#include "util/u_atomic.h"
#include "util/u_surface.h"
#include "util/list.h"
+#include "util/u_memory.h"
struct hash_table;
struct st_manager_private
if (flags & ST_FLUSH_FENCE_FD)
pipe_flags |= PIPE_FLUSH_FENCE_FD;
+ /* If both the bitmap cache is dirty and there are unflushed vertices,
+ * it means that glBitmap was called first and then glBegin.
+ */
+ st_flush_bitmap_cache(st);
FLUSH_VERTICES(st->ctx, 0);
- FLUSH_CURRENT(st->ctx, 0);
+
/* Notify the caller that we're ready to flush */
if (before_flush_cb)
before_flush_cb(args);
* If glthread is disabled, st_draw.c re-pins driver threads regularly
* based on the location of the app thread.
*/
- struct glthread_state *glthread = st->ctx->GLThread;
- if (glthread && st->pipe->set_context_param) {
+ struct glthread_state *glthread = &st->ctx->GLThread;
+ if (glthread->enabled && st->pipe->set_context_param) {
util_pin_driver_threads_to_random_L3(st->pipe, &glthread->queue.threads[0]);
}
}
return NULL;
}
+ _mesa_initialize();
+
/* Create a hash table for the framebuffer interface objects
* if it has not been created for this st manager.
*/
}
}
+ st->can_scissor_clear = !!st->pipe->screen->get_param(st->pipe->screen, PIPE_CAP_CLEAR_SCISSORED);
+
st->invalidate_on_gl_viewport =
smapi->get_param(smapi, ST_MANAGER_BROKEN_INVALIDATE);
st_framebuffer_update_attachments(stfb);
/*
- * Force a call to the state tracker manager to validate the
+ * Force a call to the frontend manager to validate the
* new renderbuffer. It might be that there is a window system
* renderbuffer available.
*/