OPCODE_SAMPLER_PARAMETERIIV,
OPCODE_SAMPLER_PARAMETERUIV,
+ /* ARB_compute_shader */
+ OPCODE_DISPATCH_COMPUTE,
+
/* GL_ARB_sync */
OPCODE_WAIT_SYNC,
}
}
+static void GLAPIENTRY
+save_DispatchCompute(GLuint num_groups_x, GLuint num_groups_y,
+ GLuint num_groups_z)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ Node *n;
+ ASSERT_OUTSIDE_SAVE_BEGIN_END_AND_FLUSH(ctx);
+ n = alloc_instruction(ctx, OPCODE_DISPATCH_COMPUTE, 3);
+ if (n) {
+ n[1].ui = num_groups_x;
+ n[2].ui = num_groups_y;
+ n[3].ui = num_groups_z;
+ }
+ if (ctx->ExecuteFlag) {
+ CALL_DispatchCompute(ctx->Exec, (num_groups_x, num_groups_y,
+ num_groups_z));
+ }
+}
+
+static void GLAPIENTRY
+save_DispatchComputeIndirect(GLintptr indirect)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glDispatchComputeIndirect() during display list compile");
+}
+
static void GLAPIENTRY
save_UseProgram(GLuint program)
{
}
break;
+ /* ARB_compute_shader */
+ case OPCODE_DISPATCH_COMPUTE:
+ CALL_DispatchCompute(ctx->Exec, (n[1].ui, n[2].ui, n[3].ui));
+ break;
+
/* GL_ARB_sync */
case OPCODE_WAIT_SYNC:
{
SET_DepthRangeArrayv(table, save_DepthRangeArrayv);
SET_DepthRangeIndexed(table, save_DepthRangeIndexed);
+ /* 122. ARB_compute_shader */
+ SET_DispatchCompute(table, save_DispatchCompute);
+ SET_DispatchComputeIndirect(table, save_DispatchComputeIndirect);
+
/* 173. GL_EXT_blend_func_separate */
SET_BlendFuncSeparate(table, save_BlendFuncSeparateEXT);