2 * Copyright © 2012 Intel Corporation
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
27 /* The size of one batch and the maximum size of one call.
29 * This should be as low as possible, so that:
30 * - multiple synchronizations within a frame don't slow us down much
31 * - a smaller number of calls per frame can still get decent parallelism
32 * - the memory footprint of the queue is low, and with that comes a lower
33 * chance of experiencing CPU cache thrashing
34 * but it should be high enough so that u_queue overhead remains negligible.
36 #define MARSHAL_MAX_CMD_SIZE (8 * 1024)
38 /* The number of batch slots in memory.
40 * One batch is being executed, one batch is being filled, the rest are
41 * waiting batches. There must be at least 1 slot for a waiting batch,
42 * so the minimum number of batches is 3.
44 #define MARSHAL_MAX_BATCHES 8
48 #include "util/u_queue.h"
50 #include "compiler/shader_enums.h"
53 struct gl_buffer_object
;
54 struct _mesa_HashTable
;
56 struct glthread_attrib_binding
{
57 struct gl_buffer_object
*buffer
; /**< where non-VBO data was uploaded */
58 int offset
; /**< offset to uploaded non-VBO data */
59 const void *original_pointer
; /**< restore this pointer after the draw */
64 GLuint CurrentElementBufferName
;
66 GLbitfield UserPointerMask
;
69 /** A single batch of commands queued up for execution. */
72 /** Batch fence for waiting for the execution to finish. */
73 struct util_queue_fence fence
;
75 /** The worker thread will access the context with this. */
76 struct gl_context
*ctx
;
78 /** Amount of data used by batch commands, in bytes. */
81 /** Data contained in the command buffer. */
85 __attribute__((aligned(8)))
87 uint8_t buffer
[MARSHAL_MAX_CMD_SIZE
];
92 /** Multithreaded queue. */
93 struct util_queue queue
;
95 /** This is sent to the driver for framebuffer overlay / HUD. */
96 struct util_queue_monitoring stats
;
98 /** Whether GLThread is enabled. */
101 /** The ring of batches in memory. */
102 struct glthread_batch batches
[MARSHAL_MAX_BATCHES
];
104 /** Pointer to the batch currently being filled. */
105 struct glthread_batch
*next_batch
;
107 /** Index of the last submitted batch. */
110 /** Index of the batch being filled and about to be submitted. */
113 /** Upload buffer. */
114 struct gl_buffer_object
*upload_buffer
;
116 unsigned upload_offset
;
119 GLboolean SupportsBufferUploads
;
121 /** Vertex Array objects tracked by glthread independently of Mesa. */
122 struct _mesa_HashTable
*VAOs
;
123 struct glthread_vao
*CurrentVAO
;
124 struct glthread_vao
*LastLookedUpVAO
;
125 struct glthread_vao DefaultVAO
;
126 int ClientActiveTexture
;
128 /** Currently-bound buffer object IDs. */
129 GLuint CurrentArrayBufferName
;
130 GLuint CurrentDrawIndirectBufferName
;
133 void _mesa_glthread_init(struct gl_context
*ctx
);
134 void _mesa_glthread_destroy(struct gl_context
*ctx
);
136 void _mesa_glthread_restore_dispatch(struct gl_context
*ctx
, const char *func
);
137 void _mesa_glthread_disable(struct gl_context
*ctx
, const char *func
);
138 void _mesa_glthread_flush_batch(struct gl_context
*ctx
);
139 void _mesa_glthread_finish(struct gl_context
*ctx
);
140 void _mesa_glthread_finish_before(struct gl_context
*ctx
, const char *func
);
141 void _mesa_glthread_upload(struct gl_context
*ctx
, const void *data
,
142 GLsizeiptr size
, unsigned *out_offset
,
143 struct gl_buffer_object
**out_buffer
,
146 void _mesa_glthread_BindBuffer(struct gl_context
*ctx
, GLenum target
,
148 void _mesa_glthread_DeleteBuffers(struct gl_context
*ctx
, GLsizei n
,
149 const GLuint
*buffers
);
151 void _mesa_glthread_BindVertexArray(struct gl_context
*ctx
, GLuint id
);
152 void _mesa_glthread_DeleteVertexArrays(struct gl_context
*ctx
,
153 GLsizei n
, const GLuint
*ids
);
154 void _mesa_glthread_GenVertexArrays(struct gl_context
*ctx
,
155 GLsizei n
, GLuint
*arrays
);
156 void _mesa_glthread_ClientState(struct gl_context
*ctx
, GLuint
*vaobj
,
157 gl_vert_attrib attrib
, bool enable
);
158 void _mesa_glthread_AttribPointer(struct gl_context
*ctx
,
159 gl_vert_attrib attrib
);
161 #endif /* _GLTHREAD_H*/