clear(struct gl_context *ctx, GLbitfield mask, bool no_error)
{
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (!no_error) {
if (mask & ~(GL_COLOR_BUFFER_BIT |
const GLint *value, bool no_error)
{
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (ctx->NewState) {
_mesa_update_state( ctx );
const GLuint *value, bool no_error)
{
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (ctx->NewState) {
_mesa_update_state( ctx );
const GLfloat *value, bool no_error)
{
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (ctx->NewState) {
_mesa_update_state( ctx );
GLbitfield mask = 0;
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (!no_error) {
if (buffer != GL_DEPTH_STENCIL) {
_mesa_flush(struct gl_context *ctx)
{
FLUSH_VERTICES( ctx, 0 );
- FLUSH_CURRENT( ctx, 0 );
if (ctx->Driver.Flush) {
ctx->Driver.Flush(ctx);
}
ASSERT_OUTSIDE_BEGIN_END(ctx);
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (ctx->Driver.Finish) {
ctx->Driver.Finish(ctx);
return;
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
bufObjs = malloc(sizeof(struct gl_buffer_object *) * numBufferBarriers);
if (!bufObjs) {
return;
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
bufObjs = malloc(sizeof(struct gl_buffer_object *) * numBufferBarriers);
if (!bufObjs) {
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
- FLUSH_CURRENT(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glReadPixels(%d, %d, %s, %s, %p)\n",
pipe_flags |= PIPE_FLUSH_FENCE_FD;
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);