#include "util/u_queue.h"
#include "GL/gl.h"
#include "compiler/shader_enums.h"
+#include "main/config.h"
struct gl_context;
struct gl_buffer_object;
uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
};
+struct glthread_client_attrib {
+ struct glthread_vao VAO;
+ GLuint CurrentArrayBufferName;
+ int ClientActiveTexture;
+ GLuint RestartIndex;
+ bool PrimitiveRestart;
+ bool PrimitiveRestartFixedIndex;
+
+ /** Whether this element of the client attrib stack contains saved state. */
+ bool Valid;
+};
+
struct glthread_state
{
/** Multithreaded queue. */
struct glthread_vao *CurrentVAO;
struct glthread_vao *LastLookedUpVAO;
struct glthread_vao DefaultVAO;
+ struct glthread_client_attrib ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
+ int ClientAttribStackTop;
int ClientActiveTexture;
/** Currently-bound buffer object IDs. */
GLuint buffer, gl_vert_attrib attrib,
GLint size, GLenum type, GLsizei stride,
GLintptr offset);
+void _mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
+ bool set_default);
+void _mesa_glthread_PopClientAttrib(struct gl_context *ctx);
+void _mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask);
#endif /* _GLTHREAD_H*/
attrib_pointer(glthread, vao, buffer, attrib, size, type, stride,
(const void*)offset);
}
+
+void
+_mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
+ bool set_default)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ if (glthread->ClientAttribStackTop >= MAX_CLIENT_ATTRIB_STACK_DEPTH)
+ return;
+
+ struct glthread_client_attrib *top =
+ &glthread->ClientAttribStack[glthread->ClientAttribStackTop];
+
+ if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
+ top->VAO = *glthread->CurrentVAO;
+ top->CurrentArrayBufferName = glthread->CurrentArrayBufferName;
+ top->ClientActiveTexture = glthread->ClientActiveTexture;
+ top->RestartIndex = glthread->RestartIndex;
+ top->PrimitiveRestart = glthread->PrimitiveRestart;
+ top->PrimitiveRestartFixedIndex = glthread->PrimitiveRestartFixedIndex;
+ top->Valid = true;
+ } else {
+ top->Valid = false;
+ }
+
+ glthread->ClientAttribStackTop++;
+
+ if (set_default)
+ _mesa_glthread_ClientAttribDefault(ctx, mask);
+}
+
+void
+_mesa_glthread_PopClientAttrib(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ if (glthread->ClientAttribStackTop == 0)
+ return;
+
+ glthread->ClientAttribStackTop--;
+
+ struct glthread_client_attrib *top =
+ &glthread->ClientAttribStack[glthread->ClientAttribStackTop];
+
+ if (!top->Valid)
+ return;
+
+ /* Popping a delete VAO is an error. */
+ struct glthread_vao *vao = NULL;
+ if (top->VAO.Name) {
+ vao = lookup_vao(ctx, top->VAO.Name);
+ if (!vao)
+ return;
+ }
+
+ /* Restore states. */
+ glthread->CurrentArrayBufferName = top->CurrentArrayBufferName;
+ glthread->ClientActiveTexture = top->ClientActiveTexture;
+ glthread->RestartIndex = top->RestartIndex;
+ glthread->PrimitiveRestart = top->PrimitiveRestart;
+ glthread->PrimitiveRestartFixedIndex = top->PrimitiveRestartFixedIndex;
+
+ if (!vao)
+ vao = &glthread->DefaultVAO;
+
+ assert(top->VAO.Name == vao->Name);
+ *vao = top->VAO; /* Copy all fields. */
+ glthread->CurrentVAO = vao;
+}
+
+void
+_mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ if (!(mask & GL_CLIENT_VERTEX_ARRAY_BIT))
+ return;
+
+ glthread->CurrentArrayBufferName = 0;
+ glthread->ClientActiveTexture = 0;
+ glthread->RestartIndex = 0;
+ glthread->PrimitiveRestart = false;
+ glthread->PrimitiveRestartFixedIndex = false;
+ glthread->CurrentVAO = &glthread->DefaultVAO;
+ _mesa_glthread_reset_vao(glthread->CurrentVAO);
+}