/* * 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. */ /** \file glthread_marshal.h * * Declarations of functions related to marshalling GL calls from a client * thread to a server thread. */ #ifndef MARSHAL_H #define MARSHAL_H #include "main/glthread.h" #include "main/context.h" #include "main/macros.h" #include "marshal_generated.h" struct marshal_cmd_base { /** * Type of command. See enum marshal_dispatch_cmd_id. */ uint16_t cmd_id; /** * Number of uint64_t elements used by the command. */ uint16_t cmd_size; }; typedef uint32_t (*_mesa_unmarshal_func)(struct gl_context *ctx, const void *cmd, const uint64_t *last); extern const _mesa_unmarshal_func _mesa_unmarshal_dispatch[NUM_DISPATCH_CMD]; static inline void * _mesa_glthread_allocate_command(struct gl_context *ctx, uint16_t cmd_id, unsigned size) { struct glthread_state *glthread = &ctx->GLThread; const unsigned num_elements = align(size, 8) / 8; if (unlikely(glthread->used + num_elements > MARSHAL_MAX_CMD_SIZE / 8)) _mesa_glthread_flush_batch(ctx); struct glthread_batch *next = glthread->next_batch; struct marshal_cmd_base *cmd_base = (struct marshal_cmd_base *)&next->buffer[glthread->used]; glthread->used += num_elements; cmd_base->cmd_id = cmd_id; cmd_base->cmd_size = num_elements; return cmd_base; } static inline bool _mesa_glthread_has_no_pack_buffer(const struct gl_context *ctx) { return ctx->GLThread.CurrentPixelPackBufferName == 0; } static inline bool _mesa_glthread_has_no_unpack_buffer(const struct gl_context *ctx) { return ctx->GLThread.CurrentPixelUnpackBufferName == 0; } /** * Instead of conditionally handling marshaling immediate index data in draw * calls (deprecated and removed in GL core), we just disable threading. */ static inline bool _mesa_glthread_has_non_vbo_vertices_or_indices(const struct gl_context *ctx) { const struct glthread_state *glthread = &ctx->GLThread; struct glthread_vao *vao = glthread->CurrentVAO; return ctx->API != API_OPENGL_CORE && (vao->CurrentElementBufferName == 0 || (vao->UserPointerMask & vao->BufferEnabled)); } static inline bool _mesa_glthread_has_non_vbo_vertices(const struct gl_context *ctx) { const struct glthread_state *glthread = &ctx->GLThread; const struct glthread_vao *vao = glthread->CurrentVAO; return ctx->API != API_OPENGL_CORE && (vao->UserPointerMask & vao->BufferEnabled); } static inline bool _mesa_glthread_has_non_vbo_vertices_or_indirect(const struct gl_context *ctx) { const struct glthread_state *glthread = &ctx->GLThread; const struct glthread_vao *vao = glthread->CurrentVAO; return ctx->API != API_OPENGL_CORE && (glthread->CurrentDrawIndirectBufferName == 0 || (vao->UserPointerMask & vao->BufferEnabled)); } static inline bool _mesa_glthread_has_non_vbo_vertices_or_indices_or_indirect(const struct gl_context *ctx) { const struct glthread_state *glthread = &ctx->GLThread; struct glthread_vao *vao = glthread->CurrentVAO; return ctx->API != API_OPENGL_CORE && (glthread->CurrentDrawIndirectBufferName == 0 || vao->CurrentElementBufferName == 0 || (vao->UserPointerMask & vao->BufferEnabled)); } struct _glapi_table * _mesa_create_marshal_table(const struct gl_context *ctx); static inline unsigned _mesa_buffer_enum_to_count(GLenum buffer) { switch (buffer) { case GL_COLOR: return 4; case GL_DEPTH_STENCIL: return 2; case GL_STENCIL: case GL_DEPTH: return 1; default: return 0; } } static inline unsigned _mesa_tex_param_enum_to_count(GLenum pname) { switch (pname) { case GL_TEXTURE_MIN_FILTER: case GL_TEXTURE_MAG_FILTER: case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: case GL_TEXTURE_WRAP_R: case GL_TEXTURE_BASE_LEVEL: case GL_TEXTURE_MAX_LEVEL: case GL_GENERATE_MIPMAP_SGIS: case GL_TEXTURE_COMPARE_MODE_ARB: case GL_TEXTURE_COMPARE_FUNC_ARB: case GL_DEPTH_TEXTURE_MODE_ARB: case GL_DEPTH_STENCIL_TEXTURE_MODE: case GL_TEXTURE_SRGB_DECODE_EXT: case GL_TEXTURE_REDUCTION_MODE_EXT: case GL_TEXTURE_CUBE_MAP_SEAMLESS: case GL_TEXTURE_SWIZZLE_R: case GL_TEXTURE_SWIZZLE_G: case GL_TEXTURE_SWIZZLE_B: case GL_TEXTURE_SWIZZLE_A: case GL_TEXTURE_MIN_LOD: case GL_TEXTURE_MAX_LOD: case GL_TEXTURE_PRIORITY: case GL_TEXTURE_MAX_ANISOTROPY_EXT: case GL_TEXTURE_LOD_BIAS: case GL_TEXTURE_TILING_EXT: return 1; case GL_TEXTURE_CROP_RECT_OES: case GL_TEXTURE_SWIZZLE_RGBA: case GL_TEXTURE_BORDER_COLOR: return 4; default: return 0; } } static inline unsigned _mesa_fog_enum_to_count(GLenum pname) { switch (pname) { case GL_FOG_MODE: case GL_FOG_DENSITY: case GL_FOG_START: case GL_FOG_END: case GL_FOG_INDEX: case GL_FOG_COORDINATE_SOURCE_EXT: case GL_FOG_DISTANCE_MODE_NV: return 1; case GL_FOG_COLOR: return 4; default: return 0; } } static inline unsigned _mesa_light_enum_to_count(GLenum pname) { switch (pname) { case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: case GL_POSITION: return 4; case GL_SPOT_DIRECTION: return 3; case GL_SPOT_EXPONENT: case GL_SPOT_CUTOFF: case GL_CONSTANT_ATTENUATION: case GL_LINEAR_ATTENUATION: case GL_QUADRATIC_ATTENUATION: return 1; default: return 0; } } static inline unsigned _mesa_light_model_enum_to_count(GLenum pname) { switch (pname) { case GL_LIGHT_MODEL_AMBIENT: return 4; case GL_LIGHT_MODEL_LOCAL_VIEWER: case GL_LIGHT_MODEL_TWO_SIDE: case GL_LIGHT_MODEL_COLOR_CONTROL: return 1; default: return 0; } } static inline unsigned _mesa_texenv_enum_to_count(GLenum pname) { switch (pname) { case GL_TEXTURE_ENV_MODE: case GL_COMBINE_RGB: case GL_COMBINE_ALPHA: case GL_SOURCE0_RGB: case GL_SOURCE1_RGB: case GL_SOURCE2_RGB: case GL_SOURCE3_RGB_NV: case GL_SOURCE0_ALPHA: case GL_SOURCE1_ALPHA: case GL_SOURCE2_ALPHA: case GL_SOURCE3_ALPHA_NV: case GL_OPERAND0_RGB: case GL_OPERAND1_RGB: case GL_OPERAND2_RGB: case GL_OPERAND3_RGB_NV: case GL_OPERAND0_ALPHA: case GL_OPERAND1_ALPHA: case GL_OPERAND2_ALPHA: case GL_OPERAND3_ALPHA_NV: case GL_RGB_SCALE: case GL_ALPHA_SCALE: case GL_TEXTURE_LOD_BIAS_EXT: case GL_COORD_REPLACE: return 1; case GL_TEXTURE_ENV_COLOR: return 4; default: return 0; } } static inline unsigned _mesa_texgen_enum_to_count(GLenum pname) { switch (pname) { case GL_TEXTURE_GEN_MODE: return 1; case GL_OBJECT_PLANE: case GL_EYE_PLANE: return 4; default: return 0; } } static inline unsigned _mesa_material_enum_to_count(GLenum pname) { switch (pname) { case GL_EMISSION: case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: case GL_AMBIENT_AND_DIFFUSE: return 4; case GL_COLOR_INDEXES: return 3; case GL_SHININESS: return 1; default: return 0; } } static inline unsigned _mesa_point_param_enum_to_count(GLenum pname) { switch (pname) { case GL_DISTANCE_ATTENUATION_EXT: return 3; case GL_POINT_SIZE_MIN_EXT: case GL_POINT_SIZE_MAX_EXT: case GL_POINT_FADE_THRESHOLD_SIZE_EXT: case GL_POINT_SPRITE_COORD_ORIGIN: return 1; default: return 0; } } static inline unsigned _mesa_calllists_enum_to_count(GLenum type) { switch (type) { case GL_BYTE: case GL_UNSIGNED_BYTE: return 1; case GL_SHORT: case GL_UNSIGNED_SHORT: case GL_2_BYTES: return 2; case GL_3_BYTES: return 3; case GL_INT: case GL_UNSIGNED_INT: case GL_FLOAT: case GL_4_BYTES: return 4; default: return 0; } } static inline unsigned _mesa_patch_param_enum_to_count(GLenum pname) { switch (pname) { case GL_PATCH_DEFAULT_OUTER_LEVEL: return 4; case GL_PATCH_DEFAULT_INNER_LEVEL: return 2; default: return 0; } } static inline unsigned _mesa_memobj_enum_to_count(GLenum pname) { switch (pname) { case GL_DEDICATED_MEMORY_OBJECT_EXT: return 1; default: return 0; } } static inline unsigned _mesa_semaphore_enum_to_count(GLenum pname) { switch (pname) { /* EXT_semaphore and EXT_semaphore_fd define no parameters */ default: return 0; } } static inline gl_vert_attrib _mesa_array_to_attrib(struct gl_context *ctx, GLenum array) { switch (array) { case GL_VERTEX_ARRAY: return VERT_ATTRIB_POS; case GL_NORMAL_ARRAY: return VERT_ATTRIB_NORMAL; case GL_COLOR_ARRAY: return VERT_ATTRIB_COLOR0; case GL_INDEX_ARRAY: return VERT_ATTRIB_COLOR_INDEX; case GL_TEXTURE_COORD_ARRAY: return VERT_ATTRIB_TEX(ctx->GLThread.ClientActiveTexture); case GL_EDGE_FLAG_ARRAY: return VERT_ATTRIB_EDGEFLAG; case GL_FOG_COORDINATE_ARRAY: return VERT_ATTRIB_FOG; case GL_SECONDARY_COLOR_ARRAY: return VERT_ATTRIB_COLOR1; case GL_POINT_SIZE_ARRAY_OES: return VERT_ATTRIB_POINT_SIZE; case GL_PRIMITIVE_RESTART_NV: return VERT_ATTRIB_PRIMITIVE_RESTART_NV; default: if (array >= GL_TEXTURE0 && array <= GL_TEXTURE7) return VERT_ATTRIB_TEX(array - GL_TEXTURE0); return VERT_ATTRIB_MAX; } } static inline gl_matrix_index _mesa_get_matrix_index(struct gl_context *ctx, GLenum mode) { if (mode == GL_MODELVIEW || mode == GL_PROJECTION) return M_MODELVIEW + (mode - GL_MODELVIEW); if (mode == GL_TEXTURE) return M_TEXTURE0 + ctx->GLThread.ActiveTexture; if (mode >= GL_TEXTURE0 && mode <= GL_TEXTURE0 + MAX_TEXTURE_UNITS - 1) return M_TEXTURE0 + (mode - GL_TEXTURE0); if (mode >= GL_MATRIX0_ARB && mode <= GL_MATRIX0_ARB + MAX_PROGRAM_MATRICES - 1) return M_PROGRAM0 + (mode - GL_MATRIX0_ARB); return M_DUMMY; } static inline void _mesa_glthread_Enable(struct gl_context *ctx, GLenum cap) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (cap == GL_PRIMITIVE_RESTART || cap == GL_PRIMITIVE_RESTART_FIXED_INDEX) _mesa_glthread_set_prim_restart(ctx, cap, true); else if (cap == GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB) _mesa_glthread_disable(ctx, "Enable(DEBUG_OUTPUT_SYNCHRONOUS)"); } static inline void _mesa_glthread_Disable(struct gl_context *ctx, GLenum cap) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (cap == GL_PRIMITIVE_RESTART || cap == GL_PRIMITIVE_RESTART_FIXED_INDEX) _mesa_glthread_set_prim_restart(ctx, cap, false); } static inline void _mesa_glthread_PushAttrib(struct gl_context *ctx, GLbitfield mask) { if (ctx->GLThread.ListMode == GL_COMPILE) return; struct glthread_attrib_node *attr = &ctx->GLThread.AttribStack[ctx->GLThread.AttribStackDepth++]; attr->Mask = mask; if (mask & GL_TEXTURE_BIT) attr->ActiveTexture = ctx->GLThread.ActiveTexture; if (mask & GL_TRANSFORM_BIT) attr->MatrixMode = ctx->GLThread.MatrixMode; } static inline void _mesa_glthread_PopAttrib(struct gl_context *ctx) { if (ctx->GLThread.ListMode == GL_COMPILE) return; struct glthread_attrib_node *attr = &ctx->GLThread.AttribStack[--ctx->GLThread.AttribStackDepth]; unsigned mask = attr->Mask; if (mask & GL_TEXTURE_BIT) ctx->GLThread.ActiveTexture = attr->ActiveTexture; if (mask & GL_TRANSFORM_BIT) { ctx->GLThread.MatrixMode = attr->MatrixMode; ctx->GLThread.MatrixIndex = _mesa_get_matrix_index(ctx, attr->MatrixMode); } } static inline void _mesa_glthread_MatrixPushEXT(struct gl_context *ctx, GLenum matrixMode) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.MatrixStackDepth[_mesa_get_matrix_index(ctx, matrixMode)]++; } static inline void _mesa_glthread_MatrixPopEXT(struct gl_context *ctx, GLenum matrixMode) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.MatrixStackDepth[_mesa_get_matrix_index(ctx, matrixMode)]--; } static inline void _mesa_glthread_ActiveTexture(struct gl_context *ctx, GLenum texture) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.ActiveTexture = texture - GL_TEXTURE0; if (ctx->GLThread.MatrixMode == GL_TEXTURE) ctx->GLThread.MatrixIndex = _mesa_get_matrix_index(ctx, texture); } static inline void _mesa_glthread_PushMatrix(struct gl_context *ctx) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex]++; } static inline void _mesa_glthread_PopMatrix(struct gl_context *ctx) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex]--; } static inline void _mesa_glthread_MatrixMode(struct gl_context *ctx, GLenum mode) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.MatrixIndex = _mesa_get_matrix_index(ctx, mode); ctx->GLThread.MatrixMode = mode; } static inline void _mesa_glthread_ListBase(struct gl_context *ctx, GLuint base) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.ListBase = base; } static inline void _mesa_glthread_CallList(struct gl_context *ctx, GLuint list) { if (ctx->GLThread.ListMode == GL_COMPILE) return; /* Wait for all glEndList and glDeleteLists calls to finish to ensure that * all display lists are up to date and the driver thread is not * modifiying them. We will be executing them in the application thread. */ int batch = p_atomic_read(&ctx->GLThread.LastDListChangeBatchIndex); if (batch != -1) { util_queue_fence_wait(&ctx->GLThread.batches[batch].fence); p_atomic_set(&ctx->GLThread.LastDListChangeBatchIndex, -1); } /* Clear GL_COMPILE_AND_EXECUTE if needed. We only execute here. */ unsigned saved_mode = ctx->GLThread.ListMode; ctx->GLThread.ListMode = 0; _mesa_glthread_execute_list(ctx, list); ctx->GLThread.ListMode = saved_mode; } static inline void _mesa_glthread_CallLists(struct gl_context *ctx, GLsizei n, GLenum type, const GLvoid *lists) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (n <= 0 || !lists) return; /* Wait for all glEndList and glDeleteLists calls to finish to ensure that * all display lists are up to date and the driver thread is not * modifiying them. We will be executing them in the application thread. */ int batch = p_atomic_read(&ctx->GLThread.LastDListChangeBatchIndex); if (batch != -1) { util_queue_fence_wait(&ctx->GLThread.batches[batch].fence); p_atomic_set(&ctx->GLThread.LastDListChangeBatchIndex, -1); } /* Clear GL_COMPILE_AND_EXECUTE if needed. We only execute here. */ unsigned saved_mode = ctx->GLThread.ListMode; ctx->GLThread.ListMode = 0; unsigned base = ctx->GLThread.ListBase; GLbyte *bptr; GLubyte *ubptr; GLshort *sptr; GLushort *usptr; GLint *iptr; GLuint *uiptr; GLfloat *fptr; switch (type) { case GL_BYTE: bptr = (GLbyte *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + bptr[i]); break; case GL_UNSIGNED_BYTE: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + ubptr[i]); break; case GL_SHORT: sptr = (GLshort *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + sptr[i]); break; case GL_UNSIGNED_SHORT: usptr = (GLushort *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + usptr[i]); break; case GL_INT: iptr = (GLint *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + iptr[i]); break; case GL_UNSIGNED_INT: uiptr = (GLuint *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + uiptr[i]); break; case GL_FLOAT: fptr = (GLfloat *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + fptr[i]); break; case GL_2_BYTES: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) { _mesa_glthread_CallList(ctx, base + (GLint)ubptr[2 * i] * 256 + (GLint)ubptr[2 * i + 1]); } break; case GL_3_BYTES: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) { _mesa_glthread_CallList(ctx, base + (GLint)ubptr[3 * i] * 65536 + (GLint)ubptr[3 * i + 1] * 256 + (GLint)ubptr[3 * i + 2]); } break; case GL_4_BYTES: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) { _mesa_glthread_CallList(ctx, base + (GLint)ubptr[4 * i] * 16777216 + (GLint)ubptr[4 * i + 1] * 65536 + (GLint)ubptr[4 * i + 2] * 256 + (GLint)ubptr[4 * i + 3]); } break; } ctx->GLThread.ListMode = saved_mode; } static inline void _mesa_glthread_NewList(struct gl_context *ctx, GLuint list, GLuint mode) { if (!ctx->GLThread.ListMode) ctx->GLThread.ListMode = mode; } static inline void _mesa_glthread_EndList(struct gl_context *ctx) { if (!ctx->GLThread.ListMode) return; ctx->GLThread.ListMode = 0; /* Track the last display list change. */ p_atomic_set(&ctx->GLThread.LastDListChangeBatchIndex, ctx->GLThread.next); _mesa_glthread_flush_batch(ctx); } static inline void _mesa_glthread_DeleteLists(struct gl_context *ctx, GLsizei range) { if (range < 0) return; /* Track the last display list change. */ p_atomic_set(&ctx->GLThread.LastDListChangeBatchIndex, ctx->GLThread.next); _mesa_glthread_flush_batch(ctx); } struct marshal_cmd_CallList { struct marshal_cmd_base cmd_base; GLuint list; }; #endif /* MARSHAL_H */