void
_mesa_ref_sync_object(struct gl_context *ctx, struct gl_sync_object *syncObj)
{
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_lock(&ctx->Shared->Mutex);
syncObj->RefCount++;
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_unlock(&ctx->Shared->Mutex);
}
{
struct set_entry *entry;
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_lock(&ctx->Shared->Mutex);
syncObj->RefCount--;
if (syncObj->RefCount == 0) {
entry = _mesa_set_search(ctx->Shared->SyncObjects,
syncObj);
assert (entry != NULL);
_mesa_set_remove(ctx->Shared->SyncObjects, entry);
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_unlock(&ctx->Shared->Mutex);
ctx->Driver.DeleteSyncObject(ctx, syncObj);
} else {
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_unlock(&ctx->Shared->Mutex);
}
}
ctx->Driver.FenceSync(ctx, syncObj, condition, flags);
- _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_lock(&ctx->Shared->Mutex);
_mesa_set_add(ctx->Shared->SyncObjects,
_mesa_hash_pointer(syncObj),
syncObj);
- _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+ mtx_unlock(&ctx->Shared->Mutex);
return (GLsync) syncObj;
}