mesa/st: Signal state changes when depth_clamp is emulated
[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
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:
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 "st_util.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"
89
90
91 DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
92
93
94 /**
95 * Called via ctx->Driver.Enable()
96 */
97 static void
98 st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
99 {
100 struct st_context *st = st_context(ctx);
101
102 switch (cap) {
103 case GL_DEBUG_OUTPUT:
104 case GL_DEBUG_OUTPUT_SYNCHRONOUS:
105 st_update_debug_callback(st);
106 break;
107 default:
108 break;
109 }
110 }
111
112
113 /**
114 * Called via ctx->Driver.QueryMemoryInfo()
115 */
116 static void
117 st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
118 {
119 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
120 struct pipe_memory_info info;
121
122 assert(screen->query_memory_info);
123 if (!screen->query_memory_info)
124 return;
125
126 screen->query_memory_info(screen, &info);
127
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;
134 }
135
136
137 static uint64_t
138 st_get_active_states(struct gl_context *ctx)
139 {
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;
153
154 if (vp)
155 active_shader_states |= vp->affected_states;
156 if (tcp)
157 active_shader_states |= tcp->affected_states;
158 if (tep)
159 active_shader_states |= tep->affected_states;
160 if (gp)
161 active_shader_states |= gp->affected_states;
162 if (fp)
163 active_shader_states |= fp->affected_states;
164 if (cp)
165 active_shader_states |= cp->affected_states;
166
167 /* Mark non-shader-resource shader states as "always active". */
168 return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
169 }
170
171
172 void
173 st_invalidate_buffers(struct st_context *st)
174 {
175 st->dirty |= ST_NEW_BLEND |
176 ST_NEW_DSA |
177 ST_NEW_FB_STATE |
178 ST_NEW_SAMPLE_STATE |
179 ST_NEW_SAMPLE_SHADING |
180 ST_NEW_FS_STATE |
181 ST_NEW_POLY_STIPPLE |
182 ST_NEW_VIEWPORT |
183 ST_NEW_RASTERIZER |
184 ST_NEW_SCISSOR |
185 ST_NEW_WINDOW_RECTANGLES;
186 }
187
188
189 static inline bool
190 st_vp_uses_current_values(const struct gl_context *ctx)
191 {
192 const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
193 return _mesa_draw_current_bits(ctx) & inputs;
194 }
195
196
197 /**
198 * Called via ctx->Driver.UpdateState()
199 */
200 static void
201 st_invalidate_state(struct gl_context *ctx)
202 {
203 GLbitfield new_state = ctx->NewState;
204 struct st_context *st = st_context(ctx);
205
206 if (new_state & _NEW_BUFFERS) {
207 st_invalidate_buffers(st);
208 } else {
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.
211 */
212 if (new_state & _NEW_PROGRAM)
213 st->dirty |= ST_NEW_RASTERIZER;
214
215 if (new_state & _NEW_FOG)
216 st->dirty |= ST_NEW_FS_STATE;
217
218 if (new_state & _NEW_FRAG_CLAMP) {
219 if (st->clamp_frag_color_in_shader)
220 st->dirty |= ST_NEW_FS_STATE;
221 else
222 st->dirty |= ST_NEW_RASTERIZER;
223 }
224 }
225
226 if (new_state & (_NEW_LIGHT |
227 _NEW_POINT))
228 st->dirty |= ST_NEW_RASTERIZER;
229
230 if (new_state & _NEW_PROJECTION &&
231 st_user_clip_planes_enabled(ctx))
232 st->dirty |= ST_NEW_CLIP_STATE;
233
234 if (new_state & _NEW_PIXEL)
235 st->dirty |= ST_NEW_PIXEL_TRANSFER;
236
237 if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx))
238 st->dirty |= ST_NEW_VERTEX_ARRAYS;
239
240 if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) {
241 if (ctx->GeometryProgram._Current)
242 st->dirty |= ST_NEW_GS_CONSTANTS;
243 else if (ctx->TessEvalProgram._Current)
244 st->dirty |= ST_NEW_TES_CONSTANTS;
245 else
246 st->dirty |= ST_NEW_VS_CONSTANTS;
247 st->dirty |= ST_NEW_FS_CONSTANTS;
248 }
249
250 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
251 if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
252 st->dirty |= ST_NEW_VS_STATE;
253 if (st->ctx->API == API_OPENGL_COMPAT && ctx->Version >= 32) {
254 st->dirty |= ST_NEW_GS_STATE | ST_NEW_TES_STATE;
255 }
256 }
257
258 /* Which shaders are dirty will be determined manually. */
259 if (new_state & _NEW_PROGRAM) {
260 st->gfx_shaders_may_be_dirty = true;
261 st->compute_shader_may_be_dirty = true;
262 /* This will mask out unused shader resources. */
263 st->active_states = st_get_active_states(ctx);
264 }
265
266 if (new_state & _NEW_TEXTURE_OBJECT) {
267 st->dirty |= st->active_states &
268 (ST_NEW_SAMPLER_VIEWS |
269 ST_NEW_SAMPLERS |
270 ST_NEW_IMAGE_UNITS);
271 if (ctx->FragmentProgram._Current &&
272 ctx->FragmentProgram._Current->ExternalSamplersUsed) {
273 st->dirty |= ST_NEW_FS_STATE;
274 }
275 }
276 }
277
278
279 /*
280 * In some circumstances (such as running google-chrome) the state
281 * tracker may try to delete a resource view from a context different
282 * than when it was created. We don't want to do that.
283 *
284 * In that situation, st_texture_release_all_sampler_views() calls this
285 * function to transfer the sampler view reference to this context (expected
286 * to be the context which created the view.)
287 */
288 void
289 st_save_zombie_sampler_view(struct st_context *st,
290 struct pipe_sampler_view *view)
291 {
292 struct st_zombie_sampler_view_node *entry;
293
294 assert(view->context == st->pipe);
295
296 entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
297 if (!entry)
298 return;
299
300 entry->view = view;
301
302 /* We need a mutex since this function may be called from one thread
303 * while free_zombie_resource_views() is called from another.
304 */
305 mtx_lock(&st->zombie_sampler_views.mutex);
306 LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
307 mtx_unlock(&st->zombie_sampler_views.mutex);
308 }
309
310
311 /*
312 * Since OpenGL shaders may be shared among contexts, we can wind up
313 * with variants of a shader created with different contexts.
314 * When we go to destroy a gallium shader, we want to free it with the
315 * same context that it was created with, unless the driver reports
316 * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
317 */
318 void
319 st_save_zombie_shader(struct st_context *st,
320 enum pipe_shader_type type,
321 struct pipe_shader_state *shader)
322 {
323 struct st_zombie_shader_node *entry;
324
325 /* we shouldn't be here if the driver supports shareable shaders */
326 assert(!st->has_shareable_shaders);
327
328 entry = MALLOC_STRUCT(st_zombie_shader_node);
329 if (!entry)
330 return;
331
332 entry->shader = shader;
333 entry->type = type;
334
335 /* We need a mutex since this function may be called from one thread
336 * while free_zombie_shaders() is called from another.
337 */
338 mtx_lock(&st->zombie_shaders.mutex);
339 LIST_ADDTAIL(&entry->node, &st->zombie_shaders.list.node);
340 mtx_unlock(&st->zombie_shaders.mutex);
341 }
342
343
344 /*
345 * Free any zombie sampler views that may be attached to this context.
346 */
347 static void
348 free_zombie_sampler_views(struct st_context *st)
349 {
350 struct st_zombie_sampler_view_node *entry, *next;
351
352 if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) {
353 return;
354 }
355
356 mtx_lock(&st->zombie_sampler_views.mutex);
357
358 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
359 &st->zombie_sampler_views.list.node, node) {
360 LIST_DEL(&entry->node); // remove this entry from the list
361
362 assert(entry->view->context == st->pipe);
363 pipe_sampler_view_reference(&entry->view, NULL);
364
365 free(entry);
366 }
367
368 assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node));
369
370 mtx_unlock(&st->zombie_sampler_views.mutex);
371 }
372
373
374 /*
375 * Free any zombie shaders that may be attached to this context.
376 */
377 static void
378 free_zombie_shaders(struct st_context *st)
379 {
380 struct st_zombie_shader_node *entry, *next;
381
382 if (LIST_IS_EMPTY(&st->zombie_shaders.list.node)) {
383 return;
384 }
385
386 mtx_lock(&st->zombie_shaders.mutex);
387
388 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
389 &st->zombie_shaders.list.node, node) {
390 LIST_DEL(&entry->node); // remove this entry from the list
391
392 switch (entry->type) {
393 case PIPE_SHADER_VERTEX:
394 cso_delete_vertex_shader(st->cso_context, entry->shader);
395 break;
396 case PIPE_SHADER_FRAGMENT:
397 cso_delete_fragment_shader(st->cso_context, entry->shader);
398 break;
399 case PIPE_SHADER_GEOMETRY:
400 cso_delete_geometry_shader(st->cso_context, entry->shader);
401 break;
402 case PIPE_SHADER_TESS_CTRL:
403 cso_delete_tessctrl_shader(st->cso_context, entry->shader);
404 break;
405 case PIPE_SHADER_TESS_EVAL:
406 cso_delete_tesseval_shader(st->cso_context, entry->shader);
407 break;
408 case PIPE_SHADER_COMPUTE:
409 cso_delete_compute_shader(st->cso_context, entry->shader);
410 break;
411 default:
412 unreachable("invalid shader type in free_zombie_shaders()");
413 }
414 free(entry);
415 }
416
417 assert(LIST_IS_EMPTY(&st->zombie_shaders.list.node));
418
419 mtx_unlock(&st->zombie_shaders.mutex);
420 }
421
422
423 /*
424 * This function is called periodically to free any zombie objects
425 * which are attached to this context.
426 */
427 void
428 st_context_free_zombie_objects(struct st_context *st)
429 {
430 free_zombie_sampler_views(st);
431 free_zombie_shaders(st);
432 }
433
434
435 static void
436 st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
437 {
438 uint i;
439
440 st_destroy_atoms(st);
441 st_destroy_draw(st);
442 st_destroy_clear(st);
443 st_destroy_bitmap(st);
444 st_destroy_drawpix(st);
445 st_destroy_drawtex(st);
446 st_destroy_perfmon(st);
447 st_destroy_pbo_helpers(st);
448 st_destroy_bound_texture_handles(st);
449 st_destroy_bound_image_handles(st);
450
451 for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
452 pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL);
453 }
454
455 /* free glReadPixels cache data */
456 st_invalidate_readpix_cache(st);
457 util_throttle_deinit(st->pipe->screen, &st->throttle);
458
459 cso_destroy_context(st->cso_context);
460
461 if (st->pipe && destroy_pipe)
462 st->pipe->destroy(st->pipe);
463
464 free(st);
465 }
466
467
468 static void
469 st_init_driver_flags(struct st_context *st)
470 {
471 struct gl_driver_flags *f = &st->ctx->DriverFlags;
472
473 f->NewArray = ST_NEW_VERTEX_ARRAYS;
474 f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
475 f->NewTileRasterOrder = ST_NEW_RASTERIZER;
476 f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
477 f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
478
479 /* Shader resources */
480 f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
481 if (st->has_hw_atomics)
482 f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
483 else
484 f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
485 f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
486 f->NewImageUnits = ST_NEW_IMAGE_UNITS;
487
488 f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
489 f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
490 f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
491 f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
492 f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
493 f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
494
495 f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
496 f->NewFramebufferSRGB = ST_NEW_FB_STATE;
497 f->NewScissorRect = ST_NEW_SCISSOR;
498 f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
499 f->NewAlphaTest = ST_NEW_DSA;
500 f->NewBlend = ST_NEW_BLEND;
501 f->NewBlendColor = ST_NEW_BLEND_COLOR;
502 f->NewColorMask = ST_NEW_BLEND;
503 f->NewDepth = ST_NEW_DSA;
504 f->NewLogicOp = ST_NEW_BLEND;
505 f->NewStencil = ST_NEW_DSA;
506 f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
507 ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
508 f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
509 f->NewSampleMask = ST_NEW_SAMPLE_STATE;
510 f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
511 f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
512
513 /* This depends on what the gallium driver wants. */
514 if (st->force_persample_in_shader) {
515 f->NewMultisampleEnable |= ST_NEW_FS_STATE;
516 f->NewSampleShading |= ST_NEW_FS_STATE;
517 } else {
518 f->NewSampleShading |= ST_NEW_RASTERIZER;
519 }
520
521 f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
522 f->NewClipPlane = ST_NEW_CLIP_STATE;
523 f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
524
525 if (st->clamp_frag_depth_in_shader) {
526 f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE |
527 ST_NEW_TES_STATE;
528
529 f->NewDepthClamp = ST_NEW_FS_STATE | ST_NEW_VS_STATE |
530 ST_NEW_GS_STATE | ST_NEW_TES_STATE;
531 } else {
532 f->NewDepthClamp = ST_NEW_RASTERIZER;
533 }
534
535 f->NewLineState = ST_NEW_RASTERIZER;
536 f->NewPolygonState = ST_NEW_RASTERIZER;
537 f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
538 f->NewViewport = ST_NEW_VIEWPORT;
539 f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
540 f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
541 f->NewIntelConservativeRasterization = ST_NEW_RASTERIZER;
542 }
543
544
545 static struct st_context *
546 st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
547 const struct st_config_options *options, bool no_error)
548 {
549 struct pipe_screen *screen = pipe->screen;
550 uint i;
551 struct st_context *st = ST_CALLOC_STRUCT( st_context);
552
553 st->options = *options;
554
555 ctx->st = st;
556
557 st->ctx = ctx;
558 st->pipe = pipe;
559
560 /* state tracker needs the VBO module */
561 _vbo_CreateContext(ctx);
562
563 st->dirty = ST_ALL_STATES_MASK;
564
565 st->can_bind_const_buffer_as_vertex =
566 screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
567
568 /* st/mesa always uploads zero-stride vertex attribs, and other user
569 * vertex buffers are only possible with a compatibility profile.
570 * So tell the u_vbuf module that user VBOs are not possible with the Core
571 * profile, so that u_vbuf is bypassed completely if there is nothing else
572 * to do.
573 */
574 unsigned vbuf_flags =
575 ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
576 st->cso_context = cso_create_context(pipe, vbuf_flags);
577
578 st_init_atoms(st);
579 st_init_clear(st);
580 st_init_pbo_helpers(st);
581
582 /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
583 if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
584 st->internal_target = PIPE_TEXTURE_2D;
585 else
586 st->internal_target = PIPE_TEXTURE_RECT;
587
588 /* Setup vertex element info for 'struct st_util_vertex'.
589 */
590 {
591 STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
592
593 memset(&st->util_velems, 0, sizeof(st->util_velems));
594 st->util_velems[0].src_offset = 0;
595 st->util_velems[0].vertex_buffer_index = 0;
596 st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
597 st->util_velems[1].src_offset = 3 * sizeof(float);
598 st->util_velems[1].vertex_buffer_index = 0;
599 st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
600 st->util_velems[2].src_offset = 7 * sizeof(float);
601 st->util_velems[2].vertex_buffer_index = 0;
602 st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
603 }
604
605 /* we want all vertex data to be placed in buffer objects */
606 vbo_use_buffer_objects(ctx);
607
608
609 /* make sure that no VBOs are left mapped when we're drawing. */
610 vbo_always_unmap_buffers(ctx);
611
612 /* Need these flags:
613 */
614 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
615
616 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
617
618 if (no_error)
619 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
620
621 ctx->Const.PackedDriverUniformStorage =
622 screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
623
624 st->has_stencil_export =
625 screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
626 st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
627 PIPE_TEXTURE_2D, 0, 0,
628 PIPE_BIND_SAMPLER_VIEW);
629 st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
630 PIPE_TEXTURE_2D, 0, 0,
631 PIPE_BIND_SAMPLER_VIEW);
632 st->has_astc_2d_ldr =
633 screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
634 PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
635 st->prefer_blit_based_texture_transfer = screen->get_param(screen,
636 PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
637 st->force_persample_in_shader =
638 screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
639 !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
640 st->has_shareable_shaders = screen->get_param(screen,
641 PIPE_CAP_SHAREABLE_SHADERS);
642 st->needs_texcoord_semantic =
643 screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
644 st->apply_texture_swizzle_to_border_color =
645 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
646 (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
647 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
648 st->has_time_elapsed =
649 screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
650 st->has_half_float_packing =
651 screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
652 st->has_multi_draw_indirect =
653 screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
654 st->has_single_pipe_stat =
655 screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
656 st->has_indep_blend_func =
657 screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
658 st->needs_rgb_dst_alpha_override =
659 screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
660 st->has_signed_vertex_buffer_offset =
661 screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
662
663 st->has_hw_atomics =
664 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
665 PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
666 ? true : false;
667
668 util_throttle_init(&st->throttle,
669 screen->get_param(screen,
670 PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
671
672 /* GL limits and extensions */
673 st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
674 st_init_extensions(pipe->screen, &ctx->Const,
675 &ctx->Extensions, &st->options, ctx->API);
676
677 if (st_have_perfmon(st)) {
678 ctx->Extensions.AMD_performance_monitor = GL_TRUE;
679 }
680
681 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
682 if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
683 if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
684 st->clamp_vert_color_in_shader = GL_TRUE;
685 }
686
687 if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
688 st->clamp_frag_color_in_shader = GL_TRUE;
689 }
690
691 /* For drivers which cannot do color clamping, it's better to just
692 * disable ARB_color_buffer_float in the core profile, because
693 * the clamping is deprecated there anyway. */
694 if (ctx->API == API_OPENGL_CORE &&
695 (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
696 st->clamp_vert_color_in_shader = GL_FALSE;
697 st->clamp_frag_color_in_shader = GL_FALSE;
698 ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
699 }
700 }
701
702 /* called after _mesa_create_context/_mesa_init_point, fix default user
703 * settable max point size up
704 */
705 ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
706 ctx->Const.MaxPointSizeAA);
707 /* For vertex shaders, make sure not to emit saturate when SM 3.0
708 * is not supported
709 */
710 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
711 !screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE);
712
713 if (ctx->Const.GLSLVersion < 400) {
714 for (i = 0; i < MESA_SHADER_STAGES; i++)
715 ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
716 }
717
718 /* Set which shader types can be compiled at link time. */
719 st->shader_has_one_variant[MESA_SHADER_VERTEX] =
720 st->has_shareable_shaders &&
721 !st->clamp_frag_depth_in_shader &&
722 !st->clamp_vert_color_in_shader;
723
724 st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
725 st->has_shareable_shaders &&
726 !st->clamp_frag_color_in_shader &&
727 !st->clamp_frag_depth_in_shader &&
728 !st->force_persample_in_shader;
729
730 st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
731 st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
732 st->has_shareable_shaders &&
733 !st->clamp_frag_depth_in_shader &&
734 !st->clamp_vert_color_in_shader;
735 st->shader_has_one_variant[MESA_SHADER_GEOMETRY] =
736 st->has_shareable_shaders &&
737 !st->clamp_frag_depth_in_shader &&
738 !st->clamp_vert_color_in_shader;
739 st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
740
741 st->bitmap.cache.empty = true;
742
743 _mesa_override_extensions(ctx);
744 _mesa_compute_version(ctx);
745
746 if (ctx->Version == 0) {
747 /* This can happen when a core profile was requested, but the driver
748 * does not support some features of GL 3.1 or later.
749 */
750 st_destroy_context_priv(st, false);
751 return NULL;
752 }
753
754 _mesa_initialize_dispatch_tables(ctx);
755 _mesa_initialize_vbo_vtxfmt(ctx);
756 st_init_driver_flags(st);
757
758 /* Initialize context's winsys buffers list */
759 LIST_INITHEAD(&st->winsys_buffers);
760
761 LIST_INITHEAD(&st->zombie_sampler_views.list.node);
762 mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
763 LIST_INITHEAD(&st->zombie_shaders.list.node);
764 mtx_init(&st->zombie_shaders.mutex, mtx_plain);
765
766 return st;
767 }
768
769
770 static void
771 st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
772 {
773 struct st_context *st = ctx->st;
774 st->pipe->emit_string_marker(st->pipe, string, len);
775 }
776
777
778 static void
779 st_set_background_context(struct gl_context *ctx,
780 struct util_queue_monitoring *queue_info)
781 {
782 struct st_context *st = ctx->st;
783 struct st_manager *smapi =
784 (struct st_manager *) st->iface.st_context_private;
785
786 assert(smapi->set_background_context);
787 smapi->set_background_context(&st->iface, queue_info);
788 }
789
790
791 static void
792 st_get_device_uuid(struct gl_context *ctx, char *uuid)
793 {
794 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
795
796 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
797 memset(uuid, 0, GL_UUID_SIZE_EXT);
798 screen->get_device_uuid(screen, uuid);
799 }
800
801
802 static void
803 st_get_driver_uuid(struct gl_context *ctx, char *uuid)
804 {
805 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
806
807 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
808 memset(uuid, 0, GL_UUID_SIZE_EXT);
809 screen->get_driver_uuid(screen, uuid);
810 }
811
812
813 static void
814 st_init_driver_functions(struct pipe_screen *screen,
815 struct dd_function_table *functions)
816 {
817 _mesa_init_sampler_object_functions(functions);
818
819 st_init_draw_functions(functions);
820 st_init_blit_functions(functions);
821 st_init_bufferobject_functions(screen, functions);
822 st_init_clear_functions(functions);
823 st_init_bitmap_functions(functions);
824 st_init_copy_image_functions(functions);
825 st_init_drawpixels_functions(functions);
826 st_init_rasterpos_functions(functions);
827
828 st_init_drawtex_functions(functions);
829
830 st_init_eglimage_functions(functions);
831
832 st_init_fbo_functions(functions);
833 st_init_feedback_functions(functions);
834 st_init_memoryobject_functions(functions);
835 st_init_msaa_functions(functions);
836 st_init_perfmon_functions(functions);
837 st_init_program_functions(functions);
838 st_init_query_functions(functions);
839 st_init_cond_render_functions(functions);
840 st_init_readpixels_functions(functions);
841 st_init_semaphoreobject_functions(functions);
842 st_init_texture_functions(functions);
843 st_init_texture_barrier_functions(functions);
844 st_init_flush_functions(screen, functions);
845 st_init_string_functions(functions);
846 st_init_viewport_functions(functions);
847 st_init_compute_functions(functions);
848
849 st_init_xformfb_functions(functions);
850 st_init_syncobj_functions(functions);
851
852 st_init_vdpau_functions(functions);
853
854 if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
855 functions->EmitStringMarker = st_emit_string_marker;
856
857 functions->Enable = st_Enable;
858 functions->UpdateState = st_invalidate_state;
859 functions->QueryMemoryInfo = st_query_memory_info;
860 functions->SetBackgroundContext = st_set_background_context;
861 functions->GetDriverUuid = st_get_driver_uuid;
862 functions->GetDeviceUuid = st_get_device_uuid;
863
864 /* GL_ARB_get_program_binary */
865 functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
866
867 enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
868 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
869 PIPE_SHADER_CAP_PREFERRED_IR);
870 if (preferred_ir == PIPE_SHADER_IR_NIR) {
871 functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
872 functions->ProgramBinarySerializeDriverBlob =
873 st_serialise_nir_program_binary;
874 functions->ProgramBinaryDeserializeDriverBlob =
875 st_deserialise_nir_program;
876 } else {
877 functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
878 functions->ProgramBinarySerializeDriverBlob =
879 st_serialise_tgsi_program_binary;
880 functions->ProgramBinaryDeserializeDriverBlob =
881 st_deserialise_tgsi_program;
882 }
883 }
884
885
886 struct st_context *
887 st_create_context(gl_api api, struct pipe_context *pipe,
888 const struct gl_config *visual,
889 struct st_context *share,
890 const struct st_config_options *options,
891 bool no_error)
892 {
893 struct gl_context *ctx;
894 struct gl_context *shareCtx = share ? share->ctx : NULL;
895 struct dd_function_table funcs;
896 struct st_context *st;
897
898 util_cpu_detect();
899
900 memset(&funcs, 0, sizeof(funcs));
901 st_init_driver_functions(pipe->screen, &funcs);
902
903 ctx = calloc(1, sizeof(struct gl_context));
904 if (!ctx)
905 return NULL;
906
907 if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
908 free(ctx);
909 return NULL;
910 }
911
912 st_debug_init();
913
914 if (pipe->screen->get_disk_shader_cache &&
915 !(ST_DEBUG & DEBUG_TGSI))
916 ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
917
918 /* XXX: need a capability bit in gallium to query if the pipe
919 * driver prefers DP4 or MUL/MAD for vertex transformation.
920 */
921 if (debug_get_option_mesa_mvp_dp4())
922 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
923
924 st = st_create_context_priv(ctx, pipe, options, no_error);
925 if (!st) {
926 _mesa_destroy_context(ctx);
927 }
928
929 return st;
930 }
931
932
933 /**
934 * When we destroy a context, we must examine all texture objects to
935 * find/release any sampler views created by that context.
936 *
937 * This callback is called per-texture object. It releases all the
938 * texture's sampler views which belong to the context.
939 */
940 static void
941 destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
942 {
943 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
944 struct st_context *st = (struct st_context *) userData;
945
946 st_texture_release_context_sampler_view(st, st_texture_object(texObj));
947 }
948
949 static void
950 destroy_framebuffer_attachment_sampler_cb(GLuint id, void *data, void *userData)
951 {
952 struct gl_framebuffer* glfb = (struct gl_framebuffer*) data;
953 struct st_context *st = (struct st_context *) userData;
954
955 for (unsigned i = 0; i < BUFFER_COUNT; i++) {
956 struct gl_renderbuffer_attachment *att = &glfb->Attachment[i];
957 if (att->Texture) {
958 st_texture_release_context_sampler_view(st, st_texture_object(att->Texture));
959 }
960 }
961 }
962
963 void
964 st_destroy_context(struct st_context *st)
965 {
966 struct gl_context *ctx = st->ctx;
967 struct st_framebuffer *stfb, *next;
968 struct gl_framebuffer *save_drawbuffer;
969 struct gl_framebuffer *save_readbuffer;
970
971 /* Save the current context and draw/read buffers*/
972 GET_CURRENT_CONTEXT(save_ctx);
973 if (save_ctx) {
974 save_drawbuffer = save_ctx->WinSysDrawBuffer;
975 save_readbuffer = save_ctx->WinSysReadBuffer;
976 } else {
977 save_drawbuffer = save_readbuffer = NULL;
978 }
979
980 /*
981 * We need to bind the context we're deleting so that
982 * _mesa_reference_texobj_() uses this context when deleting textures.
983 * Similarly for framebuffer objects, etc.
984 */
985 _mesa_make_current(ctx, NULL, NULL);
986
987 /* This must be called first so that glthread has a chance to finish */
988 _mesa_glthread_destroy(ctx);
989
990 _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
991
992 /* For the fallback textures, free any sampler views belonging to this
993 * context.
994 */
995 for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
996 struct st_texture_object *stObj =
997 st_texture_object(ctx->Shared->FallbackTex[i]);
998 if (stObj) {
999 st_texture_release_context_sampler_view(st, stObj);
1000 }
1001 }
1002
1003 st_context_free_zombie_objects(st);
1004
1005 mtx_destroy(&st->zombie_sampler_views.mutex);
1006 mtx_destroy(&st->zombie_shaders.mutex);
1007
1008 st_reference_fragprog(st, &st->fp, NULL);
1009 st_reference_prog(st, &st->gp, NULL);
1010 st_reference_vertprog(st, &st->vp, NULL);
1011 st_reference_prog(st, &st->tcp, NULL);
1012 st_reference_prog(st, &st->tep, NULL);
1013 st_reference_compprog(st, &st->cp, NULL);
1014
1015 /* release framebuffer in the winsys buffers list */
1016 LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
1017 st_framebuffer_reference(&stfb, NULL);
1018 }
1019
1020 _mesa_HashWalk(ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st);
1021
1022 pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
1023 pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
1024
1025 _vbo_DestroyContext(ctx);
1026
1027 st_destroy_program_variants(st);
1028
1029 _mesa_free_context_data(ctx, false);
1030
1031 /* This will free the st_context too, so 'st' must not be accessed
1032 * afterwards. */
1033 st_destroy_context_priv(st, true);
1034 st = NULL;
1035
1036 /* This must be called after st_destroy_context_priv() to avoid a race
1037 * condition between any shader compiler threads and context destruction.
1038 */
1039 _mesa_destroy_shader_compiler_types();
1040
1041 free(ctx);
1042
1043 if (save_ctx == ctx) {
1044 /* unbind the context we just deleted */
1045 _mesa_make_current(NULL, NULL, NULL);
1046 } else {
1047 /* Restore the current context and draw/read buffers (may be NULL) */
1048 _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
1049 }
1050 }