Searched refs:GLThread (Results 1 – 9 of 9) sorted by relevance
55 *p = GL_TEXTURE0 + ctx->GLThread.ActiveTexture; in _mesa_marshal_GetIntegerv()58 *p = ctx->GLThread.CurrentArrayBufferName; in _mesa_marshal_GetIntegerv()61 *p = ctx->GLThread.AttribStackDepth; in _mesa_marshal_GetIntegerv()64 *p = ctx->GLThread.ClientActiveTexture; in _mesa_marshal_GetIntegerv()67 *p = ctx->GLThread.ClientAttribStackTop; in _mesa_marshal_GetIntegerv()70 *p = ctx->GLThread.CurrentDrawIndirectBufferName; in _mesa_marshal_GetIntegerv()74 *p = ctx->GLThread.MatrixMode; in _mesa_marshal_GetIntegerv()77 *p = ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex] + 1; in _mesa_marshal_GetIntegerv()80 *p = ctx->GLThread.MatrixStackDepth[M_MODELVIEW] + 1; in _mesa_marshal_GetIntegerv()83 *p = ctx->GLThread.MatrixStackDepth[M_PROJECTION] + 1; in _mesa_marshal_GetIntegerv()[all …]
59 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_allocate_command()77 return ctx->GLThread.CurrentPixelPackBufferName == 0; in _mesa_glthread_has_no_pack_buffer()83 return ctx->GLThread.CurrentPixelUnpackBufferName == 0; in _mesa_glthread_has_no_unpack_buffer()93 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices_or_indices()104 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices()114 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices_or_indirect()125 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices_or_indices_or_indirect()403 return VERT_ATTRIB_TEX(ctx->GLThread.ClientActiveTexture); in _mesa_array_to_attrib()428 return M_TEXTURE0 + ctx->GLThread.ActiveTexture; in _mesa_get_matrix_index()442 if (ctx->GLThread.ListMode == GL_COMPILE) in _mesa_glthread_Enable()[all …]
74 struct glthread_state *glthread = &ctx->GLThread; in lookup_vao()96 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_BindVertexArray()112 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_DeleteVertexArrays()146 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_GenVertexArrays()173 return ctx->GLThread.CurrentVAO; in get_vao()179 struct glthread_state *glthread = &ctx->GLThread; in update_primitive_restart()199 ctx->GLThread.PrimitiveRestart = value; in _mesa_glthread_set_prim_restart()202 ctx->GLThread.PrimitiveRestartFixedIndex = value; in _mesa_glthread_set_prim_restart()212 ctx->GLThread.RestartIndex = index; in _mesa_glthread_PrimitiveRestartIndex()246 ctx->GLThread.PrimitiveRestart = enable; in _mesa_glthread_ClientState()[all …]
76 unsigned batch_index = batch - ctx->GLThread.batches; in glthread_unmarshal_batch()78 p_atomic_cmpxchg(&ctx->GLThread.LastProgramChangeBatch, batch_index, -1); in glthread_unmarshal_batch()79 p_atomic_cmpxchg(&ctx->GLThread.LastDListChangeBatchIndex, batch_index, -1); in glthread_unmarshal_batch()87 ctx->Driver.SetBackgroundContext(ctx, &ctx->GLThread.stats); in glthread_thread_initialization()94 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_init()162 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_destroy()176 ctx->GLThread.enabled = false; in _mesa_glthread_destroy()209 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_flush_batch()269 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_finish()
123 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_ProgramChanged()143 int batch = p_atomic_read(&ctx->GLThread.LastProgramChangeBatch); in wait_for_glLinkProgram()145 util_queue_fence_wait(&ctx->GLThread.batches[batch].fence); in wait_for_glLinkProgram()146 assert(p_atomic_read(&ctx->GLThread.LastProgramChangeBatch) == -1); in wait_for_glLinkProgram()
115 struct glthread_vao *vao = ctx->GLThread.CurrentVAO; in upload_vertices()383 struct glthread_vao *vao = ctx->GLThread.CurrentVAO; in draw_arrays()386 if (compiled_into_dlist && ctx->GLThread.ListMode) { in draw_arrays()406 if (!ctx->GLThread.SupportsNonVBOUploads || in draw_arrays()498 struct glthread_vao *vao = ctx->GLThread.CurrentVAO; in _mesa_marshal_MultiDrawArrays()501 if (ctx->GLThread.ListMode) in _mesa_marshal_MultiDrawArrays()511 if (!ctx->GLThread.SupportsNonVBOUploads || in _mesa_marshal_MultiDrawArrays()775 struct glthread_vao *vao = ctx->GLThread.CurrentVAO; in draw_elements()779 if (compiled_into_dlist && ctx->GLThread.ListMode) in draw_elements()797 if (!ctx->GLThread.SupportsNonVBOUploads) in draw_elements()[all …]
35 assert(ctx->GLThread.SupportsBufferUploads); in new_upload_buffer()70 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_upload()176 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_BindBuffer()205 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_DeleteBuffers()423 if (ctx->GLThread.SupportsBufferUploads && in _mesa_marshal_BufferSubData_merged()
5229 struct glthread_state GLThread; member
15050 if (ctx->GLThread.ListCallDepth < MAX_LIST_NESTING) { in _mesa_glthread_execute_list()15051 ctx->GLThread.ListCallDepth++; in _mesa_glthread_execute_list()15053 ctx->GLThread.ListCallDepth--; in _mesa_glthread_execute_list()15057 if (ctx->GLThread.ListCallDepth < MAX_LIST_NESTING) { in _mesa_glthread_execute_list()15058 ctx->GLThread.ListCallDepth++; in _mesa_glthread_execute_list()15060 ctx->GLThread.ListCallDepth--; in _mesa_glthread_execute_list()15100 ctx->GLThread.ListCallDepth--; in _mesa_glthread_execute_list()