mesa: Add gl_shader_program param to ProgramBinarySerializeDriverBlob
[mesa.git] / src / mesa / state_tracker / st_context.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
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
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11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
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"
39 #include "vbo/vbo.h"
40 #include "glapi/glapi.h"
41 #include "st_manager.h"
42 #include "st_context.h"
43 #include "st_debug.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"
71 #include "st_atom.h"
72 #include "st_draw.h"
73 #include "st_extensions.h"
74 #include "st_gen_mipmap.h"
75 #include "st_pbo.h"
76 #include "st_program.h"
77 #include "st_sampler_view.h"
78 #include "st_shader_cache.h"
79 #include "st_vdpau.h"
80 #include "st_texture.h"
81 #include "pipe/p_context.h"
82 #include "util/u_inlines.h"
83 #include "util/u_upload_mgr.h"
84 #include "util/u_vbuf.h"
85 #include "cso_cache/cso_context.h"
86
87
88 DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
89
90
91 /**
92 * Called via ctx->Driver.Enable()
93 */
94 static void
95 st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
96 {
97 struct st_context *st = st_context(ctx);
98
99 switch (cap) {
100 case GL_DEBUG_OUTPUT:
101 case GL_DEBUG_OUTPUT_SYNCHRONOUS:
102 st_update_debug_callback(st);
103 break;
104 default:
105 break;
106 }
107 }
108
109
110 /**
111 * Called via ctx->Driver.QueryMemoryInfo()
112 */
113 static void
114 st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
115 {
116 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
117 struct pipe_memory_info info;
118
119 assert(screen->query_memory_info);
120 if (!screen->query_memory_info)
121 return;
122
123 screen->query_memory_info(screen, &info);
124
125 out->total_device_memory = info.total_device_memory;
126 out->avail_device_memory = info.avail_device_memory;
127 out->total_staging_memory = info.total_staging_memory;
128 out->avail_staging_memory = info.avail_staging_memory;
129 out->device_memory_evicted = info.device_memory_evicted;
130 out->nr_device_memory_evictions = info.nr_device_memory_evictions;
131 }
132
133
134 uint64_t
135 st_get_active_states(struct gl_context *ctx)
136 {
137 struct st_vertex_program *vp =
138 st_vertex_program(ctx->VertexProgram._Current);
139 struct st_common_program *tcp =
140 st_common_program(ctx->TessCtrlProgram._Current);
141 struct st_common_program *tep =
142 st_common_program(ctx->TessEvalProgram._Current);
143 struct st_common_program *gp =
144 st_common_program(ctx->GeometryProgram._Current);
145 struct st_fragment_program *fp =
146 st_fragment_program(ctx->FragmentProgram._Current);
147 struct st_compute_program *cp =
148 st_compute_program(ctx->ComputeProgram._Current);
149 uint64_t active_shader_states = 0;
150
151 if (vp)
152 active_shader_states |= vp->affected_states;
153 if (tcp)
154 active_shader_states |= tcp->affected_states;
155 if (tep)
156 active_shader_states |= tep->affected_states;
157 if (gp)
158 active_shader_states |= gp->affected_states;
159 if (fp)
160 active_shader_states |= fp->affected_states;
161 if (cp)
162 active_shader_states |= cp->affected_states;
163
164 /* Mark non-shader-resource shader states as "always active". */
165 return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
166 }
167
168
169 void
170 st_invalidate_buffers(struct st_context *st)
171 {
172 st->dirty |= ST_NEW_BLEND |
173 ST_NEW_DSA |
174 ST_NEW_FB_STATE |
175 ST_NEW_SAMPLE_STATE |
176 ST_NEW_SAMPLE_SHADING |
177 ST_NEW_FS_STATE |
178 ST_NEW_POLY_STIPPLE |
179 ST_NEW_VIEWPORT |
180 ST_NEW_RASTERIZER |
181 ST_NEW_SCISSOR |
182 ST_NEW_WINDOW_RECTANGLES;
183 }
184
185
186 /**
187 * Called via ctx->Driver.UpdateState()
188 */
189 static void
190 st_invalidate_state(struct gl_context *ctx)
191 {
192 GLbitfield new_state = ctx->NewState;
193 struct st_context *st = st_context(ctx);
194
195 if (new_state & _NEW_BUFFERS) {
196 st_invalidate_buffers(st);
197 } else {
198 /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
199 * check them when _NEW_BUFFERS isn't set.
200 */
201 if (new_state & _NEW_PROGRAM)
202 st->dirty |= ST_NEW_RASTERIZER;
203
204 if (new_state & _NEW_FOG)
205 st->dirty |= ST_NEW_FS_STATE;
206
207 if (new_state & _NEW_FRAG_CLAMP) {
208 if (st->clamp_frag_color_in_shader)
209 st->dirty |= ST_NEW_FS_STATE;
210 else
211 st->dirty |= ST_NEW_RASTERIZER;
212 }
213 }
214
215 if (new_state & (_NEW_LIGHT |
216 _NEW_POINT))
217 st->dirty |= ST_NEW_RASTERIZER;
218
219 if (new_state & _NEW_PROJECTION &&
220 st_user_clip_planes_enabled(ctx))
221 st->dirty |= ST_NEW_CLIP_STATE;
222
223 if (new_state & _NEW_PIXEL)
224 st->dirty |= ST_NEW_PIXEL_TRANSFER;
225
226 if (new_state & _NEW_CURRENT_ATTRIB)
227 st->dirty |= ST_NEW_VERTEX_ARRAYS;
228
229 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
230 if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
231 st->dirty |= ST_NEW_VS_STATE;
232
233 /* Which shaders are dirty will be determined manually. */
234 if (new_state & _NEW_PROGRAM) {
235 st->gfx_shaders_may_be_dirty = true;
236 st->compute_shader_may_be_dirty = true;
237 /* This will mask out unused shader resources. */
238 st->active_states = st_get_active_states(ctx);
239 }
240
241 if (new_state & _NEW_TEXTURE_OBJECT) {
242 st->dirty |= st->active_states &
243 (ST_NEW_SAMPLER_VIEWS |
244 ST_NEW_SAMPLERS |
245 ST_NEW_IMAGE_UNITS);
246 if (ctx->FragmentProgram._Current &&
247 ctx->FragmentProgram._Current->ExternalSamplersUsed) {
248 st->dirty |= ST_NEW_FS_STATE;
249 }
250 }
251 }
252
253
254 static void
255 st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
256 {
257 uint i;
258
259 st_destroy_atoms(st);
260 st_destroy_draw(st);
261 st_destroy_clear(st);
262 st_destroy_bitmap(st);
263 st_destroy_drawpix(st);
264 st_destroy_drawtex(st);
265 st_destroy_perfmon(st);
266 st_destroy_pbo_helpers(st);
267 st_destroy_bound_texture_handles(st);
268 st_destroy_bound_image_handles(st);
269
270 for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
271 pipe_sampler_view_release(st->pipe,
272 &st->state.frag_sampler_views[i]);
273 }
274
275 /* free glReadPixels cache data */
276 st_invalidate_readpix_cache(st);
277
278 cso_destroy_context(st->cso_context);
279
280 if (st->pipe && destroy_pipe)
281 st->pipe->destroy(st->pipe);
282
283 free(st);
284 }
285
286
287 static void
288 st_init_driver_flags(struct st_context *st)
289 {
290 struct gl_driver_flags *f = &st->ctx->DriverFlags;
291
292 f->NewArray = ST_NEW_VERTEX_ARRAYS;
293 f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
294 f->NewTileRasterOrder = ST_NEW_RASTERIZER;
295 f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
296 f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
297
298 /* Shader resources */
299 f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
300 if (st->has_hw_atomics)
301 f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
302 else
303 f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
304 f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
305 f->NewImageUnits = ST_NEW_IMAGE_UNITS;
306
307 f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
308 f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
309 f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
310 f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
311 f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
312 f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
313
314 f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
315 f->NewFramebufferSRGB = ST_NEW_FB_STATE;
316 f->NewScissorRect = ST_NEW_SCISSOR;
317 f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
318 f->NewAlphaTest = ST_NEW_DSA;
319 f->NewBlend = ST_NEW_BLEND;
320 f->NewBlendColor = ST_NEW_BLEND_COLOR;
321 f->NewColorMask = ST_NEW_BLEND;
322 f->NewDepth = ST_NEW_DSA;
323 f->NewLogicOp = ST_NEW_BLEND;
324 f->NewStencil = ST_NEW_DSA;
325 f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
326 ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
327 f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
328 f->NewSampleMask = ST_NEW_SAMPLE_STATE;
329 f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
330 f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
331
332 /* This depends on what the gallium driver wants. */
333 if (st->force_persample_in_shader) {
334 f->NewMultisampleEnable |= ST_NEW_FS_STATE;
335 f->NewSampleShading |= ST_NEW_FS_STATE;
336 } else {
337 f->NewSampleShading |= ST_NEW_RASTERIZER;
338 }
339
340 f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
341 f->NewClipPlane = ST_NEW_CLIP_STATE;
342 f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
343 f->NewDepthClamp = ST_NEW_RASTERIZER;
344 f->NewLineState = ST_NEW_RASTERIZER;
345 f->NewPolygonState = ST_NEW_RASTERIZER;
346 f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
347 f->NewViewport = ST_NEW_VIEWPORT;
348 f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
349 f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
350 }
351
352
353 static struct st_context *
354 st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
355 const struct st_config_options *options, bool no_error)
356 {
357 struct pipe_screen *screen = pipe->screen;
358 uint i;
359 struct st_context *st = ST_CALLOC_STRUCT( st_context);
360
361 st->options = *options;
362
363 ctx->st = st;
364
365 st->ctx = ctx;
366 st->pipe = pipe;
367
368 /* state tracker needs the VBO module */
369 _vbo_CreateContext(ctx);
370
371 st->dirty = ST_ALL_STATES_MASK;
372
373 st->can_bind_const_buffer_as_vertex =
374 screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
375
376 /* st/mesa always uploads zero-stride vertex attribs, and other user
377 * vertex buffers are only possible with a compatibility profile.
378 * So tell the u_vbuf module that user VBOs are not possible with the Core
379 * profile, so that u_vbuf is bypassed completely if there is nothing else
380 * to do.
381 */
382 unsigned vbuf_flags =
383 ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
384 st->cso_context = cso_create_context(pipe, vbuf_flags);
385
386 st_init_atoms(st);
387 st_init_clear(st);
388 st_init_pbo_helpers(st);
389
390 /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
391 if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
392 st->internal_target = PIPE_TEXTURE_2D;
393 else
394 st->internal_target = PIPE_TEXTURE_RECT;
395
396 /* Setup vertex element info for 'struct st_util_vertex'.
397 */
398 {
399 STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
400
401 memset(&st->util_velems, 0, sizeof(st->util_velems));
402 st->util_velems[0].src_offset = 0;
403 st->util_velems[0].vertex_buffer_index = 0;
404 st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
405 st->util_velems[1].src_offset = 3 * sizeof(float);
406 st->util_velems[1].vertex_buffer_index = 0;
407 st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
408 st->util_velems[2].src_offset = 7 * sizeof(float);
409 st->util_velems[2].vertex_buffer_index = 0;
410 st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
411 }
412
413 /* we want all vertex data to be placed in buffer objects */
414 vbo_use_buffer_objects(ctx);
415
416
417 /* make sure that no VBOs are left mapped when we're drawing. */
418 vbo_always_unmap_buffers(ctx);
419
420 /* Need these flags:
421 */
422 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
423
424 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
425
426 if (no_error)
427 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
428
429 ctx->Const.PackedDriverUniformStorage =
430 screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
431
432 st->has_stencil_export =
433 screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
434 st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
435 st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
436 PIPE_TEXTURE_2D, 0,
437 PIPE_BIND_SAMPLER_VIEW);
438 st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
439 PIPE_TEXTURE_2D, 0,
440 PIPE_BIND_SAMPLER_VIEW);
441 st->prefer_blit_based_texture_transfer = screen->get_param(screen,
442 PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
443 st->force_persample_in_shader =
444 screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
445 !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
446 st->has_shareable_shaders = screen->get_param(screen,
447 PIPE_CAP_SHAREABLE_SHADERS);
448 st->needs_texcoord_semantic =
449 screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
450 st->apply_texture_swizzle_to_border_color =
451 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
452 (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
453 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
454 st->has_time_elapsed =
455 screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
456 st->has_half_float_packing =
457 screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
458 st->has_multi_draw_indirect =
459 screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
460
461 st->has_hw_atomics =
462 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
463 PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
464 ? true : false;
465
466 /* GL limits and extensions */
467 st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions, ctx->API);
468 st_init_extensions(pipe->screen, &ctx->Const,
469 &ctx->Extensions, &st->options, ctx->API);
470
471 if (st_have_perfmon(st)) {
472 ctx->Extensions.AMD_performance_monitor = GL_TRUE;
473 }
474
475 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
476 if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
477 if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
478 st->clamp_vert_color_in_shader = GL_TRUE;
479 }
480
481 if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
482 st->clamp_frag_color_in_shader = GL_TRUE;
483 }
484
485 /* For drivers which cannot do color clamping, it's better to just
486 * disable ARB_color_buffer_float in the core profile, because
487 * the clamping is deprecated there anyway. */
488 if (ctx->API == API_OPENGL_CORE &&
489 (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
490 st->clamp_vert_color_in_shader = GL_FALSE;
491 st->clamp_frag_color_in_shader = GL_FALSE;
492 ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
493 }
494 }
495
496 /* called after _mesa_create_context/_mesa_init_point, fix default user
497 * settable max point size up
498 */
499 ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
500 ctx->Const.MaxPointSizeAA);
501 /* For vertex shaders, make sure not to emit saturate when SM 3.0
502 * is not supported
503 */
504 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
505 !st->has_shader_model3;
506
507 if (!ctx->Extensions.ARB_gpu_shader5) {
508 for (i = 0; i < MESA_SHADER_STAGES; i++)
509 ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
510 }
511
512 /* Set which shader types can be compiled at link time. */
513 st->shader_has_one_variant[MESA_SHADER_VERTEX] =
514 st->has_shareable_shaders &&
515 !st->clamp_vert_color_in_shader;
516
517 st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
518 st->has_shareable_shaders &&
519 !st->clamp_frag_color_in_shader &&
520 !st->force_persample_in_shader;
521
522 st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
523 st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
524 st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
525 st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
526
527 st->bitmap.cache.empty = true;
528
529 _mesa_override_extensions(ctx);
530 _mesa_compute_version(ctx);
531
532 if (ctx->Version == 0) {
533 /* This can happen when a core profile was requested, but the driver
534 * does not support some features of GL 3.1 or later.
535 */
536 st_destroy_context_priv(st, false);
537 return NULL;
538 }
539
540 _mesa_initialize_dispatch_tables(ctx);
541 _mesa_initialize_vbo_vtxfmt(ctx);
542 st_init_driver_flags(st);
543
544 /* Initialize context's winsys buffers list */
545 LIST_INITHEAD(&st->winsys_buffers);
546
547 return st;
548 }
549
550
551 struct st_context *
552 st_create_context(gl_api api, struct pipe_context *pipe,
553 const struct gl_config *visual,
554 struct st_context *share,
555 const struct st_config_options *options,
556 bool no_error)
557 {
558 struct gl_context *ctx;
559 struct gl_context *shareCtx = share ? share->ctx : NULL;
560 struct dd_function_table funcs;
561 struct st_context *st;
562
563 memset(&funcs, 0, sizeof(funcs));
564 st_init_driver_functions(pipe->screen, &funcs);
565
566 ctx = calloc(1, sizeof(struct gl_context));
567 if (!ctx)
568 return NULL;
569
570 if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
571 free(ctx);
572 return NULL;
573 }
574
575 st_debug_init();
576
577 if (pipe->screen->get_disk_shader_cache &&
578 !(ST_DEBUG & DEBUG_TGSI))
579 ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
580
581 /* XXX: need a capability bit in gallium to query if the pipe
582 * driver prefers DP4 or MUL/MAD for vertex transformation.
583 */
584 if (debug_get_option_mesa_mvp_dp4())
585 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
586
587 st = st_create_context_priv(ctx, pipe, options, no_error);
588 if (!st) {
589 _mesa_destroy_context(ctx);
590 }
591
592 return st;
593 }
594
595
596 /**
597 * Callback to release the sampler view attached to a texture object.
598 * Called by _mesa_HashWalk().
599 */
600 static void
601 destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
602 {
603 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
604 struct st_context *st = (struct st_context *) userData;
605
606 st_texture_release_sampler_view(st, st_texture_object(texObj));
607 }
608
609
610 void
611 st_destroy_context(struct st_context *st)
612 {
613 struct gl_context *ctx = st->ctx;
614 struct st_framebuffer *stfb, *next;
615
616 GET_CURRENT_CONTEXT(curctx);
617
618 if (curctx == NULL) {
619 /* No current context, but we need one to release
620 * renderbuffer surface when we release framebuffer.
621 * So temporarily bind the context.
622 */
623 _mesa_make_current(ctx, NULL, NULL);
624 }
625
626 /* This must be called first so that glthread has a chance to finish */
627 _mesa_glthread_destroy(ctx);
628
629 _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
630
631 st_reference_fragprog(st, &st->fp, NULL);
632 st_reference_prog(st, &st->gp, NULL);
633 st_reference_vertprog(st, &st->vp, NULL);
634 st_reference_prog(st, &st->tcp, NULL);
635 st_reference_prog(st, &st->tep, NULL);
636 st_reference_compprog(st, &st->cp, NULL);
637
638 /* release framebuffer in the winsys buffers list */
639 LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
640 st_framebuffer_reference(&stfb, NULL);
641 }
642
643 pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
644 pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
645
646 _vbo_DestroyContext(ctx);
647
648 st_destroy_program_variants(st);
649
650 _mesa_free_context_data(ctx);
651
652 /* This will free the st_context too, so 'st' must not be accessed
653 * afterwards. */
654 st_destroy_context_priv(st, true);
655 st = NULL;
656
657 free(ctx);
658 }
659
660
661 static void
662 st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
663 {
664 struct st_context *st = ctx->st;
665 st->pipe->emit_string_marker(st->pipe, string, len);
666 }
667
668
669 static void
670 st_set_background_context(struct gl_context *ctx,
671 struct util_queue_monitoring *queue_info)
672 {
673 struct st_context *st = ctx->st;
674 struct st_manager *smapi =
675 (struct st_manager *) st->iface.st_context_private;
676
677 assert(smapi->set_background_context);
678 smapi->set_background_context(&st->iface, queue_info);
679 }
680
681
682 static void
683 st_get_device_uuid(struct gl_context *ctx, char *uuid)
684 {
685 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
686
687 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
688 memset(uuid, 0, GL_UUID_SIZE_EXT);
689 screen->get_device_uuid(screen, uuid);
690 }
691
692
693 static void
694 st_get_driver_uuid(struct gl_context *ctx, char *uuid)
695 {
696 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
697
698 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
699 memset(uuid, 0, GL_UUID_SIZE_EXT);
700 screen->get_driver_uuid(screen, uuid);
701 }
702
703
704 void
705 st_init_driver_functions(struct pipe_screen *screen,
706 struct dd_function_table *functions)
707 {
708 _mesa_init_sampler_object_functions(functions);
709
710 st_init_draw_functions(functions);
711 st_init_blit_functions(functions);
712 st_init_bufferobject_functions(screen, functions);
713 st_init_clear_functions(functions);
714 st_init_bitmap_functions(functions);
715 st_init_copy_image_functions(functions);
716 st_init_drawpixels_functions(functions);
717 st_init_rasterpos_functions(functions);
718
719 st_init_drawtex_functions(functions);
720
721 st_init_eglimage_functions(functions);
722
723 st_init_fbo_functions(functions);
724 st_init_feedback_functions(functions);
725 st_init_memoryobject_functions(functions);
726 st_init_msaa_functions(functions);
727 st_init_perfmon_functions(functions);
728 st_init_program_functions(functions);
729 st_init_query_functions(functions);
730 st_init_cond_render_functions(functions);
731 st_init_readpixels_functions(functions);
732 st_init_semaphoreobject_functions(functions);
733 st_init_texture_functions(functions);
734 st_init_texture_barrier_functions(functions);
735 st_init_flush_functions(screen, functions);
736 st_init_string_functions(functions);
737 st_init_viewport_functions(functions);
738 st_init_compute_functions(functions);
739
740 st_init_xformfb_functions(functions);
741 st_init_syncobj_functions(functions);
742
743 st_init_vdpau_functions(functions);
744
745 if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
746 functions->EmitStringMarker = st_emit_string_marker;
747
748 functions->Enable = st_Enable;
749 functions->UpdateState = st_invalidate_state;
750 functions->QueryMemoryInfo = st_query_memory_info;
751 functions->SetBackgroundContext = st_set_background_context;
752 functions->GetDriverUuid = st_get_driver_uuid;
753 functions->GetDeviceUuid = st_get_device_uuid;
754
755 /* GL_ARB_get_program_binary */
756 functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
757
758 enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
759 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
760 PIPE_SHADER_CAP_PREFERRED_IR);
761 if (preferred_ir == PIPE_SHADER_IR_NIR) {
762 functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
763 functions->ProgramBinarySerializeDriverBlob =
764 st_serialise_nir_program_binary;
765 functions->ProgramBinaryDeserializeDriverBlob =
766 st_deserialise_nir_program;
767 } else {
768 functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
769 functions->ProgramBinarySerializeDriverBlob =
770 st_serialise_tgsi_program_binary;
771 functions->ProgramBinaryDeserializeDriverBlob =
772 st_deserialise_tgsi_program;
773 }
774 }