--- /dev/null
+<?xml version="1.0"?>
+<!DOCTYPE OpenGLAPI SYSTEM "gl_API.dtd">
+
+<OpenGLAPI>
+
+<category name="GL_KHR_context_flush_control" number="168">
+ <enum name="CONTEXT_RELEASE_BEHAVIOR" value="0x82FB"/>
+ <enum name="CONTEXT_RELEASE_BEHAVIOR_FLUSH" value="0x82FC"/>
+</category>
+
+</OpenGLAPI>
<xi:include href="ARB_texture_barrier.xml" xmlns:xi="http://www.w3.org/2001/XInclude"/>
+<xi:include href="KHR_context_flush_control.xml" xmlns:xi="http://www.w3.org/2001/XInclude"/>
+
<!-- Non-ARB extensions sorted by extension number. -->
<category name="GL_EXT_blend_color" number="2">
/** GL_ARB_gpu_shader5 */
consts->MinFragmentInterpolationOffset = MIN_FRAGMENT_INTERPOLATION_OFFSET;
consts->MaxFragmentInterpolationOffset = MAX_FRAGMENT_INTERPOLATION_OFFSET;
+
+ /** GL_KHR_context_flush_control */
+ consts->ContextReleaseBehavior = GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH;
}
}
if (curCtx &&
- (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
+ (curCtx->WinSysDrawBuffer || curCtx->WinSysReadBuffer) &&
/* make sure this context is valid for flushing */
- curCtx != newCtx)
+ curCtx != newCtx &&
+ curCtx->Const.ContextReleaseBehavior ==
+ GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH)
_mesa_flush(curCtx);
/* We used to call _glapi_check_multithread() here. Now do it in drivers */
/* KHR extensions */
{ "GL_KHR_debug", o(dummy_true), GL, 2012 },
+ { "GL_KHR_context_flush_control", o(dummy_true), GL | ES2, 2014 },
/* Vendor extensions */
{ "GL_3DFX_texture_compression_FXT1", o(TDFX_texture_compression_FXT1), GL, 1999 },
[ "PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL", "CONST(MAX_PERFQUERY_COUNTER_NAME_LENGTH), extra_INTEL_performance_query" ],
[ "PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL", "CONST(MAX_PERFQUERY_COUNTER_DESC_LENGTH), extra_INTEL_performance_query" ],
[ "PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL", "CONST(PERFQUERY_HAVE_GPA_EXTENDED_COUNTERS), extra_INTEL_performance_query" ],
+
+# GL_KHR_context_flush_control
+ [ "CONTEXT_RELEASE_BEHAVIOR", "CONTEXT_ENUM(Const.ContextReleaseBehavior), NO_EXTRA" ],
]},
# GLES3 is not a typo.
GLboolean FakeSWMSAA;
+ /** GL_KHR_context_flush_control */
+ GLenum ContextReleaseBehavior;
+
struct gl_shader_compiler_options ShaderCompilerOptions[MESA_SHADER_STAGES];
};