static struct glthread_vao *
lookup_vao(struct gl_context *ctx, GLuint id)
{
- struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_state *glthread = &ctx->GLThread;
struct glthread_vao *vao;
assert(id != 0);
void
_mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id)
{
- struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_state *glthread = &ctx->GLThread;
if (id == 0) {
glthread->CurrentVAO = &glthread->DefaultVAO;
_mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
GLsizei n, const GLuint *ids)
{
- struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_state *glthread = &ctx->GLThread;
if (!ids)
return;
_mesa_glthread_GenVertexArrays(struct gl_context *ctx,
GLsizei n, GLuint *arrays)
{
- struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_state *glthread = &ctx->GLThread;
if (!arrays)
return;
void
_mesa_glthread_AttribPointer(struct gl_context *ctx)
{
- struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_state *glthread = &ctx->GLThread;
if (!glthread->vertex_array_is_vbo)
glthread->CurrentVAO->HasUserPointer = true;