I haven't deeply investigated this but two solutions spring to mind:
- Hack: Move the call to RADEONAdjustFrame() during initialization to before the lock is grabbed.
- Better: Replace the call to RADEONAdjustFrame() during initialization with something like:
if (info->FBDev) { fbdevHWAdjustFrame(scrnIndex, x, y, flags); } else { RADEONDoAdjustFrame(pScrn, x, y, FALSE); }
which is basically what RADEONAdjustFrame() wraps.
That seems like the right way to go, but I'd feel better if the body of RADEONAdjectFrame was moved to a new function called RADEONAdjectFrameLocked. RADEONAdjectFrame would just lock, call RADEONAdjectFrameLocked, and unlock. That matches what's been done elsewhere in the 3D driver, anyway.
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