Age | Commit message (Collapse) | Author |
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to do it
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May not always happen due to passthrough modes, etc.
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Not tested yet -- just compiles.
This includes only the slab algorithm. Fencing is already
implemented in pb_bufmgr_fence and time-based caching will be commited in a
separate module shortly.
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The two functions were mostly the same. We can look at the shader header
info to determine if it's a vertex or fragment shader.
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It may get stale bits otherwise.
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Cherry-picked from master.
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This fixes the case where the app calls SwapBuffers then calls glReadPixels
to read the front color buffer. We now keep track of when the front buffer
is a _logically_ copy of the back buffer (after SwapBuffers) and read from
the back color buffer instead of the front.
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New, separate is_front_buffer_dirty() function.
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