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authorFelix Kuehling <[email protected]>2005-03-06 03:52:01 +0000
committerFelix Kuehling <[email protected]>2005-03-06 03:52:01 +0000
commit9d05d3dd308c4655673a710d0c10f09cac9c0d83 (patch)
treefe5bf551e5f95dd5210bd2b2b455d84310a0dbdd /src/mesa/drivers/dri/savage/savagecontext.h
parente6aa21156ace5bea0a8bcc8c58aceacb748e2627 (diff)
Don't synchronize after each frame. Allow the GPU to be one frame
ahead of the CPU for more parallelism of CPU and GPU. Unfortunately there seems to be some broken hardware (like my ProSavageDDR) on which status register updates are delayed sometimes. This leads to very jerky animation if the hardware can buffer more than the current frame. A new option "sync_frames" can be used as a remedy on such broken hardware.
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagecontext.h')
-rw-r--r--src/mesa/drivers/dri/savage/savagecontext.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/savage/savagecontext.h b/src/mesa/drivers/dri/savage/savagecontext.h
index 3bf688ce10c..30a97150a8c 100644
--- a/src/mesa/drivers/dri/savage/savagecontext.h
+++ b/src/mesa/drivers/dri/savage/savagecontext.h
@@ -301,6 +301,7 @@ struct savage_context_t {
GLboolean float_depth;
GLboolean enable_fastpath;
GLboolean enable_vdma;
+ GLboolean sync_frames;
};
#define SAVAGE_CONTEXT(ctx) ((savageContextPtr)(ctx->DriverCtx))