intel->driScreen = sPriv;
intel->sarea = saPriv;
+ intel->width = intelScreen->width;
+ intel->height = intelScreen->height;
+ intel->current_rotation = intelScreen->current_rotation;
+
if (!lockMutexInit) {
lockMutexInit = GL_TRUE;
_glthread_INIT_MUTEX(lockMutex);
sarea->rotation != intelScreen->current_rotation) {
intelUpdateScreenRotation(sPriv, sarea);
+ }
+
+ if (sarea->width != intel->width ||
+ sarea->height != intel->height ||
+ sarea->rotation != intel->current_rotation) {
- /*
+ /*
+ * FIXME: Really only need to do this when drawing to a
+ * common back- or front buffer.
+ */
+
+ /*
* This will drop the outstanding batchbuffer on the floor
- * FIXME: This should be done for all contexts?
*/
+ driBOUnmap(intel->batch->buffer);
intel_batchbuffer_reset(intel->batch);
/* lose all primitives */
/* force window update */
intel->lastStamp = 0;
+
+ intel->width = sarea->width;
+ intel->height = sarea->height;
+ intel->current_rotation = sarea->rotation;
}