diff options
Diffstat (limited to 'src/mesa/drivers/dri/savage/savageioctl.c')
-rw-r--r-- | src/mesa/drivers/dri/savage/savageioctl.c | 16 |
1 files changed, 5 insertions, 11 deletions
diff --git a/src/mesa/drivers/dri/savage/savageioctl.c b/src/mesa/drivers/dri/savage/savageioctl.c index 3c932553613..5399963cb97 100644 --- a/src/mesa/drivers/dri/savage/savageioctl.c +++ b/src/mesa/drivers/dri/savage/savageioctl.c @@ -57,6 +57,8 @@ void savageGetDMABuffer( savageContextPtr imesa ) int retcode; drmBufPtr buf; + assert (imesa->savageScreen->bufs); + if (SAVAGE_DEBUG & DEBUG_DMA) fprintf(stderr, "Getting dma buffer\n"); @@ -422,10 +424,9 @@ static void savageDDClear( GLcontext *ctx, GLbitfield mask, GLboolean all, } -/* This is necessary as to prevent annyoing stuttering effects with - * some games, though it does reduce the frame rate (glxgears) - * slightly. I believe this is due to texture uploads which do not go - * through the Savage command pipeline yet. */ +/* This is necessary to avoid very jerky animation on my ProSavageDDR. + * Seems to work fine on other Savages though. Make this configurable! + */ #define SYNC_FRAMES 1 /* @@ -530,13 +531,6 @@ void savageFlushVertices( savageContextPtr imesa ) cmd->prim.start = buffer->flushed / imesa->HwVertexSize; cmd->prim.count = buffer->used / imesa->HwVertexSize - cmd->prim.start; buffer->flushed = buffer->used; - /* Make sure we don't buffer too many vertices without - * telling the hardware. */ - imesa->vertsPending += cmd->prim.count; - if (imesa->vertsPending > SAVAGE_MAX_VERTS_PENDING) { - savageFlushCmdBuf(imesa, GL_FALSE); - imesa->vertsPending = 0; - } } } |