ intel_tex_unmap_images(intel, intel_texture_object(texObj));
+ }
+ }
+
UNLOCK_HARDWARE( intel );
}