1 /**************************************************************************
3 * Copyright 2007 VMware, Inc.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #include "main/imports.h"
29 #include "main/accum.h"
30 #include "main/api_exec.h"
31 #include "main/context.h"
32 #include "main/glthread.h"
33 #include "main/samplerobj.h"
34 #include "main/shaderobj.h"
35 #include "main/version.h"
36 #include "main/vtxfmt.h"
37 #include "main/hash.h"
38 #include "program/prog_cache.h"
40 #include "glapi/glapi.h"
41 #include "st_manager.h"
42 #include "st_context.h"
44 #include "st_cb_bitmap.h"
45 #include "st_cb_blit.h"
46 #include "st_cb_bufferobjects.h"
47 #include "st_cb_clear.h"
48 #include "st_cb_compute.h"
49 #include "st_cb_condrender.h"
50 #include "st_cb_copyimage.h"
51 #include "st_cb_drawpixels.h"
52 #include "st_cb_rasterpos.h"
53 #include "st_cb_drawtex.h"
54 #include "st_cb_eglimage.h"
55 #include "st_cb_fbo.h"
56 #include "st_cb_feedback.h"
57 #include "st_cb_memoryobjects.h"
58 #include "st_cb_msaa.h"
59 #include "st_cb_perfmon.h"
60 #include "st_cb_program.h"
61 #include "st_cb_queryobj.h"
62 #include "st_cb_readpixels.h"
63 #include "st_cb_semaphoreobjects.h"
64 #include "st_cb_texture.h"
65 #include "st_cb_xformfb.h"
66 #include "st_cb_flush.h"
67 #include "st_cb_syncobj.h"
68 #include "st_cb_strings.h"
69 #include "st_cb_texturebarrier.h"
70 #include "st_cb_viewport.h"
73 #include "st_extensions.h"
74 #include "st_gen_mipmap.h"
76 #include "st_program.h"
77 #include "st_sampler_view.h"
78 #include "st_shader_cache.h"
80 #include "st_texture.h"
82 #include "pipe/p_context.h"
83 #include "util/u_cpu_detect.h"
84 #include "util/u_inlines.h"
85 #include "util/u_upload_mgr.h"
86 #include "util/u_vbuf.h"
87 #include "cso_cache/cso_context.h"
88 #include "compiler/glsl/glsl_parser_extras.h"
91 DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4
, "MESA_MVP_DP4", FALSE
)
95 * Called via ctx->Driver.Enable()
98 st_Enable(struct gl_context
*ctx
, GLenum cap
, GLboolean state
)
100 struct st_context
*st
= st_context(ctx
);
103 case GL_DEBUG_OUTPUT
:
104 case GL_DEBUG_OUTPUT_SYNCHRONOUS
:
105 st_update_debug_callback(st
);
114 * Called via ctx->Driver.QueryMemoryInfo()
117 st_query_memory_info(struct gl_context
*ctx
, struct gl_memory_info
*out
)
119 struct pipe_screen
*screen
= st_context(ctx
)->pipe
->screen
;
120 struct pipe_memory_info info
;
122 assert(screen
->query_memory_info
);
123 if (!screen
->query_memory_info
)
126 screen
->query_memory_info(screen
, &info
);
128 out
->total_device_memory
= info
.total_device_memory
;
129 out
->avail_device_memory
= info
.avail_device_memory
;
130 out
->total_staging_memory
= info
.total_staging_memory
;
131 out
->avail_staging_memory
= info
.avail_staging_memory
;
132 out
->device_memory_evicted
= info
.device_memory_evicted
;
133 out
->nr_device_memory_evictions
= info
.nr_device_memory_evictions
;
138 st_get_active_states(struct gl_context
*ctx
)
140 struct st_vertex_program
*vp
=
141 st_vertex_program(ctx
->VertexProgram
._Current
);
142 struct st_common_program
*tcp
=
143 st_common_program(ctx
->TessCtrlProgram
._Current
);
144 struct st_common_program
*tep
=
145 st_common_program(ctx
->TessEvalProgram
._Current
);
146 struct st_common_program
*gp
=
147 st_common_program(ctx
->GeometryProgram
._Current
);
148 struct st_fragment_program
*fp
=
149 st_fragment_program(ctx
->FragmentProgram
._Current
);
150 struct st_compute_program
*cp
=
151 st_compute_program(ctx
->ComputeProgram
._Current
);
152 uint64_t active_shader_states
= 0;
155 active_shader_states
|= vp
->affected_states
;
157 active_shader_states
|= tcp
->affected_states
;
159 active_shader_states
|= tep
->affected_states
;
161 active_shader_states
|= gp
->affected_states
;
163 active_shader_states
|= fp
->affected_states
;
165 active_shader_states
|= cp
->affected_states
;
167 /* Mark non-shader-resource shader states as "always active". */
168 return active_shader_states
| ~ST_ALL_SHADER_RESOURCES
;
173 st_invalidate_buffers(struct st_context
*st
)
175 st
->dirty
|= ST_NEW_BLEND
|
178 ST_NEW_SAMPLE_STATE
|
179 ST_NEW_SAMPLE_SHADING
|
181 ST_NEW_POLY_STIPPLE
|
185 ST_NEW_WINDOW_RECTANGLES
;
190 st_vp_uses_current_values(const struct gl_context
*ctx
)
192 const uint64_t inputs
= ctx
->VertexProgram
._Current
->info
.inputs_read
;
193 return _mesa_draw_current_bits(ctx
) & inputs
;
198 * Called via ctx->Driver.UpdateState()
201 st_invalidate_state(struct gl_context
*ctx
)
203 GLbitfield new_state
= ctx
->NewState
;
204 struct st_context
*st
= st_context(ctx
);
206 if (new_state
& _NEW_BUFFERS
) {
207 st_invalidate_buffers(st
);
209 /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
210 * check them when _NEW_BUFFERS isn't set.
212 if (new_state
& _NEW_PROGRAM
)
213 st
->dirty
|= ST_NEW_RASTERIZER
;
215 if (new_state
& _NEW_FOG
)
216 st
->dirty
|= ST_NEW_FS_STATE
;
218 if (new_state
& _NEW_FRAG_CLAMP
) {
219 if (st
->clamp_frag_color_in_shader
)
220 st
->dirty
|= ST_NEW_FS_STATE
;
222 st
->dirty
|= ST_NEW_RASTERIZER
;
226 if (new_state
& (_NEW_LIGHT
|
228 st
->dirty
|= ST_NEW_RASTERIZER
;
230 if (new_state
& _NEW_PROJECTION
&&
231 st_user_clip_planes_enabled(ctx
))
232 st
->dirty
|= ST_NEW_CLIP_STATE
;
234 if (new_state
& _NEW_PIXEL
)
235 st
->dirty
|= ST_NEW_PIXEL_TRANSFER
;
237 if (new_state
& _NEW_CURRENT_ATTRIB
&& st_vp_uses_current_values(ctx
))
238 st
->dirty
|= ST_NEW_VERTEX_ARRAYS
;
240 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
241 if (st
->clamp_vert_color_in_shader
&& (new_state
& _NEW_LIGHT
)) {
242 st
->dirty
|= ST_NEW_VS_STATE
;
243 if (st
->ctx
->API
== API_OPENGL_COMPAT
&& ctx
->Version
>= 32) {
244 st
->dirty
|= ST_NEW_GS_STATE
| ST_NEW_TES_STATE
;
248 /* Which shaders are dirty will be determined manually. */
249 if (new_state
& _NEW_PROGRAM
) {
250 st
->gfx_shaders_may_be_dirty
= true;
251 st
->compute_shader_may_be_dirty
= true;
252 /* This will mask out unused shader resources. */
253 st
->active_states
= st_get_active_states(ctx
);
256 if (new_state
& _NEW_TEXTURE_OBJECT
) {
257 st
->dirty
|= st
->active_states
&
258 (ST_NEW_SAMPLER_VIEWS
|
261 if (ctx
->FragmentProgram
._Current
&&
262 ctx
->FragmentProgram
._Current
->ExternalSamplersUsed
) {
263 st
->dirty
|= ST_NEW_FS_STATE
;
270 * In some circumstances (such as running google-chrome) the state
271 * tracker may try to delete a resource view from a context different
272 * than when it was created. We don't want to do that.
274 * In that situation, st_texture_release_all_sampler_views() calls this
275 * function to transfer the sampler view reference to this context (expected
276 * to be the context which created the view.)
279 st_save_zombie_sampler_view(struct st_context
*st
,
280 struct pipe_sampler_view
*view
)
282 struct st_zombie_sampler_view_node
*entry
;
284 assert(view
->context
== st
->pipe
);
286 entry
= MALLOC_STRUCT(st_zombie_sampler_view_node
);
292 /* We need a mutex since this function may be called from one thread
293 * while free_zombie_resource_views() is called from another.
295 mtx_lock(&st
->zombie_sampler_views
.mutex
);
296 LIST_ADDTAIL(&entry
->node
, &st
->zombie_sampler_views
.list
.node
);
297 mtx_unlock(&st
->zombie_sampler_views
.mutex
);
302 * Since OpenGL shaders may be shared among contexts, we can wind up
303 * with variants of a shader created with different contexts.
304 * When we go to destroy a gallium shader, we want to free it with the
305 * same context that it was created with, unless the driver reports
306 * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
309 st_save_zombie_shader(struct st_context
*st
,
310 enum pipe_shader_type type
,
311 struct pipe_shader_state
*shader
)
313 struct st_zombie_shader_node
*entry
;
315 /* we shouldn't be here if the driver supports shareable shaders */
316 assert(!st
->has_shareable_shaders
);
318 entry
= MALLOC_STRUCT(st_zombie_shader_node
);
322 entry
->shader
= shader
;
325 /* We need a mutex since this function may be called from one thread
326 * while free_zombie_shaders() is called from another.
328 mtx_lock(&st
->zombie_shaders
.mutex
);
329 LIST_ADDTAIL(&entry
->node
, &st
->zombie_shaders
.list
.node
);
330 mtx_unlock(&st
->zombie_shaders
.mutex
);
335 * Free any zombie sampler views that may be attached to this context.
338 free_zombie_sampler_views(struct st_context
*st
)
340 struct st_zombie_sampler_view_node
*entry
, *next
;
342 if (LIST_IS_EMPTY(&st
->zombie_sampler_views
.list
.node
)) {
346 mtx_lock(&st
->zombie_sampler_views
.mutex
);
348 LIST_FOR_EACH_ENTRY_SAFE(entry
, next
,
349 &st
->zombie_sampler_views
.list
.node
, node
) {
350 LIST_DEL(&entry
->node
); // remove this entry from the list
352 assert(entry
->view
->context
== st
->pipe
);
353 pipe_sampler_view_reference(&entry
->view
, NULL
);
358 assert(LIST_IS_EMPTY(&st
->zombie_sampler_views
.list
.node
));
360 mtx_unlock(&st
->zombie_sampler_views
.mutex
);
365 * Free any zombie shaders that may be attached to this context.
368 free_zombie_shaders(struct st_context
*st
)
370 struct st_zombie_shader_node
*entry
, *next
;
372 if (LIST_IS_EMPTY(&st
->zombie_shaders
.list
.node
)) {
376 mtx_lock(&st
->zombie_shaders
.mutex
);
378 LIST_FOR_EACH_ENTRY_SAFE(entry
, next
,
379 &st
->zombie_shaders
.list
.node
, node
) {
380 LIST_DEL(&entry
->node
); // remove this entry from the list
382 switch (entry
->type
) {
383 case PIPE_SHADER_VERTEX
:
384 cso_delete_vertex_shader(st
->cso_context
, entry
->shader
);
386 case PIPE_SHADER_FRAGMENT
:
387 cso_delete_fragment_shader(st
->cso_context
, entry
->shader
);
389 case PIPE_SHADER_GEOMETRY
:
390 cso_delete_geometry_shader(st
->cso_context
, entry
->shader
);
392 case PIPE_SHADER_TESS_CTRL
:
393 cso_delete_tessctrl_shader(st
->cso_context
, entry
->shader
);
395 case PIPE_SHADER_TESS_EVAL
:
396 cso_delete_tesseval_shader(st
->cso_context
, entry
->shader
);
398 case PIPE_SHADER_COMPUTE
:
399 cso_delete_compute_shader(st
->cso_context
, entry
->shader
);
402 unreachable("invalid shader type in free_zombie_shaders()");
407 assert(LIST_IS_EMPTY(&st
->zombie_shaders
.list
.node
));
409 mtx_unlock(&st
->zombie_shaders
.mutex
);
414 * This function is called periodically to free any zombie objects
415 * which are attached to this context.
418 st_context_free_zombie_objects(struct st_context
*st
)
420 free_zombie_sampler_views(st
);
421 free_zombie_shaders(st
);
426 st_destroy_context_priv(struct st_context
*st
, bool destroy_pipe
)
430 st_destroy_atoms(st
);
432 st_destroy_clear(st
);
433 st_destroy_bitmap(st
);
434 st_destroy_drawpix(st
);
435 st_destroy_drawtex(st
);
436 st_destroy_perfmon(st
);
437 st_destroy_pbo_helpers(st
);
438 st_destroy_bound_texture_handles(st
);
439 st_destroy_bound_image_handles(st
);
441 for (i
= 0; i
< ARRAY_SIZE(st
->state
.frag_sampler_views
); i
++) {
442 pipe_sampler_view_reference(&st
->state
.frag_sampler_views
[i
], NULL
);
445 /* free glReadPixels cache data */
446 st_invalidate_readpix_cache(st
);
447 util_throttle_deinit(st
->pipe
->screen
, &st
->throttle
);
449 cso_destroy_context(st
->cso_context
);
451 if (st
->pipe
&& destroy_pipe
)
452 st
->pipe
->destroy(st
->pipe
);
459 st_init_driver_flags(struct st_context
*st
)
461 struct gl_driver_flags
*f
= &st
->ctx
->DriverFlags
;
463 f
->NewArray
= ST_NEW_VERTEX_ARRAYS
;
464 f
->NewRasterizerDiscard
= ST_NEW_RASTERIZER
;
465 f
->NewTileRasterOrder
= ST_NEW_RASTERIZER
;
466 f
->NewUniformBuffer
= ST_NEW_UNIFORM_BUFFER
;
467 f
->NewDefaultTessLevels
= ST_NEW_TESS_STATE
;
469 /* Shader resources */
470 f
->NewTextureBuffer
= ST_NEW_SAMPLER_VIEWS
;
471 if (st
->has_hw_atomics
)
472 f
->NewAtomicBuffer
= ST_NEW_HW_ATOMICS
| ST_NEW_CS_ATOMICS
;
474 f
->NewAtomicBuffer
= ST_NEW_ATOMIC_BUFFER
;
475 f
->NewShaderStorageBuffer
= ST_NEW_STORAGE_BUFFER
;
476 f
->NewImageUnits
= ST_NEW_IMAGE_UNITS
;
478 f
->NewShaderConstants
[MESA_SHADER_VERTEX
] = ST_NEW_VS_CONSTANTS
;
479 f
->NewShaderConstants
[MESA_SHADER_TESS_CTRL
] = ST_NEW_TCS_CONSTANTS
;
480 f
->NewShaderConstants
[MESA_SHADER_TESS_EVAL
] = ST_NEW_TES_CONSTANTS
;
481 f
->NewShaderConstants
[MESA_SHADER_GEOMETRY
] = ST_NEW_GS_CONSTANTS
;
482 f
->NewShaderConstants
[MESA_SHADER_FRAGMENT
] = ST_NEW_FS_CONSTANTS
;
483 f
->NewShaderConstants
[MESA_SHADER_COMPUTE
] = ST_NEW_CS_CONSTANTS
;
485 f
->NewWindowRectangles
= ST_NEW_WINDOW_RECTANGLES
;
486 f
->NewFramebufferSRGB
= ST_NEW_FB_STATE
;
487 f
->NewScissorRect
= ST_NEW_SCISSOR
;
488 f
->NewScissorTest
= ST_NEW_SCISSOR
| ST_NEW_RASTERIZER
;
489 f
->NewAlphaTest
= ST_NEW_DSA
;
490 f
->NewBlend
= ST_NEW_BLEND
;
491 f
->NewBlendColor
= ST_NEW_BLEND_COLOR
;
492 f
->NewColorMask
= ST_NEW_BLEND
;
493 f
->NewDepth
= ST_NEW_DSA
;
494 f
->NewLogicOp
= ST_NEW_BLEND
;
495 f
->NewStencil
= ST_NEW_DSA
;
496 f
->NewMultisampleEnable
= ST_NEW_BLEND
| ST_NEW_RASTERIZER
|
497 ST_NEW_SAMPLE_STATE
| ST_NEW_SAMPLE_SHADING
;
498 f
->NewSampleAlphaToXEnable
= ST_NEW_BLEND
;
499 f
->NewSampleMask
= ST_NEW_SAMPLE_STATE
;
500 f
->NewSampleLocations
= ST_NEW_SAMPLE_STATE
;
501 f
->NewSampleShading
= ST_NEW_SAMPLE_SHADING
;
503 /* This depends on what the gallium driver wants. */
504 if (st
->force_persample_in_shader
) {
505 f
->NewMultisampleEnable
|= ST_NEW_FS_STATE
;
506 f
->NewSampleShading
|= ST_NEW_FS_STATE
;
508 f
->NewSampleShading
|= ST_NEW_RASTERIZER
;
511 f
->NewClipControl
= ST_NEW_VIEWPORT
| ST_NEW_RASTERIZER
;
512 f
->NewClipPlane
= ST_NEW_CLIP_STATE
;
513 f
->NewClipPlaneEnable
= ST_NEW_RASTERIZER
;
514 f
->NewDepthClamp
= ST_NEW_RASTERIZER
;
515 f
->NewLineState
= ST_NEW_RASTERIZER
;
516 f
->NewPolygonState
= ST_NEW_RASTERIZER
;
517 f
->NewPolygonStipple
= ST_NEW_POLY_STIPPLE
;
518 f
->NewViewport
= ST_NEW_VIEWPORT
;
519 f
->NewNvConservativeRasterization
= ST_NEW_RASTERIZER
;
520 f
->NewNvConservativeRasterizationParams
= ST_NEW_RASTERIZER
;
521 f
->NewIntelConservativeRasterization
= ST_NEW_RASTERIZER
;
525 static struct st_context
*
526 st_create_context_priv(struct gl_context
*ctx
, struct pipe_context
*pipe
,
527 const struct st_config_options
*options
, bool no_error
)
529 struct pipe_screen
*screen
= pipe
->screen
;
531 struct st_context
*st
= ST_CALLOC_STRUCT( st_context
);
533 st
->options
= *options
;
540 /* state tracker needs the VBO module */
541 _vbo_CreateContext(ctx
);
543 st
->dirty
= ST_ALL_STATES_MASK
;
545 st
->can_bind_const_buffer_as_vertex
=
546 screen
->get_param(screen
, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX
);
548 /* st/mesa always uploads zero-stride vertex attribs, and other user
549 * vertex buffers are only possible with a compatibility profile.
550 * So tell the u_vbuf module that user VBOs are not possible with the Core
551 * profile, so that u_vbuf is bypassed completely if there is nothing else
554 unsigned vbuf_flags
=
555 ctx
->API
== API_OPENGL_CORE
? U_VBUF_FLAG_NO_USER_VBOS
: 0;
556 st
->cso_context
= cso_create_context(pipe
, vbuf_flags
);
560 st_init_pbo_helpers(st
);
562 /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
563 if (pipe
->screen
->get_param(pipe
->screen
, PIPE_CAP_NPOT_TEXTURES
))
564 st
->internal_target
= PIPE_TEXTURE_2D
;
566 st
->internal_target
= PIPE_TEXTURE_RECT
;
568 /* Setup vertex element info for 'struct st_util_vertex'.
571 STATIC_ASSERT(sizeof(struct st_util_vertex
) == 9 * sizeof(float));
573 memset(&st
->util_velems
, 0, sizeof(st
->util_velems
));
574 st
->util_velems
[0].src_offset
= 0;
575 st
->util_velems
[0].vertex_buffer_index
= 0;
576 st
->util_velems
[0].src_format
= PIPE_FORMAT_R32G32B32_FLOAT
;
577 st
->util_velems
[1].src_offset
= 3 * sizeof(float);
578 st
->util_velems
[1].vertex_buffer_index
= 0;
579 st
->util_velems
[1].src_format
= PIPE_FORMAT_R32G32B32A32_FLOAT
;
580 st
->util_velems
[2].src_offset
= 7 * sizeof(float);
581 st
->util_velems
[2].vertex_buffer_index
= 0;
582 st
->util_velems
[2].src_format
= PIPE_FORMAT_R32G32_FLOAT
;
585 /* we want all vertex data to be placed in buffer objects */
586 vbo_use_buffer_objects(ctx
);
589 /* make sure that no VBOs are left mapped when we're drawing. */
590 vbo_always_unmap_buffers(ctx
);
594 ctx
->FragmentProgram
._MaintainTexEnvProgram
= GL_TRUE
;
596 ctx
->VertexProgram
._MaintainTnlProgram
= GL_TRUE
;
599 ctx
->Const
.ContextFlags
|= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR
;
601 ctx
->Const
.PackedDriverUniformStorage
=
602 screen
->get_param(screen
, PIPE_CAP_PACKED_UNIFORMS
);
604 st
->has_stencil_export
=
605 screen
->get_param(screen
, PIPE_CAP_SHADER_STENCIL_EXPORT
);
606 st
->has_etc1
= screen
->is_format_supported(screen
, PIPE_FORMAT_ETC1_RGB8
,
607 PIPE_TEXTURE_2D
, 0, 0,
608 PIPE_BIND_SAMPLER_VIEW
);
609 st
->has_etc2
= screen
->is_format_supported(screen
, PIPE_FORMAT_ETC2_RGB8
,
610 PIPE_TEXTURE_2D
, 0, 0,
611 PIPE_BIND_SAMPLER_VIEW
);
612 st
->has_astc_2d_ldr
=
613 screen
->is_format_supported(screen
, PIPE_FORMAT_ASTC_4x4_SRGB
,
614 PIPE_TEXTURE_2D
, 0, 0, PIPE_BIND_SAMPLER_VIEW
);
615 st
->prefer_blit_based_texture_transfer
= screen
->get_param(screen
,
616 PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER
);
617 st
->force_persample_in_shader
=
618 screen
->get_param(screen
, PIPE_CAP_SAMPLE_SHADING
) &&
619 !screen
->get_param(screen
, PIPE_CAP_FORCE_PERSAMPLE_INTERP
);
620 st
->has_shareable_shaders
= screen
->get_param(screen
,
621 PIPE_CAP_SHAREABLE_SHADERS
);
622 st
->needs_texcoord_semantic
=
623 screen
->get_param(screen
, PIPE_CAP_TGSI_TEXCOORD
);
624 st
->apply_texture_swizzle_to_border_color
=
625 !!(screen
->get_param(screen
, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK
) &
626 (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50
|
627 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600
));
628 st
->has_time_elapsed
=
629 screen
->get_param(screen
, PIPE_CAP_QUERY_TIME_ELAPSED
);
630 st
->has_half_float_packing
=
631 screen
->get_param(screen
, PIPE_CAP_TGSI_PACK_HALF_FLOAT
);
632 st
->has_multi_draw_indirect
=
633 screen
->get_param(screen
, PIPE_CAP_MULTI_DRAW_INDIRECT
);
634 st
->has_single_pipe_stat
=
635 screen
->get_param(screen
, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE
);
636 st
->has_indep_blend_func
=
637 screen
->get_param(screen
, PIPE_CAP_INDEP_BLEND_FUNC
);
638 st
->needs_rgb_dst_alpha_override
=
639 screen
->get_param(screen
, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND
);
642 screen
->get_shader_param(screen
, PIPE_SHADER_FRAGMENT
,
643 PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS
)
646 util_throttle_init(&st
->throttle
,
647 screen
->get_param(screen
,
648 PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET
));
650 /* GL limits and extensions */
651 st_init_limits(pipe
->screen
, &ctx
->Const
, &ctx
->Extensions
);
652 st_init_extensions(pipe
->screen
, &ctx
->Const
,
653 &ctx
->Extensions
, &st
->options
, ctx
->API
);
655 if (st_have_perfmon(st
)) {
656 ctx
->Extensions
.AMD_performance_monitor
= GL_TRUE
;
659 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
660 if (screen
->get_param(screen
, PIPE_CAP_VERTEX_COLOR_UNCLAMPED
)) {
661 if (!screen
->get_param(screen
, PIPE_CAP_VERTEX_COLOR_CLAMPED
)) {
662 st
->clamp_vert_color_in_shader
= GL_TRUE
;
665 if (!screen
->get_param(screen
, PIPE_CAP_FRAGMENT_COLOR_CLAMPED
)) {
666 st
->clamp_frag_color_in_shader
= GL_TRUE
;
669 /* For drivers which cannot do color clamping, it's better to just
670 * disable ARB_color_buffer_float in the core profile, because
671 * the clamping is deprecated there anyway. */
672 if (ctx
->API
== API_OPENGL_CORE
&&
673 (st
->clamp_frag_color_in_shader
|| st
->clamp_vert_color_in_shader
)) {
674 st
->clamp_vert_color_in_shader
= GL_FALSE
;
675 st
->clamp_frag_color_in_shader
= GL_FALSE
;
676 ctx
->Extensions
.ARB_color_buffer_float
= GL_FALSE
;
680 /* called after _mesa_create_context/_mesa_init_point, fix default user
681 * settable max point size up
683 ctx
->Point
.MaxSize
= MAX2(ctx
->Const
.MaxPointSize
,
684 ctx
->Const
.MaxPointSizeAA
);
685 /* For vertex shaders, make sure not to emit saturate when SM 3.0
688 ctx
->Const
.ShaderCompilerOptions
[MESA_SHADER_VERTEX
].EmitNoSat
=
689 !screen
->get_param(screen
, PIPE_CAP_VERTEX_SHADER_SATURATE
);
691 if (ctx
->Const
.GLSLVersion
< 400) {
692 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++)
693 ctx
->Const
.ShaderCompilerOptions
[i
].EmitNoIndirectSampler
= true;
696 /* Set which shader types can be compiled at link time. */
697 st
->shader_has_one_variant
[MESA_SHADER_VERTEX
] =
698 st
->has_shareable_shaders
&&
699 !st
->clamp_vert_color_in_shader
;
701 st
->shader_has_one_variant
[MESA_SHADER_FRAGMENT
] =
702 st
->has_shareable_shaders
&&
703 !st
->clamp_frag_color_in_shader
&&
704 !st
->force_persample_in_shader
;
706 st
->shader_has_one_variant
[MESA_SHADER_TESS_CTRL
] = st
->has_shareable_shaders
;
707 st
->shader_has_one_variant
[MESA_SHADER_TESS_EVAL
] =
708 st
->has_shareable_shaders
&&
709 !st
->clamp_vert_color_in_shader
;
710 st
->shader_has_one_variant
[MESA_SHADER_GEOMETRY
] =
711 st
->has_shareable_shaders
&&
712 !st
->clamp_vert_color_in_shader
;
713 st
->shader_has_one_variant
[MESA_SHADER_COMPUTE
] = st
->has_shareable_shaders
;
715 st
->bitmap
.cache
.empty
= true;
717 _mesa_override_extensions(ctx
);
718 _mesa_compute_version(ctx
);
720 if (ctx
->Version
== 0) {
721 /* This can happen when a core profile was requested, but the driver
722 * does not support some features of GL 3.1 or later.
724 st_destroy_context_priv(st
, false);
728 _mesa_initialize_dispatch_tables(ctx
);
729 _mesa_initialize_vbo_vtxfmt(ctx
);
730 st_init_driver_flags(st
);
732 /* Initialize context's winsys buffers list */
733 LIST_INITHEAD(&st
->winsys_buffers
);
735 LIST_INITHEAD(&st
->zombie_sampler_views
.list
.node
);
736 mtx_init(&st
->zombie_sampler_views
.mutex
, mtx_plain
);
737 LIST_INITHEAD(&st
->zombie_shaders
.list
.node
);
738 mtx_init(&st
->zombie_shaders
.mutex
, mtx_plain
);
745 st_emit_string_marker(struct gl_context
*ctx
, const GLchar
*string
, GLsizei len
)
747 struct st_context
*st
= ctx
->st
;
748 st
->pipe
->emit_string_marker(st
->pipe
, string
, len
);
753 st_set_background_context(struct gl_context
*ctx
,
754 struct util_queue_monitoring
*queue_info
)
756 struct st_context
*st
= ctx
->st
;
757 struct st_manager
*smapi
=
758 (struct st_manager
*) st
->iface
.st_context_private
;
760 assert(smapi
->set_background_context
);
761 smapi
->set_background_context(&st
->iface
, queue_info
);
766 st_get_device_uuid(struct gl_context
*ctx
, char *uuid
)
768 struct pipe_screen
*screen
= st_context(ctx
)->pipe
->screen
;
770 assert(GL_UUID_SIZE_EXT
>= PIPE_UUID_SIZE
);
771 memset(uuid
, 0, GL_UUID_SIZE_EXT
);
772 screen
->get_device_uuid(screen
, uuid
);
777 st_get_driver_uuid(struct gl_context
*ctx
, char *uuid
)
779 struct pipe_screen
*screen
= st_context(ctx
)->pipe
->screen
;
781 assert(GL_UUID_SIZE_EXT
>= PIPE_UUID_SIZE
);
782 memset(uuid
, 0, GL_UUID_SIZE_EXT
);
783 screen
->get_driver_uuid(screen
, uuid
);
788 st_init_driver_functions(struct pipe_screen
*screen
,
789 struct dd_function_table
*functions
)
791 _mesa_init_sampler_object_functions(functions
);
793 st_init_draw_functions(functions
);
794 st_init_blit_functions(functions
);
795 st_init_bufferobject_functions(screen
, functions
);
796 st_init_clear_functions(functions
);
797 st_init_bitmap_functions(functions
);
798 st_init_copy_image_functions(functions
);
799 st_init_drawpixels_functions(functions
);
800 st_init_rasterpos_functions(functions
);
802 st_init_drawtex_functions(functions
);
804 st_init_eglimage_functions(functions
);
806 st_init_fbo_functions(functions
);
807 st_init_feedback_functions(functions
);
808 st_init_memoryobject_functions(functions
);
809 st_init_msaa_functions(functions
);
810 st_init_perfmon_functions(functions
);
811 st_init_program_functions(functions
);
812 st_init_query_functions(functions
);
813 st_init_cond_render_functions(functions
);
814 st_init_readpixels_functions(functions
);
815 st_init_semaphoreobject_functions(functions
);
816 st_init_texture_functions(functions
);
817 st_init_texture_barrier_functions(functions
);
818 st_init_flush_functions(screen
, functions
);
819 st_init_string_functions(functions
);
820 st_init_viewport_functions(functions
);
821 st_init_compute_functions(functions
);
823 st_init_xformfb_functions(functions
);
824 st_init_syncobj_functions(functions
);
826 st_init_vdpau_functions(functions
);
828 if (screen
->get_param(screen
, PIPE_CAP_STRING_MARKER
))
829 functions
->EmitStringMarker
= st_emit_string_marker
;
831 functions
->Enable
= st_Enable
;
832 functions
->UpdateState
= st_invalidate_state
;
833 functions
->QueryMemoryInfo
= st_query_memory_info
;
834 functions
->SetBackgroundContext
= st_set_background_context
;
835 functions
->GetDriverUuid
= st_get_driver_uuid
;
836 functions
->GetDeviceUuid
= st_get_device_uuid
;
838 /* GL_ARB_get_program_binary */
839 functions
->GetProgramBinaryDriverSHA1
= st_get_program_binary_driver_sha1
;
841 enum pipe_shader_ir preferred_ir
= (enum pipe_shader_ir
)
842 screen
->get_shader_param(screen
, PIPE_SHADER_VERTEX
,
843 PIPE_SHADER_CAP_PREFERRED_IR
);
844 if (preferred_ir
== PIPE_SHADER_IR_NIR
) {
845 functions
->ShaderCacheSerializeDriverBlob
= st_serialise_nir_program
;
846 functions
->ProgramBinarySerializeDriverBlob
=
847 st_serialise_nir_program_binary
;
848 functions
->ProgramBinaryDeserializeDriverBlob
=
849 st_deserialise_nir_program
;
851 functions
->ShaderCacheSerializeDriverBlob
= st_serialise_tgsi_program
;
852 functions
->ProgramBinarySerializeDriverBlob
=
853 st_serialise_tgsi_program_binary
;
854 functions
->ProgramBinaryDeserializeDriverBlob
=
855 st_deserialise_tgsi_program
;
861 st_create_context(gl_api api
, struct pipe_context
*pipe
,
862 const struct gl_config
*visual
,
863 struct st_context
*share
,
864 const struct st_config_options
*options
,
867 struct gl_context
*ctx
;
868 struct gl_context
*shareCtx
= share
? share
->ctx
: NULL
;
869 struct dd_function_table funcs
;
870 struct st_context
*st
;
874 memset(&funcs
, 0, sizeof(funcs
));
875 st_init_driver_functions(pipe
->screen
, &funcs
);
877 ctx
= calloc(1, sizeof(struct gl_context
));
881 if (!_mesa_initialize_context(ctx
, api
, visual
, shareCtx
, &funcs
)) {
888 if (pipe
->screen
->get_disk_shader_cache
&&
889 !(ST_DEBUG
& DEBUG_TGSI
))
890 ctx
->Cache
= pipe
->screen
->get_disk_shader_cache(pipe
->screen
);
892 /* XXX: need a capability bit in gallium to query if the pipe
893 * driver prefers DP4 or MUL/MAD for vertex transformation.
895 if (debug_get_option_mesa_mvp_dp4())
896 ctx
->Const
.ShaderCompilerOptions
[MESA_SHADER_VERTEX
].OptimizeForAOS
= GL_TRUE
;
898 st
= st_create_context_priv(ctx
, pipe
, options
, no_error
);
900 _mesa_destroy_context(ctx
);
908 * When we destroy a context, we must examine all texture objects to
909 * find/release any sampler views created by that context.
911 * This callback is called per-texture object. It releases all the
912 * texture's sampler views which belong to the context.
915 destroy_tex_sampler_cb(GLuint id
, void *data
, void *userData
)
917 struct gl_texture_object
*texObj
= (struct gl_texture_object
*) data
;
918 struct st_context
*st
= (struct st_context
*) userData
;
920 st_texture_release_context_sampler_view(st
, st_texture_object(texObj
));
924 destroy_framebuffer_attachment_sampler_cb(GLuint id
, void *data
, void *userData
)
926 struct gl_framebuffer
* glfb
= (struct gl_framebuffer
*) data
;
927 struct st_context
*st
= (struct st_context
*) userData
;
929 for (unsigned i
= 0; i
< BUFFER_COUNT
; i
++) {
930 struct gl_renderbuffer_attachment
*att
= &glfb
->Attachment
[i
];
932 st_texture_release_context_sampler_view(st
, st_texture_object(att
->Texture
));
938 st_destroy_context(struct st_context
*st
)
940 struct gl_context
*ctx
= st
->ctx
;
941 struct st_framebuffer
*stfb
, *next
;
942 struct gl_framebuffer
*save_drawbuffer
;
943 struct gl_framebuffer
*save_readbuffer
;
945 /* Save the current context and draw/read buffers*/
946 GET_CURRENT_CONTEXT(save_ctx
);
948 save_drawbuffer
= save_ctx
->WinSysDrawBuffer
;
949 save_readbuffer
= save_ctx
->WinSysReadBuffer
;
951 save_drawbuffer
= save_readbuffer
= NULL
;
955 * We need to bind the context we're deleting so that
956 * _mesa_reference_texobj_() uses this context when deleting textures.
957 * Similarly for framebuffer objects, etc.
959 _mesa_make_current(ctx
, NULL
, NULL
);
961 /* This must be called first so that glthread has a chance to finish */
962 _mesa_glthread_destroy(ctx
);
964 _mesa_HashWalk(ctx
->Shared
->TexObjects
, destroy_tex_sampler_cb
, st
);
966 /* For the fallback textures, free any sampler views belonging to this
969 for (unsigned i
= 0; i
< NUM_TEXTURE_TARGETS
; i
++) {
970 struct st_texture_object
*stObj
=
971 st_texture_object(ctx
->Shared
->FallbackTex
[i
]);
973 st_texture_release_context_sampler_view(st
, stObj
);
977 st_context_free_zombie_objects(st
);
979 mtx_destroy(&st
->zombie_sampler_views
.mutex
);
980 mtx_destroy(&st
->zombie_shaders
.mutex
);
982 st_reference_fragprog(st
, &st
->fp
, NULL
);
983 st_reference_prog(st
, &st
->gp
, NULL
);
984 st_reference_vertprog(st
, &st
->vp
, NULL
);
985 st_reference_prog(st
, &st
->tcp
, NULL
);
986 st_reference_prog(st
, &st
->tep
, NULL
);
987 st_reference_compprog(st
, &st
->cp
, NULL
);
989 /* release framebuffer in the winsys buffers list */
990 LIST_FOR_EACH_ENTRY_SAFE_REV(stfb
, next
, &st
->winsys_buffers
, head
) {
991 st_framebuffer_reference(&stfb
, NULL
);
994 _mesa_HashWalk(ctx
->Shared
->FrameBuffers
, destroy_framebuffer_attachment_sampler_cb
, st
);
996 pipe_sampler_view_reference(&st
->pixel_xfer
.pixelmap_sampler_view
, NULL
);
997 pipe_resource_reference(&st
->pixel_xfer
.pixelmap_texture
, NULL
);
999 _vbo_DestroyContext(ctx
);
1001 st_destroy_program_variants(st
);
1003 _mesa_free_context_data(ctx
, false);
1005 /* This will free the st_context too, so 'st' must not be accessed
1007 st_destroy_context_priv(st
, true);
1010 /* This must be called after st_destroy_context_priv() to avoid a race
1011 * condition between any shader compiler threads and context destruction.
1013 _mesa_destroy_shader_compiler_types();
1017 if (save_ctx
== ctx
) {
1018 /* unbind the context we just deleted */
1019 _mesa_make_current(NULL
, NULL
, NULL
);
1021 /* Restore the current context and draw/read buffers (may be NULL) */
1022 _mesa_make_current(save_ctx
, save_drawbuffer
, save_readbuffer
);