struct util_queue_fence fence;
util_queue_fence_init(&fence);
util_queue_add_job(&glthread->queue, ctx, &fence,
- glthread_thread_initialization, NULL);
+ glthread_thread_initialization, NULL, 0);
util_queue_fence_wait(&fence);
util_queue_fence_destroy(&fence);
}
p_atomic_add(&glthread->stats.num_offloaded_items, next->used);
util_queue_add_job(&glthread->queue, next, &next->fence,
- glthread_unmarshal_batch, NULL);
+ glthread_unmarshal_batch, NULL, 0);
glthread->last = glthread->next;
glthread->next = (glthread->next + 1) % MARSHAL_MAX_BATCHES;
}