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authorKristian Høgsberg <[email protected]>2010-02-17 21:17:55 -0500
committerKristian Høgsberg <[email protected]>2010-02-17 21:53:16 -0500
commitd449627829e1a4a3250a1a723af2f4e3cd5fd194 (patch)
treeea9e91cf3579d3d941a1815f6f8033a25e2f8be6 /src/mesa/sources.mak
parent56dcd011b5ec33190f268cf546a4c68f81f5ebd0 (diff)
intel: Implement the DRI2 invalidate function properly
This uses a stamp mechanisms to mark the DRI drawable as invalid. Instead of immediately updating the buffers we just bump the drawable stamp and call out to DRI2GetBuffers "later". "Later" used to be at LOCK_HARDWARE time, and this patch brings back callouts at the points where we used to call LOCK_HARDWARE. A new function, intel_prepare_render(), is called where we used to call LOCK_HARDWARE, and if the buffers are invalid, we call out to DRI2GetBuffers there. This lets us invalidate buffers only when notified instead of on every glViewport() call. If the loader calls the DRI invalidate entrypoint, we disable viewport triggered buffer invalidation. Additionally, we can clean up the old viewport mechanism a bit, since we can just invalidate the buffers and not worry about reentrancy and whatnot.
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