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/*
* 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_SIZE (8 * 1024)
/* 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 "GL/gl.h"
#include "compiler/shader_enums.h"
#include "main/config.h"
struct gl_context;
struct gl_buffer_object;
struct _mesa_HashTable;
struct glthread_attrib_binding {
struct gl_buffer_object *buffer; /**< where non-VBO data was uploaded */
int offset; /**< offset to uploaded non-VBO data */
const void *original_pointer; /**< restore this pointer after the draw */
};
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 NonZeroDivisorMask; /**< Bitmask of buffer bindings. */
struct {
/* Per attrib: */
GLuint ElementSize;
GLuint RelativeOffset;
GLuint BufferIndex; /**< Referring to Attrib[BufferIndex]. */
/* Per buffer binding: */
GLsizei Stride;
GLuint Divisor;
int EnabledAttribCount; /**< Number of enabled attribs using this buffer. */
const void *Pointer;
} 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;
/** Amount of data used by batch commands, in bytes. */
int used;
/** Data contained in the command buffer. */
#ifdef _MSC_VER
__declspec(align(8))
#else
__attribute__((aligned(8)))
#endif
uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
};
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;
};
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;
/** Whether GLThread is inside a display list generation. */
bool inside_dlist;
/** 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;
/** Upload buffer. */
struct gl_buffer_object *upload_buffer;
uint8_t *upload_ptr;
unsigned upload_offset;
int upload_buffer_private_refcount;
/** Caps. */
GLboolean SupportsBufferUploads;
GLboolean SupportsNonVBOUploads;
/** 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;
};
void _mesa_glthread_init(struct gl_context *ctx);
void _mesa_glthread_destroy(struct gl_context *ctx);
void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
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);
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);
void _mesa_glthread_reset_vao(struct glthread_vao *vao);
void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
GLuint buffer);
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,
GLint size, GLenum type, GLsizei stride,
const void *pointer);
void _mesa_glthread_DSAAttribPointer(struct gl_context *ctx, GLuint vao,
GLuint buffer, gl_vert_attrib attrib,
GLint size, GLenum type, GLsizei stride,
GLintptr offset);
void _mesa_glthread_AttribFormat(struct gl_context *ctx, GLuint attribindex,
GLint size, GLenum type, GLuint relativeoffset);
void _mesa_glthread_DSAAttribFormat(struct gl_context *ctx, GLuint vaobj,
GLuint attribindex, GLint size, GLenum type,
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);
#endif /* _GLTHREAD_H*/