* be accessed.
*/
struct glthread_batch *batch;
+
+ /**
+ * Tracks on the main thread side whether the current vertex array binding
+ * is in a VBO.
+ */
+ bool vertex_array_is_vbo;
+
+ /**
+ * Tracks on the main thread side whether the current element array (index
+ * buffer) binding is in a VBO.
+ */
+ bool element_array_is_vbo;
};
/**
void _mesa_glthread_init(struct gl_context *ctx);
void _mesa_glthread_destroy(struct gl_context *ctx);
+void _mesa_glthread_restore_dispatch(struct gl_context *ctx);
void _mesa_glthread_flush_batch(struct gl_context *ctx);
void _mesa_glthread_finish(struct gl_context *ctx);
_mesa_glthread_finish(struct gl_context *ctx)
{
}
+
+static inline void
+_mesa_glthread_restore_dispatch(struct gl_context *ctx);
+{
+}
+
#endif /* !HAVE_PTHREAD */
#endif /* _GLTHREAD_H*/