#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;
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. */
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*/