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_etc1;
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.
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;
- mtx_t mutex;
+ simple_mtx_t mutex;
} zombie_shaders;
};