Searched refs:GLThread (Results 1 – 12 of 12) sorted by relevance
59 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_allocate_command()79 return ctx->GLThread.CurrentPixelPackBufferName == 0; in _mesa_glthread_has_no_pack_buffer()85 return ctx->GLThread.CurrentPixelUnpackBufferName == 0; in _mesa_glthread_has_no_unpack_buffer()95 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices_or_indices()106 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices()116 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices_or_indirect()127 const struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_has_non_vbo_vertices_or_indices_or_indirect()405 return VERT_ATTRIB_TEX(ctx->GLThread.ClientActiveTexture); in _mesa_array_to_attrib()430 return M_TEXTURE0 + ctx->GLThread.ActiveTexture; in _mesa_get_matrix_index()444 if (ctx->GLThread.ListMode == GL_COMPILE) in _mesa_glthread_Enable()[all …]
48 *p = GL_TEXTURE0 + ctx->GLThread.ActiveTexture; in _mesa_marshal_GetIntegerv()51 *p = ctx->GLThread.CurrentArrayBufferName; in _mesa_marshal_GetIntegerv()54 *p = ctx->GLThread.AttribStackDepth; in _mesa_marshal_GetIntegerv()57 *p = ctx->GLThread.ClientActiveTexture; in _mesa_marshal_GetIntegerv()60 *p = ctx->GLThread.ClientAttribStackTop; in _mesa_marshal_GetIntegerv()63 *p = ctx->GLThread.CurrentProgram; in _mesa_marshal_GetIntegerv()66 *p = ctx->GLThread.CurrentDrawIndirectBufferName; in _mesa_marshal_GetIntegerv()69 *p = ctx->GLThread.CurrentDrawFramebuffer; in _mesa_marshal_GetIntegerv()72 *p = ctx->GLThread.CurrentPixelPackBufferName; in _mesa_marshal_GetIntegerv()75 *p = ctx->GLThread.CurrentPixelUnpackBufferName; in _mesa_marshal_GetIntegerv()[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 …]
77 unsigned batch_index = batch - ctx->GLThread.batches; in glthread_unmarshal_batch()79 p_atomic_cmpxchg(&ctx->GLThread.LastProgramChangeBatch, batch_index, -1); in glthread_unmarshal_batch()80 p_atomic_cmpxchg(&ctx->GLThread.LastDListChangeBatchIndex, batch_index, -1); in glthread_unmarshal_batch()88 st_set_background_context(ctx, &ctx->GLThread.stats); in glthread_thread_initialization()95 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_init()162 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_destroy()179 ctx->GLThread.enabled = false; in _mesa_glthread_destroy()191 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_flush_batch()258 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_finish()
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()505 struct glthread_vao *vao = ctx->GLThread.CurrentVAO; in _mesa_marshal_MultiDrawArrays()508 if (ctx->GLThread.ListMode) in _mesa_marshal_MultiDrawArrays()518 if (!ctx->GLThread.SupportsNonVBOUploads || in _mesa_marshal_MultiDrawArrays()782 struct glthread_vao *vao = ctx->GLThread.CurrentVAO; in draw_elements()786 if (compiled_into_dlist && ctx->GLThread.ListMode) in draw_elements()804 if (!ctx->GLThread.SupportsNonVBOUploads) in draw_elements()[all …]
124 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_ProgramChanged()144 int batch = p_atomic_read(&ctx->GLThread.LastProgramChangeBatch); in wait_for_glLinkProgram()146 util_queue_fence_wait(&ctx->GLThread.batches[batch].fence); in wait_for_glLinkProgram()147 assert(p_atomic_read(&ctx->GLThread.LastProgramChangeBatch) == -1); in wait_for_glLinkProgram()
35 assert(ctx->GLThread.SupportsBufferUploads); in new_upload_buffer()71 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_upload()177 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_BindBuffer()209 struct glthread_state *glthread = &ctx->GLThread; in _mesa_glthread_DeleteBuffers()427 if (ctx->GLThread.SupportsBufferUploads && in _mesa_marshal_BufferSubData_merged()
13516 if (!ctx->GLThread.enabled) { in _mesa_NewList()13728 if (!ctx->GLThread.enabled) { in _mesa_EndList()13770 if (!ctx->GLThread.enabled) { in _mesa_CallList()13956 if (!ctx->GLThread.enabled) { in _mesa_CallLists()14330 if (ctx->GLThread.ListCallDepth < MAX_LIST_NESTING) { in _mesa_glthread_execute_list()14331 ctx->GLThread.ListCallDepth++; in _mesa_glthread_execute_list()14333 ctx->GLThread.ListCallDepth--; in _mesa_glthread_execute_list()14337 if (ctx->GLThread.ListCallDepth < MAX_LIST_NESTING) { in _mesa_glthread_execute_list()14338 ctx->GLThread.ListCallDepth++; in _mesa_glthread_execute_list()14340 ctx->GLThread.ListCallDepth--; in _mesa_glthread_execute_list()[all …]
3311 struct glthread_state GLThread; member
110 !ctx->GLThread.enabled && in prepare_draw()
857 if (ctx->GLThread.enabled) { in _mesa_Begin()917 if (ctx->GLThread.enabled) { in _mesa_End()
2943 - mesa: use ctx->GLThread.enabled now that it's correct