_mesa_glthread_finish(ctx);
}
+
+/**
+ * Checks whether we're on a compat context for code-generated
+ * glBindVertexArray().
+ *
+ * In order to decide whether a draw call uses only VBOs for vertex and index
+ * buffers, we track the current vertex and index buffer bindings by
+ * glBindBuffer(). However, the index buffer binding is stored in the vertex
+ * array as opposed to the context. If we were to accurately track whether
+ * the index buffer was a user pointer ot not, we'd have to track it per
+ * vertex array, which would mean synchronizing with the client thread and
+ * looking into the hash table to find the actual vertex array object. That's
+ * more tracking than we'd like to do in the main thread, if possible.
+ *
+ * Instead, just punt for now and disable threading on apps using vertex
+ * arrays and compat contexts. Apps using vertex arrays can probably use a
+ * core context.
+ */
+static inline bool
+_mesa_glthread_is_compat_bind_vertex_array(const struct gl_context *ctx)
+{
+ return ctx->API != API_OPENGL_CORE;
+}
+
+/**
+ * Instead of conditionally handling marshaling previously-bound user vertex
+ * array data in draw calls (deprecated and removed in GL core), we just
+ * disable threading at the point where the user sets a user vertex array.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_vertex_attrib_pointer(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo;
+}
+
+/**
+ * Instead of conditionally handling marshaling immediate index data in draw
+ * calls (deprecated and removed in GL core), we just disable threading.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->element_array_is_vbo;
+}
+
+struct marshal_cmd_ShaderSource;
+struct marshal_cmd_Flush;
+struct marshal_cmd_BindBuffer;
+
+void GLAPIENTRY
+_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
+ const GLchar * const *string, const GLint *length);
+
+void
+_mesa_unmarshal_ShaderSource(struct gl_context *ctx,
+ const struct marshal_cmd_ShaderSource *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_Flush(void);
+
+void
+_mesa_unmarshal_Flush(struct gl_context *ctx,
+ const struct marshal_cmd_Flush *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_BindBuffer(GLenum target, GLuint buffer);
+
+void
+_mesa_unmarshal_BindBuffer(struct gl_context *ctx,
+ const struct marshal_cmd_BindBuffer *cmd);
+
#endif /* MARSHAL_H */