diff --git a/src/gallium/drivers/llvmpipe/lp_scene.c b/src/gallium/drivers/llvmpipe/lp_scene.c index 7a94116f036..41518cbc112 100644 --- a/src/gallium/drivers/llvmpipe/lp_scene.c +++ b/src/gallium/drivers/llvmpipe/lp_scene.c @@ -412,61 +412,6 @@ end: } - -/** - * Prepare this scene for the rasterizer. - * Map the framebuffer surfaces. Initialize the 'rast' state. - */ -static boolean -lp_scene_map_buffers( struct lp_scene *scene ) -{ - LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__); - - /* XXX framebuffer surfaces are no longer mapped here */ - /* XXX move all map/unmap stuff into rast module... */ - - return TRUE; -} - - - -/** - * Called after rasterizer as finished rasterizing a scene. - * - * We want to call this from the pipe_context's current thread to - * avoid having to have mutexes on the transfer functions. - */ -static void -lp_scene_unmap_buffers( struct lp_scene *scene ) -{ -#if 0 - unsigned i; - - for (i = 0; i < scene->fb.nr_cbufs; i++) { - if (scene->cbuf_map[i]) { - struct pipe_surface *cbuf = scene->fb.cbufs[i]; - llvmpipe_resource_unmap(cbuf->texture, - cbuf->face, - cbuf->level, - cbuf->zslice); - scene->cbuf_map[i] = NULL; - } - } - - if (scene->zsbuf_map) { - struct pipe_surface *zsbuf = scene->fb.zsbuf; - llvmpipe_resource_unmap(zsbuf->texture, - zsbuf->face, - zsbuf->level, - zsbuf->zslice); - scene->zsbuf_map = NULL; - } -#endif - - util_unreference_framebuffer_state( &scene->fb ); -} - - void lp_scene_begin_binning( struct lp_scene *scene, struct pipe_framebuffer_state *fb ) { @@ -501,8 +446,6 @@ void lp_scene_rasterize( struct lp_scene *scene, scene->write_depth = (scene->fb.zsbuf != NULL && write_depth); - lp_scene_map_buffers( scene ); - /* Enqueue the scene for rasterization, then immediately wait for * it to finish. */ @@ -513,6 +456,9 @@ void lp_scene_rasterize( struct lp_scene *scene, * transfers become per-context: */ lp_rast_finish( rast ); - lp_scene_unmap_buffers( scene ); + + util_unreference_framebuffer_state( &scene->fb ); + + /* put scene into the empty list */ lp_scene_enqueue( scene->empty_queue, scene ); }