#include "util/u_queue.h"
#include "GL/gl.h"
#include "compiler/shader_enums.h"
+#include "main/config.h"
struct gl_context;
struct gl_buffer_object;
struct glthread_vao {
GLuint Name;
GLuint CurrentElementBufferName;
- GLbitfield Enabled;
+ GLbitfield UserEnabled; /**< Vertex attrib arrays enabled by the user. */
+ GLbitfield Enabled; /**< UserEnabled with POS vs GENERIC0 aliasing resolved. */
GLbitfield UserPointerMask;
GLbitfield NonZeroDivisorMask;
uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
};
+struct glthread_client_attrib {
+ struct glthread_vao VAO;
+ GLuint CurrentArrayBufferName;
+ int ClientActiveTexture;
+ GLuint RestartIndex;
+ bool PrimitiveRestart;
+ bool PrimitiveRestartFixedIndex;
+
+ /** Whether this element of the client attrib stack contains saved state. */
+ bool Valid;
+};
+
struct glthread_state
{
/** Multithreaded queue. */
/** Whether GLThread is enabled. */
bool enabled;
+ /** Whether GLThread is inside a display list generation. */
+ bool inside_dlist;
+
/** The ring of batches in memory. */
struct glthread_batch batches[MARSHAL_MAX_BATCHES];
/** Caps. */
GLboolean SupportsBufferUploads;
+ GLboolean SupportsNonVBOUploads;
/** Primitive restart state. */
bool PrimitiveRestart;
struct glthread_vao *CurrentVAO;
struct glthread_vao *LastLookedUpVAO;
struct glthread_vao DefaultVAO;
+ struct glthread_client_attrib ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
+ int ClientAttribStackTop;
int ClientActiveTexture;
/** Currently-bound buffer object IDs. */
GLuint buffer, gl_vert_attrib attrib,
GLint size, GLenum type, GLsizei stride,
GLintptr offset);
+void _mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
+ bool set_default);
+void _mesa_glthread_PopClientAttrib(struct gl_context *ctx);
+void _mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask);
#endif /* _GLTHREAD_H*/