#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)
-#include <inttypes.h>
-#include <stdbool.h>
-#include <pthread.h>
-#include "main/mtypes.h"
+/* 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
-enum marshal_dispatch_cmd_id;
+/* Special value for glEnableClientState(GL_PRIMITIVE_RESTART_NV). */
+#define VERT_ATTRIB_PRIMITIVE_RESTART_NV -1
-/* Command size is a number of bytes stored in a short. */
-#define MARSHAL_MAX_CMD_SIZE 65535
+#include <inttypes.h>
+#include <stdbool.h>
+#include "util/u_queue.h"
+#include "GL/gl.h"
+#include "compiler/shader_enums.h"
+#include "main/config.h"
+
+struct gl_context;
+struct gl_buffer_object;
+struct _mesa_HashTable;
+
+struct glthread_attrib_binding {
+ struct gl_buffer_object *buffer; /**< where non-VBO data was uploaded */
+ int offset; /**< offset to uploaded non-VBO data */
+ const void *original_pointer; /**< restore this pointer after the draw */
+};
-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;
+struct glthread_vao {
+ GLuint Name;
+ GLuint CurrentElementBufferName;
+ GLbitfield UserEnabled; /**< Vertex attribs enabled by the user. */
+ GLbitfield Enabled; /**< UserEnabled with POS vs GENERIC0 aliasing resolved. */
+ GLbitfield BufferEnabled; /**< "Enabled" converted to buffer bindings. */
+ GLbitfield BufferInterleaved; /**< Bitmask of buffers used by multiple attribs. */
+ GLbitfield UserPointerMask; /**< Bitmask of buffer bindings. */
+ GLbitfield NonZeroDivisorMask; /**< Bitmask of buffer bindings. */
+
+ struct {
+ /* Per attrib: */
+ GLuint ElementSize;
+ GLuint RelativeOffset;
+ GLuint BufferIndex; /**< Referring to Attrib[BufferIndex]. */
+
+ /* Per buffer binding: */
+ GLsizei Stride;
+ GLuint Divisor;
+ int EnabledAttribCount; /**< Number of enabled attribs using this buffer. */
+ const void *Pointer;
+ } Attrib[VERT_ATTRIB_MAX];
};
-/**
- * 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];
};
+struct glthread_client_attrib {
+ struct glthread_vao VAO;
+ GLuint CurrentArrayBufferName;
+ int ClientActiveTexture;
+ GLuint RestartIndex;
+ bool PrimitiveRestart;
+ bool PrimitiveRestartFixedIndex;
+
+ /** Whether this element of the client attrib stack contains saved state. */
+ bool Valid;
+};
+
+struct glthread_state
+{
+ /** Multithreaded queue. */
+ struct util_queue queue;
+
+ /** This is sent to the driver for framebuffer overlay / HUD. */
+ struct util_queue_monitoring stats;
+
+ /** Whether GLThread is enabled. */
+ bool enabled;
+
+ /** Whether GLThread is inside a display list generation. */
+ bool inside_dlist;
+
+ /** The ring of batches in memory. */
+ struct glthread_batch batches[MARSHAL_MAX_BATCHES];
+
+ /** Pointer to the batch currently being filled. */
+ struct glthread_batch *next_batch;
+
+ /** Index of the last submitted batch. */
+ unsigned last;
+
+ /** Index of the batch being filled and about to be submitted. */
+ unsigned next;
+
+ /** Upload buffer. */
+ struct gl_buffer_object *upload_buffer;
+ uint8_t *upload_ptr;
+ unsigned upload_offset;
+ int upload_buffer_private_refcount;
+
+ /** Caps. */
+ GLboolean SupportsBufferUploads;
+ GLboolean SupportsNonVBOUploads;
+
+ /** Primitive restart state. */
+ bool PrimitiveRestart;
+ bool PrimitiveRestartFixedIndex;
+ bool _PrimitiveRestart;
+ GLuint RestartIndex;
+ GLuint _RestartIndex[4]; /**< Restart index for index_size = 1,2,4. */
+
+ /** 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;
+ struct glthread_client_attrib ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
+ int ClientAttribStackTop;
+ 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_upload(struct gl_context *ctx, const void *data,
+ GLsizeiptr size, unsigned *out_offset,
+ struct gl_buffer_object **out_buffer,
+ uint8_t **out_ptr);
+void _mesa_glthread_reset_vao(struct glthread_vao *vao);
+
+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_set_prim_restart(struct gl_context *ctx, GLenum cap,
+ bool value);
+void _mesa_glthread_PrimitiveRestartIndex(struct gl_context *ctx, GLuint index);
+void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
+ gl_vert_attrib attrib, bool enable);
+void _mesa_glthread_AttribDivisor(struct gl_context *ctx, const GLuint *vaobj,
+ gl_vert_attrib attrib, GLuint divisor);
+void _mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib,
+ GLint size, GLenum type, GLsizei stride,
+ const void *pointer);
+void _mesa_glthread_DSAAttribPointer(struct gl_context *ctx, GLuint vao,
+ GLuint buffer, gl_vert_attrib attrib,
+ GLint size, GLenum type, GLsizei stride,
+ GLintptr offset);
+void _mesa_glthread_AttribFormat(struct gl_context *ctx, GLuint attribindex,
+ GLint size, GLenum type, GLuint relativeoffset);
+void _mesa_glthread_DSAAttribFormat(struct gl_context *ctx, GLuint vaobj,
+ GLuint attribindex, GLint size, GLenum type,
+ GLuint relativeoffset);
+void _mesa_glthread_VertexBuffer(struct gl_context *ctx, GLuint bindingindex,
+ GLuint buffer, GLintptr offset, GLsizei stride);
+void _mesa_glthread_DSAVertexBuffer(struct gl_context *ctx, GLuint vaobj,
+ GLuint bindingindex, GLuint buffer,
+ GLintptr offset, GLsizei stride);
+void _mesa_glthread_DSAVertexBuffers(struct gl_context *ctx, GLuint vaobj,
+ GLuint first, GLsizei count,
+ const GLuint *buffers,
+ const GLintptr *offsets,
+ const GLsizei *strides);
+void _mesa_glthread_BindingDivisor(struct gl_context *ctx, GLuint bindingindex,
+ GLuint divisor);
+void _mesa_glthread_DSABindingDivisor(struct gl_context *ctx, GLuint vaobj,
+ GLuint bindingindex, GLuint divisor);
+void _mesa_glthread_AttribBinding(struct gl_context *ctx, GLuint attribindex,
+ GLuint bindingindex);
+void _mesa_glthread_DSAAttribBinding(struct gl_context *ctx, GLuint vaobj,
+ GLuint attribindex, GLuint bindingindex);
+void _mesa_glthread_DSAElementBuffer(struct gl_context *ctx, GLuint vaobj,
+ GLuint buffer);
+void _mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
+ bool set_default);
+void _mesa_glthread_PopClientAttrib(struct gl_context *ctx);
+void _mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask);
-#else /* HAVE_PTHREAD */
-
-static inline void
-_mesa_glthread_init(struct gl_context *ctx)
-{
-}
-
-static inline void
-_mesa_glthread_destroy(struct gl_context *ctx)
-{
-}
-
-static inline void
-_mesa_glthread_finish(struct gl_context *ctx)
-{
-}
-#endif /* !HAVE_PTHREAD */
#endif /* _GLTHREAD_H*/