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Searched refs:GLThread (Results 1 – 9 of 9) sorted by relevance

/third_party/mesa3d/src/mesa/main/
Dglthread_get.c55 *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()
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Dglthread_marshal.h59 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()
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Dglthread_varray.c74 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()
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Dglthread.c76 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()
Dglthread_shaderobj.c123 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()
Dglthread_draw.c115 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()
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Dglthread_bufferobj.c35 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()
Dmtypes.h5229 struct glthread_state GLThread; member
Ddlist.c15050 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()