/** GL_ARB_gpu_shader5 */
consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
+
+ /** GL_KHR_context_flush_control */
+ consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
}
static void
check_context_limits(struct gl_context *ctx)
{
+ (void) ctx;
+
/* check that we don't exceed the size of various bitfields */
assert(VARYING_SLOT_MAX <=
(8 * sizeof(ctx->VertexProgram._Current->Base.OutputsWritten)));
#endif
+extern void (*__glapi_noop_table[])(void);
+
+
/**
* Allocate and initialize a new dispatch table. All the dispatch
* function pointers will point at the _mesa_generic_nop() function
_glapi_proc *entry = (_glapi_proc *) table;
GLint i;
for (i = 0; i < numEntries; i++) {
+#if defined(_WIN32)
+ /* FIXME: This will not generate an error, but at least it won't
+ * corrupt the stack like _mesa_generic_nop does. */
+ entry[i] = __glapi_noop_table[i];
+#else
entry[i] = (_glapi_proc) _mesa_generic_nop;
+#endif
}
#if defined(_WIN32)
}
if (curCtx &&
- (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
+ (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
/* make sure this context is valid for flushing */
- curCtx != newCtx)
+ curCtx != newCtx &&
+ curCtx->Const.ContextReleaseBehavior ==
+ GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
_mesa_flush(curCtx);
/* We used to call _glapi_check_multithread() here. Now do it in drivers */