};
+/*
+ * Node for a linked list of dead shaders.
+ */
+struct st_zombie_shader_node
+{
+ void *shader;
+ enum pipe_shader_type type;
+ struct list_head node;
+};
+
+
struct st_context
{
struct st_context_iface iface;
struct draw_stage *rastpos_stage; /**< For glRasterPos */
GLboolean clamp_frag_color_in_shader;
GLboolean clamp_vert_color_in_shader;
+ boolean clamp_frag_depth_in_shader;
boolean has_stencil_export; /**< can do shader stencil export? */
boolean has_time_elapsed;
- boolean has_shader_model3;
boolean has_etc1;
boolean has_etc2;
boolean has_astc_2d_ldr;
boolean has_indep_blend_func;
boolean needs_rgb_dst_alpha_override;
boolean can_bind_const_buffer_as_vertex;
+ boolean has_signed_vertex_buffer_offset;
+ boolean lower_flatshade;
+ boolean lower_alpha_test;
/**
* If a shader can be created when we get its source.
*/
boolean invalidate_on_gl_viewport;
boolean draw_needs_minmax_index;
- boolean vertex_array_out_of_memory;
boolean has_hw_atomics;
/* Some state is contained in constant objects.
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;
+ /**
+ * The number of currently active queries (excluding timer queries).
+ * This is used to know if we need to pause any queries for meta ops.
+ */
+ unsigned active_queries;
+
struct st_vertex_program *vp; /**< Currently bound vertex program */
struct st_fragment_program *fp; /**< Currently bound fragment program */
struct st_common_program *gp; /**< Currently bound geometry program */
struct st_common_program *tcp; /**< Currently bound tess control program */
struct st_common_program *tep; /**< Currently bound tess eval program */
- struct st_compute_program *cp; /**< Currently bound compute program */
+ struct st_common_program *cp; /**< Currently bound compute program */
struct st_vp_variant *vp_variant;
struct {
struct st_zombie_sampler_view_node list;
- mtx_t mutex;
+ simple_mtx_t mutex;
} zombie_sampler_views;
+
+ struct {
+ struct st_zombie_shader_node list;
+ simple_mtx_t mutex;
+ } zombie_shaders;
+
};
st_save_zombie_sampler_view(struct st_context *st,
struct pipe_sampler_view *view);
+extern void
+st_save_zombie_shader(struct st_context *st,
+ enum pipe_shader_type type,
+ struct pipe_shader_state *shader);
+
+
void
st_context_free_zombie_objects(struct st_context *st);