#include "imports.h"
#include "mtypes.h"
#include "hash.h"
-#include "hash_table.h"
#include "atifragshader.h"
#include "bufferobj.h"
#include "shared.h"
#include "program/program.h"
#include "dlist.h"
#include "samplerobj.h"
-#include "set.h"
+#include "shaderapi.h"
#include "shaderobj.h"
#include "syncobj.h"
+#include "util/hash_table.h"
+#include "util/set.h"
/**
* Allocate and initialize a shared context state structure.
if (!shared)
return NULL;
- _glthread_INIT_MUTEX(shared->Mutex);
+ mtx_init(&shared->Mutex, mtx_plain);
shared->DisplayList = _mesa_NewHashTable();
shared->TexObjects = _mesa_NewHashTable();
shared->SamplerObjects = _mesa_NewHashTable();
/* Allocate the default buffer object */
- shared->NullBufferObj = ctx->Driver.NewBufferObject(ctx, 0, 0);
+ shared->NullBufferObj = ctx->Driver.NewBufferObject(ctx, 0);
/* Create default texture objects */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
GL_TEXTURE_2D,
GL_TEXTURE_1D
};
- STATIC_ASSERT(Elements(targets) == NUM_TEXTURE_TARGETS);
+ STATIC_ASSERT(ARRAY_SIZE(targets) == NUM_TEXTURE_TARGETS);
shared->DefaultTex[i] = ctx->Driver.NewTextureObject(ctx, 0, targets[i]);
}
assert(shared->DefaultTex[TEXTURE_1D_INDEX]->RefCount == 1);
/* Mutex and timestamp for texobj state validation */
- _glthread_INIT_MUTEX(shared->TexMutex);
+ mtx_init(&shared->TexMutex, mtx_recursive);
shared->TextureStateStamp = 0;
shared->FrameBuffers = _mesa_NewHashTable();
shared->RenderBuffers = _mesa_NewHashTable();
- shared->SyncObjects = _mesa_set_create(NULL, _mesa_key_pointer_equal);
+ shared->SyncObjects = _mesa_set_create(NULL, _mesa_hash_pointer,
+ _mesa_key_pointer_equal);
return shared;
}
struct gl_program *prog = (struct gl_program *) data;
struct gl_context *ctx = (struct gl_context *) userData;
if(prog != &_mesa_DummyProgram) {
- ASSERT(prog->RefCount == 1); /* should only be referenced by hash table */
+ assert(prog->RefCount == 1); /* should only be referenced by hash table */
prog->RefCount = 0; /* now going away */
ctx->Driver.DeleteProgram(ctx, prog);
}
{
struct gl_buffer_object *bufObj = (struct gl_buffer_object *) data;
struct gl_context *ctx = (struct gl_context *) userData;
- if (_mesa_bufferobj_mapped(bufObj)) {
- ctx->Driver.UnmapBuffer(ctx, bufObj);
- bufObj->Pointer = NULL;
- }
+
+ _mesa_buffer_unmap_all_mappings(ctx, bufObj);
_mesa_reference_buffer_object(ctx, &bufObj, NULL);
}
{
struct gl_context *ctx = (struct gl_context *) userData;
struct gl_shader *sh = (struct gl_shader *) data;
- if (sh->Type == GL_FRAGMENT_SHADER || sh->Type == GL_VERTEX_SHADER ||
- sh->Type == GL_GEOMETRY_SHADER) {
+ if (_mesa_validate_shader_target(ctx, sh->Type)) {
ctx->Driver.DeleteShader(ctx, sh);
}
else {
struct gl_shader_program *shProg = (struct gl_shader_program *) data;
- ASSERT(shProg->Type == GL_SHADER_PROGRAM_MESA);
+ assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
ctx->Driver.DeleteShaderProgram(ctx, shProg);
}
}
* Free texture objects (after FBOs since some textures might have
* been bound to FBOs).
*/
- ASSERT(ctx->Driver.DeleteTexture);
+ assert(ctx->Driver.DeleteTexture);
/* the default textures */
for (i = 0; i < NUM_TEXTURE_TARGETS; i++) {
ctx->Driver.DeleteTexture(ctx, shared->DefaultTex[i]);
_mesa_HashDeleteAll(shared->TexObjects, delete_texture_cb, ctx);
_mesa_DeleteHashTable(shared->TexObjects);
- _glthread_DESTROY_MUTEX(shared->Mutex);
- _glthread_DESTROY_MUTEX(shared->TexMutex);
+ mtx_destroy(&shared->Mutex);
+ mtx_destroy(&shared->TexMutex);
free(shared);
}
struct gl_shared_state *old = *ptr;
GLboolean delete;
- _glthread_LOCK_MUTEX(old->Mutex);
+ mtx_lock(&old->Mutex);
assert(old->RefCount >= 1);
old->RefCount--;
delete = (old->RefCount == 0);
- _glthread_UNLOCK_MUTEX(old->Mutex);
+ mtx_unlock(&old->Mutex);
if (delete) {
free_shared_state(ctx, old);
if (state) {
/* reference new state */
- _glthread_LOCK_MUTEX(state->Mutex);
+ mtx_lock(&state->Mutex);
state->RefCount++;
*ptr = state;
- _glthread_UNLOCK_MUTEX(state->Mutex);
+ mtx_unlock(&state->Mutex);
}
}