Age | Commit message (Collapse) | Author |
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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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This replaces the temporary occlusion counter functions we had before.
Added new ctx->Driver.WaitQuery() function which should block until the result is ready.
Sketch out some code for vertex transformation feedback counters.
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Use xmesa_new_color_surface() for front/back renderbuffer surfaces.
Use xmesa_surface_alloc() for everything else (textures, other renderbuffers)
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