#ifndef _GLTHREAD_H
#define _GLTHREAD_H
-#ifdef HAVE_PTHREAD
+/* The size of one batch and the maximum size of one call.
+ *
+ * This should be as low as possible, so that:
+ * - multiple synchronizations within a frame don't slow us down much
+ * - a smaller number of calls per frame can still get decent parallelism
+ * - the memory footprint of the queue is low, and with that comes a lower
+ * chance of experiencing CPU cache thrashing
+ * but it should be high enough so that u_queue overhead remains negligible.
+ */
+#define MARSHAL_MAX_CMD_SIZE (8 * 1024)
+
+/* The number of batch slots in memory.
+ *
+ * One batch is being executed, one batch is being filled, the rest are
+ * waiting batches. There must be at least 1 slot for a waiting batch,
+ * so the minimum number of batches is 3.
+ */
+#define MARSHAL_MAX_BATCHES 8
#include <inttypes.h>
#include <stdbool.h>
-#include <pthread.h>
-#include "main/mtypes.h"
-
-enum marshal_dispatch_cmd_id;
-
-/* Command size is a number of bytes stored in a short. */
-#define MARSHAL_MAX_CMD_SIZE 65535
-
-struct glthread_state
-{
- /** The worker thread that asynchronously processes our GL commands. */
- pthread_t thread;
-
- /**
- * Mutex used for synchronizing between the main thread and the worker
- * thread.
- */
- pthread_mutex_t mutex;
-
- /** Condvar used for waking the worker thread. */
- pthread_cond_t new_work;
-
- /** Condvar used for waking the main thread. */
- pthread_cond_t work_done;
-
- /** Used to tell the worker thread to quit */
- bool shutdown;
-
- /** Indicates that the worker thread is currently processing a batch */
- bool busy;
-
- /**
- * Singly-linked list of command batches that are awaiting execution by
- * a thread pool task. NULL if empty.
- */
- struct glthread_batch *batch_queue;
-
- /**
- * Tail pointer for appending batches to the end of batch_queue. If the
- * queue is empty, this points to batch_queue.
- */
- struct glthread_batch **batch_queue_tail;
-
- /**
- * Batch containing commands that are being prepared for insertion into
- * batch_queue. NULL if there are no such commands.
- *
- * Since this is only used by the main thread, it doesn't need the mutex to
- * be accessed.
- */
- struct glthread_batch *batch;
-
- /**
- * Tracks on the main thread side whether the current vertex array binding
- * is in a VBO.
- */
- bool vertex_array_is_vbo;
-
- /**
- * Tracks on the main thread side whether the current element array (index
- * buffer) binding is in a VBO.
- */
- bool element_array_is_vbo;
+#include "util/u_queue.h"
+#include "GL/gl.h"
+#include "compiler/shader_enums.h"
+
+struct gl_context;
+struct _mesa_HashTable;
+
+struct glthread_vao {
+ GLuint Name;
+ GLuint CurrentElementBufferName;
+ GLbitfield Enabled;
+ GLbitfield UserPointerMask;
};
-/**
- * A single batch of commands queued up for later execution by a thread pool
- * task.
- */
+/** A single batch of commands queued up for execution. */
struct glthread_batch
{
- /**
- * Next batch of commands to execute after this batch, or NULL if this is
- * the last set of commands queued. Protected by ctx->Marshal.Mutex.
- */
- struct glthread_batch *next;
-
- /**
- * Amount of data used by batch commands, in bytes.
- */
- size_t used;
-
- /**
- * Data contained in the command buffer.
- */
+ /** Batch fence for waiting for the execution to finish. */
+ struct util_queue_fence fence;
+
+ /** The worker thread will access the context with this. */
+ struct gl_context *ctx;
+
+ /** Amount of data used by batch commands, in bytes. */
+ int used;
+
+ /** Data contained in the command buffer. */
+#ifdef _MSC_VER
+ __declspec(align(8))
+#else
+ __attribute__((aligned(8)))
+#endif
uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
};
-void _mesa_glthread_init(struct gl_context *ctx);
-void _mesa_glthread_destroy(struct gl_context *ctx);
+struct glthread_state
+{
+ /** Multithreaded queue. */
+ struct util_queue queue;
-void _mesa_glthread_restore_dispatch(struct gl_context *ctx);
-void _mesa_glthread_flush_batch(struct gl_context *ctx);
-void _mesa_glthread_finish(struct gl_context *ctx);
+ /** This is sent to the driver for framebuffer overlay / HUD. */
+ struct util_queue_monitoring stats;
-#else /* HAVE_PTHREAD */
+ /** Whether GLThread is enabled. */
+ bool enabled;
-static inline void
-_mesa_glthread_init(struct gl_context *ctx)
-{
-}
+ /** The ring of batches in memory. */
+ struct glthread_batch batches[MARSHAL_MAX_BATCHES];
-static inline void
-_mesa_glthread_destroy(struct gl_context *ctx)
-{
-}
+ /** Index of the last submitted batch. */
+ unsigned last;
-static inline void
-_mesa_glthread_finish(struct gl_context *ctx)
-{
-}
+ /** Index of the batch being filled and about to be submitted. */
+ unsigned next;
-static inline void
-_mesa_glthread_restore_dispatch(struct gl_context *ctx)
-{
-}
+ /** Vertex Array objects tracked by glthread independently of Mesa. */
+ struct _mesa_HashTable *VAOs;
+ struct glthread_vao *CurrentVAO;
+ struct glthread_vao *LastLookedUpVAO;
+ struct glthread_vao DefaultVAO;
+ int ClientActiveTexture;
+
+ /** Currently-bound buffer object IDs. */
+ GLuint CurrentArrayBufferName;
+ GLuint CurrentDrawIndirectBufferName;
+};
+
+void _mesa_glthread_init(struct gl_context *ctx);
+void _mesa_glthread_destroy(struct gl_context *ctx);
+
+void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
+void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
+void _mesa_glthread_flush_batch(struct gl_context *ctx);
+void _mesa_glthread_finish(struct gl_context *ctx);
+void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
+
+void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
+ GLuint buffer);
+void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
+ const GLuint *buffers);
+
+void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
+void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
+ GLsizei n, const GLuint *ids);
+void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
+ GLsizei n, GLuint *arrays);
+void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
+ gl_vert_attrib attrib, bool enable);
+void _mesa_glthread_AttribPointer(struct gl_context *ctx,
+ gl_vert_attrib attrib);
-#endif /* !HAVE_PTHREAD */
#endif /* _GLTHREAD_H*/