st/mesa/radeonsi: fix race between destruction of types and shader compilation
[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 /* 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
244 /* Which shaders are dirty will be determined manually. */
245 if (new_state & _NEW_PROGRAM) {
246 st->gfx_shaders_may_be_dirty = true;
247 st->compute_shader_may_be_dirty = true;
248 /* This will mask out unused shader resources. */
249 st->active_states = st_get_active_states(ctx);
250 }
251
252 if (new_state & _NEW_TEXTURE_OBJECT) {
253 st->dirty |= st->active_states &
254 (ST_NEW_SAMPLER_VIEWS |
255 ST_NEW_SAMPLERS |
256 ST_NEW_IMAGE_UNITS);
257 if (ctx->FragmentProgram._Current &&
258 ctx->FragmentProgram._Current->ExternalSamplersUsed) {
259 st->dirty |= ST_NEW_FS_STATE;
260 }
261 }
262 }
263
264
265 /*
266 * In some circumstances (such as running google-chrome) the state
267 * tracker may try to delete a resource view from a context different
268 * than when it was created. We don't want to do that.
269 *
270 * In that situation, st_texture_release_all_sampler_views() calls this
271 * function to transfer the sampler view reference to this context (expected
272 * to be the context which created the view.)
273 */
274 void
275 st_save_zombie_sampler_view(struct st_context *st,
276 struct pipe_sampler_view *view)
277 {
278 struct st_zombie_sampler_view_node *entry;
279
280 assert(view->context == st->pipe);
281
282 entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
283 if (!entry)
284 return;
285
286 entry->view = view;
287
288 /* We need a mutex since this function may be called from one thread
289 * while free_zombie_resource_views() is called from another.
290 */
291 mtx_lock(&st->zombie_sampler_views.mutex);
292 LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
293 mtx_unlock(&st->zombie_sampler_views.mutex);
294 }
295
296
297 /*
298 * Since OpenGL shaders may be shared among contexts, we can wind up
299 * with variants of a shader created with different contexts.
300 * When we go to destroy a gallium shader, we want to free it with the
301 * same context that it was created with, unless the driver reports
302 * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
303 */
304 void
305 st_save_zombie_shader(struct st_context *st,
306 enum pipe_shader_type type,
307 struct pipe_shader_state *shader)
308 {
309 struct st_zombie_shader_node *entry;
310
311 /* we shouldn't be here if the driver supports shareable shaders */
312 assert(!st->has_shareable_shaders);
313
314 entry = MALLOC_STRUCT(st_zombie_shader_node);
315 if (!entry)
316 return;
317
318 entry->shader = shader;
319 entry->type = type;
320
321 /* We need a mutex since this function may be called from one thread
322 * while free_zombie_shaders() is called from another.
323 */
324 mtx_lock(&st->zombie_shaders.mutex);
325 LIST_ADDTAIL(&entry->node, &st->zombie_shaders.list.node);
326 mtx_unlock(&st->zombie_shaders.mutex);
327 }
328
329
330 /*
331 * Free any zombie sampler views that may be attached to this context.
332 */
333 static void
334 free_zombie_sampler_views(struct st_context *st)
335 {
336 struct st_zombie_sampler_view_node *entry, *next;
337
338 if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) {
339 return;
340 }
341
342 mtx_lock(&st->zombie_sampler_views.mutex);
343
344 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
345 &st->zombie_sampler_views.list.node, node) {
346 LIST_DEL(&entry->node); // remove this entry from the list
347
348 assert(entry->view->context == st->pipe);
349 pipe_sampler_view_reference(&entry->view, NULL);
350
351 free(entry);
352 }
353
354 assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node));
355
356 mtx_unlock(&st->zombie_sampler_views.mutex);
357 }
358
359
360 /*
361 * Free any zombie shaders that may be attached to this context.
362 */
363 static void
364 free_zombie_shaders(struct st_context *st)
365 {
366 struct st_zombie_shader_node *entry, *next;
367
368 if (LIST_IS_EMPTY(&st->zombie_shaders.list.node)) {
369 return;
370 }
371
372 mtx_lock(&st->zombie_shaders.mutex);
373
374 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
375 &st->zombie_shaders.list.node, node) {
376 LIST_DEL(&entry->node); // remove this entry from the list
377
378 switch (entry->type) {
379 case PIPE_SHADER_VERTEX:
380 cso_delete_vertex_shader(st->cso_context, entry->shader);
381 break;
382 case PIPE_SHADER_FRAGMENT:
383 cso_delete_fragment_shader(st->cso_context, entry->shader);
384 break;
385 case PIPE_SHADER_GEOMETRY:
386 cso_delete_geometry_shader(st->cso_context, entry->shader);
387 break;
388 case PIPE_SHADER_TESS_CTRL:
389 cso_delete_tessctrl_shader(st->cso_context, entry->shader);
390 break;
391 case PIPE_SHADER_TESS_EVAL:
392 cso_delete_tesseval_shader(st->cso_context, entry->shader);
393 break;
394 case PIPE_SHADER_COMPUTE:
395 cso_delete_compute_shader(st->cso_context, entry->shader);
396 break;
397 default:
398 unreachable("invalid shader type in free_zombie_shaders()");
399 }
400 free(entry);
401 }
402
403 assert(LIST_IS_EMPTY(&st->zombie_shaders.list.node));
404
405 mtx_unlock(&st->zombie_shaders.mutex);
406 }
407
408
409 /*
410 * This function is called periodically to free any zombie objects
411 * which are attached to this context.
412 */
413 void
414 st_context_free_zombie_objects(struct st_context *st)
415 {
416 free_zombie_sampler_views(st);
417 free_zombie_shaders(st);
418 }
419
420
421 static void
422 st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
423 {
424 uint i;
425
426 st_destroy_atoms(st);
427 st_destroy_draw(st);
428 st_destroy_clear(st);
429 st_destroy_bitmap(st);
430 st_destroy_drawpix(st);
431 st_destroy_drawtex(st);
432 st_destroy_perfmon(st);
433 st_destroy_pbo_helpers(st);
434 st_destroy_bound_texture_handles(st);
435 st_destroy_bound_image_handles(st);
436
437 for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
438 pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL);
439 }
440
441 /* free glReadPixels cache data */
442 st_invalidate_readpix_cache(st);
443 util_throttle_deinit(st->pipe->screen, &st->throttle);
444
445 cso_destroy_context(st->cso_context);
446
447 if (st->pipe && destroy_pipe)
448 st->pipe->destroy(st->pipe);
449
450 free(st);
451 }
452
453
454 static void
455 st_init_driver_flags(struct st_context *st)
456 {
457 struct gl_driver_flags *f = &st->ctx->DriverFlags;
458
459 f->NewArray = ST_NEW_VERTEX_ARRAYS;
460 f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
461 f->NewTileRasterOrder = ST_NEW_RASTERIZER;
462 f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
463 f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
464
465 /* Shader resources */
466 f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
467 if (st->has_hw_atomics)
468 f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
469 else
470 f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
471 f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
472 f->NewImageUnits = ST_NEW_IMAGE_UNITS;
473
474 f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
475 f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
476 f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
477 f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
478 f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
479 f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
480
481 f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
482 f->NewFramebufferSRGB = ST_NEW_FB_STATE;
483 f->NewScissorRect = ST_NEW_SCISSOR;
484 f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
485 f->NewAlphaTest = ST_NEW_DSA;
486 f->NewBlend = ST_NEW_BLEND;
487 f->NewBlendColor = ST_NEW_BLEND_COLOR;
488 f->NewColorMask = ST_NEW_BLEND;
489 f->NewDepth = ST_NEW_DSA;
490 f->NewLogicOp = ST_NEW_BLEND;
491 f->NewStencil = ST_NEW_DSA;
492 f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
493 ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
494 f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
495 f->NewSampleMask = ST_NEW_SAMPLE_STATE;
496 f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
497 f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
498
499 /* This depends on what the gallium driver wants. */
500 if (st->force_persample_in_shader) {
501 f->NewMultisampleEnable |= ST_NEW_FS_STATE;
502 f->NewSampleShading |= ST_NEW_FS_STATE;
503 } else {
504 f->NewSampleShading |= ST_NEW_RASTERIZER;
505 }
506
507 f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
508 f->NewClipPlane = ST_NEW_CLIP_STATE;
509 f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
510 f->NewDepthClamp = ST_NEW_RASTERIZER;
511 f->NewLineState = ST_NEW_RASTERIZER;
512 f->NewPolygonState = ST_NEW_RASTERIZER;
513 f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
514 f->NewViewport = ST_NEW_VIEWPORT;
515 f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
516 f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
517 f->NewIntelConservativeRasterization = ST_NEW_RASTERIZER;
518 }
519
520
521 static struct st_context *
522 st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
523 const struct st_config_options *options, bool no_error)
524 {
525 struct pipe_screen *screen = pipe->screen;
526 uint i;
527 struct st_context *st = ST_CALLOC_STRUCT( st_context);
528
529 st->options = *options;
530
531 ctx->st = st;
532
533 st->ctx = ctx;
534 st->pipe = pipe;
535
536 /* state tracker needs the VBO module */
537 _vbo_CreateContext(ctx);
538
539 st->dirty = ST_ALL_STATES_MASK;
540
541 st->can_bind_const_buffer_as_vertex =
542 screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
543
544 /* st/mesa always uploads zero-stride vertex attribs, and other user
545 * vertex buffers are only possible with a compatibility profile.
546 * So tell the u_vbuf module that user VBOs are not possible with the Core
547 * profile, so that u_vbuf is bypassed completely if there is nothing else
548 * to do.
549 */
550 unsigned vbuf_flags =
551 ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
552 st->cso_context = cso_create_context(pipe, vbuf_flags);
553
554 st_init_atoms(st);
555 st_init_clear(st);
556 st_init_pbo_helpers(st);
557
558 /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
559 if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
560 st->internal_target = PIPE_TEXTURE_2D;
561 else
562 st->internal_target = PIPE_TEXTURE_RECT;
563
564 /* Setup vertex element info for 'struct st_util_vertex'.
565 */
566 {
567 STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
568
569 memset(&st->util_velems, 0, sizeof(st->util_velems));
570 st->util_velems[0].src_offset = 0;
571 st->util_velems[0].vertex_buffer_index = 0;
572 st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
573 st->util_velems[1].src_offset = 3 * sizeof(float);
574 st->util_velems[1].vertex_buffer_index = 0;
575 st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
576 st->util_velems[2].src_offset = 7 * sizeof(float);
577 st->util_velems[2].vertex_buffer_index = 0;
578 st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
579 }
580
581 /* we want all vertex data to be placed in buffer objects */
582 vbo_use_buffer_objects(ctx);
583
584
585 /* make sure that no VBOs are left mapped when we're drawing. */
586 vbo_always_unmap_buffers(ctx);
587
588 /* Need these flags:
589 */
590 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
591
592 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
593
594 if (no_error)
595 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
596
597 ctx->Const.PackedDriverUniformStorage =
598 screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
599
600 st->has_stencil_export =
601 screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
602 st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
603 st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
604 PIPE_TEXTURE_2D, 0, 0,
605 PIPE_BIND_SAMPLER_VIEW);
606 st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
607 PIPE_TEXTURE_2D, 0, 0,
608 PIPE_BIND_SAMPLER_VIEW);
609 st->has_astc_2d_ldr =
610 screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
611 PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
612 st->prefer_blit_based_texture_transfer = screen->get_param(screen,
613 PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
614 st->force_persample_in_shader =
615 screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
616 !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
617 st->has_shareable_shaders = screen->get_param(screen,
618 PIPE_CAP_SHAREABLE_SHADERS);
619 st->needs_texcoord_semantic =
620 screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
621 st->apply_texture_swizzle_to_border_color =
622 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
623 (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
624 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
625 st->has_time_elapsed =
626 screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
627 st->has_half_float_packing =
628 screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
629 st->has_multi_draw_indirect =
630 screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
631 st->has_single_pipe_stat =
632 screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
633 st->has_indep_blend_func =
634 screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
635 st->needs_rgb_dst_alpha_override =
636 screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
637
638 st->has_hw_atomics =
639 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
640 PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
641 ? true : false;
642
643 util_throttle_init(&st->throttle,
644 screen->get_param(screen,
645 PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
646
647 /* GL limits and extensions */
648 st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions, ctx->API);
649 st_init_extensions(pipe->screen, &ctx->Const,
650 &ctx->Extensions, &st->options, ctx->API);
651
652 if (st_have_perfmon(st)) {
653 ctx->Extensions.AMD_performance_monitor = GL_TRUE;
654 }
655
656 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
657 if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
658 if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
659 st->clamp_vert_color_in_shader = GL_TRUE;
660 }
661
662 if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
663 st->clamp_frag_color_in_shader = GL_TRUE;
664 }
665
666 /* For drivers which cannot do color clamping, it's better to just
667 * disable ARB_color_buffer_float in the core profile, because
668 * the clamping is deprecated there anyway. */
669 if (ctx->API == API_OPENGL_CORE &&
670 (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
671 st->clamp_vert_color_in_shader = GL_FALSE;
672 st->clamp_frag_color_in_shader = GL_FALSE;
673 ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
674 }
675 }
676
677 /* called after _mesa_create_context/_mesa_init_point, fix default user
678 * settable max point size up
679 */
680 ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
681 ctx->Const.MaxPointSizeAA);
682 /* For vertex shaders, make sure not to emit saturate when SM 3.0
683 * is not supported
684 */
685 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
686 !st->has_shader_model3;
687
688 if (!ctx->Extensions.ARB_gpu_shader5) {
689 for (i = 0; i < MESA_SHADER_STAGES; i++)
690 ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
691 }
692
693 /* Set which shader types can be compiled at link time. */
694 st->shader_has_one_variant[MESA_SHADER_VERTEX] =
695 st->has_shareable_shaders &&
696 !st->clamp_vert_color_in_shader;
697
698 st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
699 st->has_shareable_shaders &&
700 !st->clamp_frag_color_in_shader &&
701 !st->force_persample_in_shader;
702
703 st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
704 st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
705 st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
706 st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
707
708 st->bitmap.cache.empty = true;
709
710 _mesa_override_extensions(ctx);
711 _mesa_compute_version(ctx);
712
713 if (ctx->Version == 0) {
714 /* This can happen when a core profile was requested, but the driver
715 * does not support some features of GL 3.1 or later.
716 */
717 st_destroy_context_priv(st, false);
718 return NULL;
719 }
720
721 _mesa_initialize_dispatch_tables(ctx);
722 _mesa_initialize_vbo_vtxfmt(ctx);
723 st_init_driver_flags(st);
724
725 /* Initialize context's winsys buffers list */
726 LIST_INITHEAD(&st->winsys_buffers);
727
728 LIST_INITHEAD(&st->zombie_sampler_views.list.node);
729 mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
730 LIST_INITHEAD(&st->zombie_shaders.list.node);
731 mtx_init(&st->zombie_shaders.mutex, mtx_plain);
732
733 return st;
734 }
735
736
737 static void
738 st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
739 {
740 struct st_context *st = ctx->st;
741 st->pipe->emit_string_marker(st->pipe, string, len);
742 }
743
744
745 static void
746 st_set_background_context(struct gl_context *ctx,
747 struct util_queue_monitoring *queue_info)
748 {
749 struct st_context *st = ctx->st;
750 struct st_manager *smapi =
751 (struct st_manager *) st->iface.st_context_private;
752
753 assert(smapi->set_background_context);
754 smapi->set_background_context(&st->iface, queue_info);
755 }
756
757
758 static void
759 st_get_device_uuid(struct gl_context *ctx, char *uuid)
760 {
761 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
762
763 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
764 memset(uuid, 0, GL_UUID_SIZE_EXT);
765 screen->get_device_uuid(screen, uuid);
766 }
767
768
769 static void
770 st_get_driver_uuid(struct gl_context *ctx, char *uuid)
771 {
772 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
773
774 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
775 memset(uuid, 0, GL_UUID_SIZE_EXT);
776 screen->get_driver_uuid(screen, uuid);
777 }
778
779
780 static void
781 st_init_driver_functions(struct pipe_screen *screen,
782 struct dd_function_table *functions)
783 {
784 _mesa_init_sampler_object_functions(functions);
785
786 st_init_draw_functions(functions);
787 st_init_blit_functions(functions);
788 st_init_bufferobject_functions(screen, functions);
789 st_init_clear_functions(functions);
790 st_init_bitmap_functions(functions);
791 st_init_copy_image_functions(functions);
792 st_init_drawpixels_functions(functions);
793 st_init_rasterpos_functions(functions);
794
795 st_init_drawtex_functions(functions);
796
797 st_init_eglimage_functions(functions);
798
799 st_init_fbo_functions(functions);
800 st_init_feedback_functions(functions);
801 st_init_memoryobject_functions(functions);
802 st_init_msaa_functions(functions);
803 st_init_perfmon_functions(functions);
804 st_init_program_functions(functions);
805 st_init_query_functions(functions);
806 st_init_cond_render_functions(functions);
807 st_init_readpixels_functions(functions);
808 st_init_semaphoreobject_functions(functions);
809 st_init_texture_functions(functions);
810 st_init_texture_barrier_functions(functions);
811 st_init_flush_functions(screen, functions);
812 st_init_string_functions(functions);
813 st_init_viewport_functions(functions);
814 st_init_compute_functions(functions);
815
816 st_init_xformfb_functions(functions);
817 st_init_syncobj_functions(functions);
818
819 st_init_vdpau_functions(functions);
820
821 if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
822 functions->EmitStringMarker = st_emit_string_marker;
823
824 functions->Enable = st_Enable;
825 functions->UpdateState = st_invalidate_state;
826 functions->QueryMemoryInfo = st_query_memory_info;
827 functions->SetBackgroundContext = st_set_background_context;
828 functions->GetDriverUuid = st_get_driver_uuid;
829 functions->GetDeviceUuid = st_get_device_uuid;
830
831 /* GL_ARB_get_program_binary */
832 functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
833
834 enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
835 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
836 PIPE_SHADER_CAP_PREFERRED_IR);
837 if (preferred_ir == PIPE_SHADER_IR_NIR) {
838 functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
839 functions->ProgramBinarySerializeDriverBlob =
840 st_serialise_nir_program_binary;
841 functions->ProgramBinaryDeserializeDriverBlob =
842 st_deserialise_nir_program;
843 } else {
844 functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
845 functions->ProgramBinarySerializeDriverBlob =
846 st_serialise_tgsi_program_binary;
847 functions->ProgramBinaryDeserializeDriverBlob =
848 st_deserialise_tgsi_program;
849 }
850 }
851
852
853 struct st_context *
854 st_create_context(gl_api api, struct pipe_context *pipe,
855 const struct gl_config *visual,
856 struct st_context *share,
857 const struct st_config_options *options,
858 bool no_error)
859 {
860 struct gl_context *ctx;
861 struct gl_context *shareCtx = share ? share->ctx : NULL;
862 struct dd_function_table funcs;
863 struct st_context *st;
864
865 util_cpu_detect();
866
867 memset(&funcs, 0, sizeof(funcs));
868 st_init_driver_functions(pipe->screen, &funcs);
869
870 ctx = calloc(1, sizeof(struct gl_context));
871 if (!ctx)
872 return NULL;
873
874 if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
875 free(ctx);
876 return NULL;
877 }
878
879 st_debug_init();
880
881 if (pipe->screen->get_disk_shader_cache &&
882 !(ST_DEBUG & DEBUG_TGSI))
883 ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
884
885 /* XXX: need a capability bit in gallium to query if the pipe
886 * driver prefers DP4 or MUL/MAD for vertex transformation.
887 */
888 if (debug_get_option_mesa_mvp_dp4())
889 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
890
891 st = st_create_context_priv(ctx, pipe, options, no_error);
892 if (!st) {
893 _mesa_destroy_context(ctx);
894 }
895
896 return st;
897 }
898
899
900 /**
901 * When we destroy a context, we must examine all texture objects to
902 * find/release any sampler views created by that context.
903 *
904 * This callback is called per-texture object. It releases all the
905 * texture's sampler views which belong to the context.
906 */
907 static void
908 destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
909 {
910 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
911 struct st_context *st = (struct st_context *) userData;
912
913 st_texture_release_context_sampler_view(st, st_texture_object(texObj));
914 }
915
916
917 void
918 st_destroy_context(struct st_context *st)
919 {
920 struct gl_context *ctx = st->ctx;
921 struct st_framebuffer *stfb, *next;
922 struct gl_framebuffer *save_drawbuffer;
923 struct gl_framebuffer *save_readbuffer;
924
925 /* Save the current context and draw/read buffers*/
926 GET_CURRENT_CONTEXT(save_ctx);
927 if (save_ctx) {
928 save_drawbuffer = save_ctx->WinSysDrawBuffer;
929 save_readbuffer = save_ctx->WinSysReadBuffer;
930 } else {
931 save_drawbuffer = save_readbuffer = NULL;
932 }
933
934 /*
935 * We need to bind the context we're deleting so that
936 * _mesa_reference_texobj_() uses this context when deleting textures.
937 * Similarly for framebuffer objects, etc.
938 */
939 _mesa_make_current(ctx, NULL, NULL);
940
941 /* This must be called first so that glthread has a chance to finish */
942 _mesa_glthread_destroy(ctx);
943
944 _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
945
946 /* For the fallback textures, free any sampler views belonging to this
947 * context.
948 */
949 for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
950 struct st_texture_object *stObj =
951 st_texture_object(ctx->Shared->FallbackTex[i]);
952 if (stObj) {
953 st_texture_release_context_sampler_view(st, stObj);
954 }
955 }
956
957 st_context_free_zombie_objects(st);
958
959 mtx_destroy(&st->zombie_sampler_views.mutex);
960 mtx_destroy(&st->zombie_shaders.mutex);
961
962 st_reference_fragprog(st, &st->fp, NULL);
963 st_reference_prog(st, &st->gp, NULL);
964 st_reference_vertprog(st, &st->vp, NULL);
965 st_reference_prog(st, &st->tcp, NULL);
966 st_reference_prog(st, &st->tep, NULL);
967 st_reference_compprog(st, &st->cp, NULL);
968
969 /* release framebuffer in the winsys buffers list */
970 LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
971 st_framebuffer_reference(&stfb, NULL);
972 }
973
974 pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
975 pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
976
977 _vbo_DestroyContext(ctx);
978
979 st_destroy_program_variants(st);
980
981 _mesa_free_context_data(ctx, false);
982
983 /* This will free the st_context too, so 'st' must not be accessed
984 * afterwards. */
985 st_destroy_context_priv(st, true);
986 st = NULL;
987
988 /* This must be called after st_destroy_context_priv() to avoid a race
989 * condition between any shader compiler threads and context destruction.
990 */
991 _mesa_destroy_shader_compiler_types();
992
993 free(ctx);
994
995 if (save_ctx == ctx) {
996 /* unbind the context we just deleted */
997 _mesa_make_current(NULL, NULL, NULL);
998 } else {
999 /* Restore the current context and draw/read buffers (may be NULL) */
1000 _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
1001 }
1002 }