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authorChris Wilson <chris@chris-wilson.co.uk>2010-10-04 11:56:27 +0100
committerChris Wilson <chris@chris-wilson.co.uk>2010-10-04 20:24:36 +0100
commit7c7294ec00d6c3a454a17a1b9983d14d0655162c (patch)
treea3531e854d0310ae6fd750628e58fcadc6ea7995 /uxa
parent16a5d0ee3ca4d41af6a6876a8baf81e3f715781d (diff)
shadow+dri2: Allow dri2 to be independently enabled with shadow
To enable DRI we create GEM buffers for the client to render into with hardware acceleration. In order to maintain coherency between any 2D render operations with the independent 3D clients (this includes the reading of 2D rasterisation by the direct rendering client, e.g. compiz using texture_from_pixmap) we need to replace the shadow pixmap with the GTT mapping. Therefore 2D rendering to a DRI buffer will be to uncached memory and thus penalised -- but the direct rendering clients will have full hardware acceleration. Signed-off-by: Chris Wilson <chris@chris-wilson.co.uk>
Diffstat (limited to 'uxa')
-rw-r--r--uxa/uxa-glyphs.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/uxa/uxa-glyphs.c b/uxa/uxa-glyphs.c
index ad4f3877..420e8915 100644
--- a/uxa/uxa-glyphs.c
+++ b/uxa/uxa-glyphs.c
@@ -164,7 +164,12 @@ static Bool uxa_realize_glyph_caches(ScreenPtr pScreen)
INTEL_CREATE_PIXMAP_TILING_X);
if (!pixmap)
goto bail;
- assert (uxa_pixmap_is_offscreen(pixmap));
+ if (!uxa_pixmap_is_offscreen(pixmap)) {
+ /* Presume shadow is in-effect */
+ pScreen->DestroyPixmap(pixmap);
+ uxa_unrealize_glyph_caches(pScreen);
+ return TRUE;
+ }
component_alpha = NeedsComponent(pPictFormat->format);
picture = CreatePicture(0, &pixmap->drawable, pPictFormat,