X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fmarshal.h;h=23b33002e42f14bce86a5036c7245e2f69c5725b;hb=012bfebc0779bd0eed10ccbdec2edb874992d0dd;hp=ad32b6b3f4df68fa8e0f8a704cc49101a8954a62;hpb=d8d81fbc31619f6ecf0a1b5ded22e5576e1d1739;p=mesa.git diff --git a/src/mesa/main/marshal.h b/src/mesa/main/marshal.h index ad32b6b3f4d..23b33002e42 100644 --- a/src/mesa/main/marshal.h +++ b/src/mesa/main/marshal.h @@ -109,4 +109,79 @@ _mesa_post_marshal_hook(struct gl_context *ctx) _mesa_glthread_finish(ctx); } + +/** + * Checks whether we're on a compat context for code-generated + * glBindVertexArray(). + * + * In order to decide whether a draw call uses only VBOs for vertex and index + * buffers, we track the current vertex and index buffer bindings by + * glBindBuffer(). However, the index buffer binding is stored in the vertex + * array as opposed to the context. If we were to accurately track whether + * the index buffer was a user pointer ot not, we'd have to track it per + * vertex array, which would mean synchronizing with the client thread and + * looking into the hash table to find the actual vertex array object. That's + * more tracking than we'd like to do in the main thread, if possible. + * + * Instead, just punt for now and disable threading on apps using vertex + * arrays and compat contexts. Apps using vertex arrays can probably use a + * core context. + */ +static inline bool +_mesa_glthread_is_compat_bind_vertex_array(const struct gl_context *ctx) +{ + return ctx->API != API_OPENGL_CORE; +} + +/** + * Instead of conditionally handling marshaling previously-bound user vertex + * array data in draw calls (deprecated and removed in GL core), we just + * disable threading at the point where the user sets a user vertex array. + */ +static inline bool +_mesa_glthread_is_non_vbo_vertex_attrib_pointer(const struct gl_context *ctx) +{ + struct glthread_state *glthread = ctx->GLThread; + + return ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo; +} + +/** + * Instead of conditionally handling marshaling immediate index data in draw + * calls (deprecated and removed in GL core), we just disable threading. + */ +static inline bool +_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx) +{ + struct glthread_state *glthread = ctx->GLThread; + + return ctx->API != API_OPENGL_CORE && !glthread->element_array_is_vbo; +} + +struct marshal_cmd_ShaderSource; +struct marshal_cmd_Flush; +struct marshal_cmd_BindBuffer; + +void GLAPIENTRY +_mesa_marshal_ShaderSource(GLuint shader, GLsizei count, + const GLchar * const *string, const GLint *length); + +void +_mesa_unmarshal_ShaderSource(struct gl_context *ctx, + const struct marshal_cmd_ShaderSource *cmd); + +void GLAPIENTRY +_mesa_marshal_Flush(void); + +void +_mesa_unmarshal_Flush(struct gl_context *ctx, + const struct marshal_cmd_Flush *cmd); + +void GLAPIENTRY +_mesa_marshal_BindBuffer(GLenum target, GLuint buffer); + +void +_mesa_unmarshal_BindBuffer(struct gl_context *ctx, + const struct marshal_cmd_BindBuffer *cmd); + #endif /* MARSHAL_H */