diff options
author | Felix Kuehling <fxkuehl@gmx.de> | 2005-03-06 03:52:01 +0000 |
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committer | Felix Kuehling <fxkuehl@gmx.de> | 2005-03-06 03:52:01 +0000 |
commit | 9d05d3dd308c4655673a710d0c10f09cac9c0d83 (patch) | |
tree | fe5bf551e5f95dd5210bd2b2b455d84310a0dbdd /src/mesa/drivers/dri/savage/savagecontext.h | |
parent | e6aa21156ace5bea0a8bcc8c58aceacb748e2627 (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.h | 1 |
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 3bf688ce10..30a97150a8 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)) |