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authorEric Anholt <eric@anholt.net>2015-10-18 19:16:20 -0700
committerEric Anholt <eric@anholt.net>2015-11-06 12:28:03 -0800
commit029cd3d827a0bb019b638718773ae497d1632bbe (patch)
treeabceec1617dcaa5b10032fdb9c10c50f997ea62f
parent7d1e4783853f9830344d101ceab087feb19995be (diff)
glamor: No need to glFlush before destroying a pixmap.
I assume this was a workaround for an old, broken, closed driver. The driver doesn't get to throw away rendering just because the rendering context's shared-across-processes render target is getting freed from the local address space. If the rendering isn't to a shared render target, then we *do* want to throw away the rendering to it. Signed-off-by: Eric Anholt <eric@anholt.net>
-rw-r--r--glamor/glamor_egl.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/glamor/glamor_egl.c b/glamor/glamor_egl.c
index 2e6c7bdbc..cc16b0a75 100644
--- a/glamor/glamor_egl.c
+++ b/glamor/glamor_egl.c
@@ -609,10 +609,6 @@ glamor_egl_destroy_pixmap_image(PixmapPtr pixmap)
struct glamor_egl_screen_private *glamor_egl =
glamor_egl_get_screen_private(scrn);
- /* Before destroy an image which was attached to
- * a texture. we must call glFlush to make sure the
- * operation on that texture has been done.*/
- glamor_block_handler(pixmap->drawable.pScreen);
eglDestroyImageKHR(glamor_egl->display, pixmap_priv->image);
pixmap_priv->image = NULL;
}