blob: 39594b368e746760cdddac7671fa7c2f83687d2b [file]
/*
* Copyright © 2012 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef _GLTHREAD_H
#define _GLTHREAD_H
/* The size of one batch and the maximum size of one call.
*
* This should be as low as possible, so that:
* - multiple synchronizations within a frame don't slow us down much
* - a smaller number of calls per frame can still get decent parallelism
* - the memory footprint of the queue is low, and with that comes a lower
* chance of experiencing CPU cache thrashing
* but it should be high enough so that u_queue overhead remains negligible.
*/
#define MARSHAL_MAX_CMD_BUFFER_SIZE (8 * 1024)
/* We need to leave 1 slot at the end to insert the END marker for unmarshal
* calls that look ahead to know where the batch ends.
*/
#define MARSHAL_MAX_CMD_SIZE (MARSHAL_MAX_CMD_BUFFER_SIZE - 8)
/* The number of batch slots in memory.
*
* One batch is being executed, one batch is being filled, the rest are
* waiting batches. There must be at least 1 slot for a waiting batch,
* so the minimum number of batches is 3.
*/
#define MARSHAL_MAX_BATCHES 8
/* Special value for glEnableClientState(GL_PRIMITIVE_RESTART_NV). */
#define VERT_ATTRIB_PRIMITIVE_RESTART_NV -1
#include <inttypes.h>
#include <stdbool.h>
#include "util/u_queue.h"
#include "compiler/shader_enums.h"
#include "main/config.h"
#include "main/hash.h"
#include "util/glheader.h"
#ifdef __cplusplus
extern "C" {
#endif
struct gl_context;
struct gl_buffer_object;
struct _glapi_table;
/**
* Client pixel packing/unpacking attributes
*/
struct gl_pixelstore_attrib
{
GLint Alignment;
GLint RowLength;
GLint SkipPixels;
GLint SkipRows;
GLint ImageHeight;
GLint SkipImages;
GLboolean SwapBytes;
GLboolean LsbFirst;
GLboolean Invert; /**< GL_MESA_pack_invert */
GLint CompressedBlockWidth; /**< GL_ARB_compressed_texture_pixel_storage */
GLint CompressedBlockHeight;
GLint CompressedBlockDepth;
GLint CompressedBlockSize;
struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
};
/* Used by both glthread and gl_context. */
union gl_vertex_format_user {
struct {
GLenum16 Type; /**< datatype: GL_FLOAT, GL_INT, etc */
bool Bgra; /**< true if GL_BGRA, else GL_RGBA */
uint8_t Size:5; /**< components per element (1,2,3,4) */
bool Normalized:1; /**< GL_ARB_vertex_program */
bool Integer:1; /**< Integer-valued? */
bool Doubles:1; /**< double values are not converted to floats */
};
uint32_t All;
};
#define MESA_PACK_VFORMAT(type, size, normalized, integer, doubles) \
(union gl_vertex_format_user){{ \
.Type = MIN2(type, 0xffff), /* 0xffff means invalid value */ \
.Bgra = size == GL_BGRA, \
.Size = size == GL_BGRA ? 4 : MIN2(size, 5), /* 5 means invalid value */ \
.Normalized = normalized, \
.Integer = integer, \
.Doubles = doubles \
}}
struct glthread_attrib {
/* Per attrib: */
uint8_t ElementSize; /**< max 32 */
uint8_t BufferIndex; /**< Referring to Attrib[BufferIndex]. */
uint16_t RelativeOffset; /**< max 0xffff in Mesa */
union gl_vertex_format_user Format;
/* Per buffer binding: */
GLuint Divisor;
int16_t Stride; /**< max 2048 */
int8_t EnabledAttribCount; /**< Number of enabled attribs using this buffer. */
const void *Pointer;
};
struct glthread_vao {
GLuint Name;
GLuint CurrentElementBufferName;
GLbitfield UserEnabled; /**< Vertex attribs enabled by the user. */
GLbitfield Enabled; /**< UserEnabled with POS vs GENERIC0 aliasing resolved. */
GLbitfield BufferEnabled; /**< "Enabled" converted to buffer bindings. */
GLbitfield BufferInterleaved; /**< Bitmask of buffers used by multiple attribs. */
GLbitfield UserPointerMask; /**< Bitmask of buffer bindings. */
GLbitfield NonNullPointerMask; /**< Bitmask of buffer bindings with non-NULL user pointers. */
GLbitfield NonZeroDivisorMask; /**< Bitmask of buffer bindings. */
struct glthread_attrib Attrib[VERT_ATTRIB_MAX];
};
/** A single batch of commands queued up for execution. */
struct glthread_batch
{
/** Batch fence for waiting for the execution to finish. */
struct util_queue_fence fence;
/** The worker thread will access the context with this. */
struct gl_context *ctx;
/**
* Number of uint64_t elements filled already.
* This is 0 when it's being filled because glthread::used holds the real
* value temporarily, and glthread::used is copied to this variable when
* the batch is submitted.
*/
unsigned used;
/** Data contained in the command buffer. */
uint64_t buffer[MARSHAL_MAX_CMD_BUFFER_SIZE / 8];
};
struct glthread_client_attrib {
struct glthread_vao VAO;
GLuint CurrentArrayBufferName;
int ClientActiveTexture;
GLuint RestartIndex;
bool PrimitiveRestart;
bool PrimitiveRestartFixedIndex;
/** Whether this element of the client attrib stack contains saved state. */
bool Valid;
};
/* For glPushAttrib / glPopAttrib. */
struct glthread_attrib_node {
GLbitfield Mask;
int ActiveTexture;
GLenum16 MatrixMode;
bool Blend;
bool CullFace;
bool DepthTest;
bool Lighting;
bool PolygonStipple;
};
typedef enum {
M_MODELVIEW,
M_PROJECTION,
M_PROGRAM0,
M_PROGRAM_LAST = M_PROGRAM0 + MAX_PROGRAM_MATRICES - 1,
M_TEXTURE0,
M_TEXTURE_LAST = M_TEXTURE0 + MAX_TEXTURE_UNITS - 1,
M_DUMMY, /* used instead of reporting errors */
M_NUM_MATRIX_STACKS,
} gl_matrix_index;
struct glthread_state
{
/** Multithreaded queue. */
struct util_queue queue;
/** This is sent to the driver for framebuffer overlay / HUD. */
struct util_queue_monitoring stats;
/** Whether GLThread is enabled. */
bool enabled;
bool inside_begin_end;
bool thread_sched_enabled;
/** Display lists. */
GLenum16 ListMode; /**< Zero if not inside display list, else list mode. */
unsigned ListBase;
unsigned ListCallDepth;
/** For L3 cache pinning. */
unsigned pin_thread_counter;
unsigned thread_sched_state;
/** The ring of batches in memory. */
struct glthread_batch batches[MARSHAL_MAX_BATCHES];
/** Pointer to the batch currently being filled. */
struct glthread_batch *next_batch;
/** Index of the last submitted batch. */
unsigned last;
/** Index of the batch being filled and about to be submitted. */
unsigned next;
/** Number of uint64_t elements filled already. */
unsigned used;
/** Upload buffer. */
struct gl_buffer_object *upload_buffer;
uint8_t *upload_ptr;
unsigned upload_offset;
int upload_buffer_private_refcount;
/** Primitive restart state. */
bool PrimitiveRestart;
bool PrimitiveRestartFixedIndex;
bool _PrimitiveRestart;
GLuint RestartIndex;
GLuint _RestartIndex[4]; /**< Restart index for index_size = 1,2,4. */
/** Vertex Array objects tracked by glthread independently of Mesa. */
struct _mesa_HashTable VAOs;
struct glthread_vao *CurrentVAO;
struct glthread_vao *LastLookedUpVAO;
struct glthread_vao DefaultVAO;
struct glthread_client_attrib ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
int ClientAttribStackTop;
int ClientActiveTexture;
/** Currently-bound buffer object IDs. */
GLuint CurrentArrayBufferName;
GLuint CurrentDrawIndirectBufferName;
GLuint CurrentPixelPackBufferName;
GLuint CurrentPixelUnpackBufferName;
GLuint CurrentQueryBufferName;
/**
* The batch index of the last occurence of glLinkProgram or
* glDeleteProgram or -1 if there is no such enqueued call.
*/
int LastProgramChangeBatch;
/**
* The batch index of the last occurence of glEndList or
* glDeleteLists or -1 if there is no such enqueued call.
*/
int LastDListChangeBatchIndex;
/** Basic matrix state tracking. */
int ActiveTexture;
GLenum16 MatrixMode;
gl_matrix_index MatrixIndex;
struct glthread_attrib_node AttribStack[MAX_ATTRIB_STACK_DEPTH];
int AttribStackDepth;
int MatrixStackDepth[M_NUM_MATRIX_STACKS];
/** Enable states. */
bool Blend;
bool DepthTest;
bool CullFace;
bool DebugOutputSynchronous;
bool Lighting;
bool PolygonStipple;
GLuint CurrentDrawFramebuffer;
GLuint CurrentReadFramebuffer;
GLuint CurrentProgram;
/** The last added call of the given function. */
struct marshal_cmd_CallList *LastCallList;
struct marshal_cmd_BindBuffer *LastBindBuffer1;
struct marshal_cmd_BindBuffer *LastBindBuffer2;
/** Global mutex update info. */
unsigned GlobalLockUpdateBatchCounter;
bool LockGlobalMutexes;
struct gl_pixelstore_attrib Unpack;
};
void _mesa_glthread_init(struct gl_context *ctx);
void _mesa_glthread_destroy(struct gl_context *ctx);
void _mesa_glthread_init_dispatch0(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch1(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch2(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch3(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch4(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch5(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch6(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_init_dispatch7(struct gl_context *ctx,
struct _glapi_table *table);
void _mesa_glthread_enable(struct gl_context *ctx);
void _mesa_glthread_disable(struct gl_context *ctx);
void _mesa_glthread_flush_batch(struct gl_context *ctx);
void _mesa_glthread_finish(struct gl_context *ctx);
void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
bool _mesa_glthread_invalidate_zsbuf(struct gl_context *ctx);
void _mesa_glthread_release_upload_buffer(struct gl_context *ctx);
void _mesa_glthread_upload(struct gl_context *ctx, const void *data,
GLsizeiptr size, unsigned *out_offset,
struct gl_buffer_object **out_buffer,
uint8_t **out_ptr,
unsigned start_offset);
void _mesa_glthread_reset_vao(struct glthread_vao *vao);
void _mesa_error_glthread_safe(struct gl_context *ctx, GLenum error,
bool glthread, const char *format, ...);
void _mesa_glthread_execute_list(struct gl_context *ctx, GLuint list);
void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
const GLuint *buffers);
void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
GLsizei n, const GLuint *ids);
void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
GLsizei n, GLuint *arrays);
void _mesa_glthread_set_prim_restart(struct gl_context *ctx, GLenum cap,
bool value);
void _mesa_glthread_PrimitiveRestartIndex(struct gl_context *ctx, GLuint index);
void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
gl_vert_attrib attrib, bool enable);
void _mesa_glthread_AttribDivisor(struct gl_context *ctx, const GLuint *vaobj,
gl_vert_attrib attrib, GLuint divisor);
void _mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib,
union gl_vertex_format_user format,
GLsizei stride, const void *pointer);
void _mesa_glthread_DSAAttribPointer(struct gl_context *ctx, GLuint vao,
GLuint buffer, gl_vert_attrib attrib,
union gl_vertex_format_user format,
GLsizei stride, GLintptr offset);
void _mesa_glthread_AttribFormat(struct gl_context *ctx, GLuint attribindex,
union gl_vertex_format_user format,
GLuint relativeoffset);
void _mesa_glthread_DSAAttribFormat(struct gl_context *ctx, GLuint vaobj,
GLuint attribindex,
union gl_vertex_format_user format,
GLuint relativeoffset);
void _mesa_glthread_VertexBuffer(struct gl_context *ctx, GLuint bindingindex,
GLuint buffer, GLintptr offset, GLsizei stride);
void _mesa_glthread_DSAVertexBuffer(struct gl_context *ctx, GLuint vaobj,
GLuint bindingindex, GLuint buffer,
GLintptr offset, GLsizei stride);
void _mesa_glthread_DSAVertexBuffers(struct gl_context *ctx, GLuint vaobj,
GLuint first, GLsizei count,
const GLuint *buffers,
const GLintptr *offsets,
const GLsizei *strides);
void _mesa_glthread_BindingDivisor(struct gl_context *ctx, GLuint bindingindex,
GLuint divisor);
void _mesa_glthread_DSABindingDivisor(struct gl_context *ctx, GLuint vaobj,
GLuint bindingindex, GLuint divisor);
void _mesa_glthread_AttribBinding(struct gl_context *ctx, GLuint attribindex,
GLuint bindingindex);
void _mesa_glthread_DSAAttribBinding(struct gl_context *ctx, GLuint vaobj,
GLuint attribindex, GLuint bindingindex);
void _mesa_glthread_DSAElementBuffer(struct gl_context *ctx, GLuint vaobj,
GLuint buffer);
void _mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
bool set_default);
void _mesa_glthread_PopClientAttrib(struct gl_context *ctx);
void _mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask);
void _mesa_glthread_InterleavedArrays(struct gl_context *ctx, GLenum format,
GLsizei stride, const GLvoid *pointer);
void _mesa_glthread_ProgramChanged(struct gl_context *ctx);
void _mesa_glthread_UnrollDrawElements(struct gl_context *ctx,
GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLint basevertex);
void _mesa_glthread_unbind_uploaded_vbos(struct gl_context *ctx);
void _mesa_glthread_PixelStorei(struct gl_context *ctx, GLenum pname,
GLint param);
#ifdef __cplusplus
}
#endif
#endif /* _GLTHREAD_H*/