specially to ensure that it causes all previous commands to get
delivered to the server thread.
-->
-
- <function name="Flush" es1="1.0" es2="2.0" marshal="sync">
+ <function name="Flush" es1="1.0" es2="2.0" marshal="custom">
<glx sop="142" handcode="true"/>
</function>
#include "dispatch.h"
#include "marshal_generated.h"
+struct marshal_cmd_Flush
+{
+ struct marshal_cmd_base cmd_base;
+};
+
+
+void
+_mesa_unmarshal_Flush(struct gl_context *ctx,
+ const struct marshal_cmd_Flush *cmd)
+{
+ CALL_Flush(ctx->CurrentServerDispatch, ());
+}
+
+
+void GLAPIENTRY
+_mesa_marshal_Flush(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct marshal_cmd_Flush *cmd =
+ _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_Flush,
+ sizeof(struct marshal_cmd_Flush));
+ (void) cmd;
+ _mesa_post_marshal_hook(ctx);
+
+ /* Flush() needs to be handled specially. In addition to telling the
+ * background thread to flush, we need to ensure that our own buffer is
+ * submitted to the background thread so that it will complete in a finite
+ * amount of time.
+ */
+ _mesa_glthread_flush_batch(ctx);
+}
+
+
struct marshal_cmd_ShaderSource
{
struct marshal_cmd_base cmd_base;
}
struct marshal_cmd_ShaderSource;
+struct marshal_cmd_Flush;
void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
_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);
+
#endif /* MARSHAL_H */