Age | Commit message (Collapse) | Author |
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This allows surfaces to be allocated without a rendering context.
A few loose ends to resolve, but in working condition.
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This allows regions to be allocated w/out a rendering context.
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Basically, add userBuffer/Data/Size fields to _DriBufferObject, check those
fields in driBOMap/Unmap().
New driGenUserBuffer() function.
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It was decided after all to stick to 'pipes' here, even though the actual
meaning is now 'planes'.
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They don't work with private back buffers yet.
This gets vsync working.
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Correctly clear the pointer to the old buffer (not sure how this could build at
all before...) and only reference the new one when its pointer is non-NULL.
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Remove surface ptr from gl_renderbuffer.
Use st_renderbuffer in most places.
More clean-up.
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