#define DBG 0
#define LOCAL_VARS \
+ i810ContextPtr imesa = I810_CONTEXT(ctx); \
__DRIdrawablePrivate *dPriv = imesa->driDrawable; \
i810ScreenPrivate *i810Screen = imesa->i810Screen; \
GLuint pitch = i810Screen->backPitch; \
(void) read_buf; (void) buf; (void) p
#define LOCAL_DEPTH_VARS \
+ i810ContextPtr imesa = I810_CONTEXT(ctx); \
__DRIdrawablePrivate *dPriv = imesa->driDrawable; \
i810ScreenPrivate *i810Screen = imesa->i810Screen; \
GLuint pitch = i810Screen->backPitch; \
#define Y_FLIP(_y) (height - _y - 1)
-#define HW_LOCK() \
- i810ContextPtr imesa = I810_CONTEXT(ctx); \
- I810_FIREVERTICES(imesa); \
- i810DmaFinish(imesa); \
- LOCK_HARDWARE_QUIESCENT(imesa);
+#define HW_LOCK()
#define HW_CLIPLOOP() \
do { \
} \
} while (0)
-#define HW_UNLOCK() \
- UNLOCK_HARDWARE(imesa);
-
-
-
+#define HW_UNLOCK()
/* 16 bit, 565 rgb color spanline and pixel functions
*/
imesa->drawMap = imesa->readMap;
}
+/* Move locking out to get reasonable span performance.
+ */
+void i810SpanRenderStart( GLcontext *ctx )
+{
+ i810ContextPtr imesa = I810_CONTEXT(ctx);
+ I810_FIREVERTICES(imesa);
+ LOCK_HARDWARE(imesa);
+ i810RegetLockQuiescent( imesa );
+}
+
+void i810SpanRenderFinish( GLcontext *ctx )
+{
+ i810ContextPtr imesa = I810_CONTEXT( ctx );
+ _swrast_flush( ctx );
+ UNLOCK_HARDWARE( imesa );
+}
void i810InitSpanFuncs( GLcontext *ctx )
{
swdd->WriteDepthSpan = i810WriteDepthSpan_16;
swdd->ReadDepthPixels = i810ReadDepthPixels_16;
swdd->WriteDepthPixels = i810WriteDepthPixels_16;
+
+ swdd->SpanRenderStart = i810SpanRenderStart;
+ swdd->SpanRenderFinish = i810SpanRenderFinish;
}