remove_from_list(& syncObj->link);
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
- (*ctx->Driver.DeleteSyncObject)(ctx, syncObj);
+ ctx->Driver.DeleteSyncObject(ctx, syncObj);
} else {
_glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
}
return 0;
}
- syncObj = (*ctx->Driver.NewSyncObject)(ctx, GL_SYNC_FENCE);
+ syncObj = ctx->Driver.NewSyncObject(ctx, GL_SYNC_FENCE);
if (syncObj != NULL) {
syncObj->Type = GL_SYNC_FENCE;
/* The name is not currently used, and it is never visible to
syncObj->Flags = flags;
syncObj->Status = 0;
- (*ctx->Driver.FenceSync)(ctx, syncObj, condition, flags);
+ ctx->Driver.FenceSync(ctx, syncObj, condition, flags);
_glthread_LOCK_MUTEX(ctx->Shared->Mutex);
insert_at_tail(& ctx->Shared->SyncObjects, & syncObj->link);
* ClientWaitSync was called. ALREADY_SIGNALED will always be returned
* if <sync> was signaled, even if the value of <timeout> is zero.
*/
- (*ctx->Driver.CheckSync)(ctx, syncObj);
+ ctx->Driver.CheckSync(ctx, syncObj);
if (syncObj->Status) {
ret = GL_ALREADY_SIGNALED;
} else {
- (*ctx->Driver.ClientWaitSync)(ctx, syncObj, flags, timeout);
+ ctx->Driver.ClientWaitSync(ctx, syncObj, flags, timeout);
ret = syncObj->Status ? GL_CONDITION_SATISFIED : GL_TIMEOUT_EXPIRED;
}
return;
}
- (*ctx->Driver.ServerWaitSync)(ctx, syncObj, flags, timeout);
+ ctx->Driver.ServerWaitSync(ctx, syncObj, flags, timeout);
}
* this call won't block. It just updates state in the common object
* data from the current driver state.
*/
- (*ctx->Driver.CheckSync)(ctx, syncObj);
+ ctx->Driver.CheckSync(ctx, syncObj);
v[0] = (syncObj->Status) ? GL_SIGNALED : GL_UNSIGNALED;
size = 1;