#include <GLES/egl.h>
-#define FRONTBUFFER
+//#define FRONTBUFFER
static void _subset_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
}
-static void redraw(EGLDisplay dpy, int rot)
+static void redraw(EGLDisplay dpy, EGLSurface surf, int rot)
{
printf("Redraw event\n");
#ifdef FRONTBUFFER
glFlush();
#else
- EGLSwapBuffers( dpy, w );
+ eglSwapBuffers( dpy, surf );
#endif
glFinish();
}
glShadeModel( GL_FLAT );
for (i = 0; i < 6; i++) {
- redraw(d, i*10 );
+ redraw(d, screen_surf, i*10 );
printf("sleep(1)\n");
sleep(1);
}
+/* If the backbuffer is on a videocard, this is extraordinarily slow!
+ */
+static EGLBoolean
+fbSwapBuffers(_EGLDriver *drv, EGLDisplay dpy, EGLSurface draw)
+{
+ fbContext *context = (fbContext *)_eglGetCurrentContext();
+ fbSurface *fs = Lookup_fbSurface(draw);
+ struct gl_renderbuffer * front_renderbuffer = fs->mesa_framebuffer->Attachment[BUFFER_FRONT_LEFT].Renderbuffer;
+ void *frontBuffer = front_renderbuffer->Data;
+ int currentPitch = ((driRenderbuffer *)front_renderbuffer)->pitch;
+ void *backBuffer = fs->mesa_framebuffer->Attachment[BUFFER_BACK_LEFT].Renderbuffer->Data;
+
+ if (!_eglSwapBuffers(drv, dpy, draw))
+ return EGL_FALSE;
+
+ if (context) {
+ GLcontext *ctx = context->glCtx;
+
+ if (ctx->Visual.doubleBufferMode) {
+ int i;
+ int offset = 0;
+ char *tmp = _mesa_malloc(currentPitch);
+
+ _mesa_notifySwapBuffers( ctx ); /* flush pending rendering comands */
+
+ ASSERT(frontBuffer);
+ ASSERT(backBuffer);
+
+ for (i = 0; i < fs->Base.Height; i++) {
+ _mesa_memcpy(tmp, (char *) backBuffer + offset,
+ currentPitch);
+ _mesa_memcpy((char *) frontBuffer + offset, tmp,
+ currentPitch);
+ offset += currentPitch;
+ }
+
+ _mesa_free(tmp);
+ }
+ }
+ else {
+ /* XXX this shouldn't be an error but we can't handle it for now */
+ _mesa_problem(NULL, "fbSwapBuffers: drawable has no context!\n");
+ }
+}
+
+
/*
* Just to silence warning
*/
fb->Base.DestroyContext = fbDestroyContext;
fb->Base.CreateScreenSurfaceMESA = fbCreateScreenSurfaceMESA;
fb->Base.ShowSurfaceMESA = fbShowSurfaceMESA;
+ fb->Base.SwapBuffers = fbSwapBuffers;
/* enable supported extensions */
fb->Base.MESA_screen_surface = EGL_TRUE;