#include <stdbool.h>
#include "util/u_queue.h"
#include "GL/gl.h"
+#include "compiler/shader_enums.h"
struct gl_context;
struct _mesa_HashTable;
GLuint Name;
bool HasUserPointer;
GLuint CurrentElementBufferName;
+ GLbitfield Enabled;
};
/** A single batch of commands queued up for execution. */
struct glthread_vao *CurrentVAO;
struct glthread_vao *LastLookedUpVAO;
struct glthread_vao DefaultVAO;
+ int ClientActiveTexture;
/** Currently-bound buffer object IDs. */
GLuint CurrentArrayBufferName;
GLsizei n, const GLuint *ids);
void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
GLsizei n, GLuint *arrays);
+void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
+ gl_vert_attrib attrib, bool enable);
void _mesa_glthread_AttribPointer(struct gl_context *ctx);
#endif /* _GLTHREAD_H*/