*/
#include "main/glthread.h"
+#include "main/glformats.h"
#include "main/mtypes.h"
#include "main/hash.h"
#include "main/dispatch.h"
+#include "main/varray.h"
/* TODO:
- * - Implement better tracking of user pointers
- * - These can unbind user pointers:
- * ARB_vertex_attrib_binding
- * ARB_direct_state_access
- * EXT_direct_state_access
+ * - Handle ARB_vertex_attrib_binding (incl. EXT_dsa and ARB_dsa)
*/
+void
+_mesa_glthread_reset_vao(struct glthread_vao *vao)
+{
+ static unsigned default_elem_size[VERT_ATTRIB_MAX] = {
+ [VERT_ATTRIB_NORMAL] = 12,
+ [VERT_ATTRIB_COLOR1] = 12,
+ [VERT_ATTRIB_FOG] = 4,
+ [VERT_ATTRIB_COLOR_INDEX] = 4,
+ [VERT_ATTRIB_EDGEFLAG] = 1,
+ [VERT_ATTRIB_POINT_SIZE] = 4,
+ };
+
+ vao->CurrentElementBufferName = 0;
+ vao->UserEnabled = 0;
+ vao->Enabled = 0;
+ vao->UserPointerMask = 0;
+ vao->NonZeroDivisorMask = 0;
+
+ for (unsigned i = 0; i < ARRAY_SIZE(vao->Attrib); i++) {
+ unsigned elem_size = default_elem_size[i];
+ if (!elem_size)
+ elem_size = 16;
+
+ vao->Attrib[i].ElementSize = elem_size;
+ vao->Attrib[i].Stride = elem_size;
+ vao->Attrib[i].Divisor = 0;
+ vao->Attrib[i].Pointer = NULL;
+ }
+}
+
static struct glthread_vao *
lookup_vao(struct gl_context *ctx, GLuint id)
{
continue; /* Is that all we can do? */
vao->Name = id;
+ _mesa_glthread_reset_vao(vao);
_mesa_HashInsertLocked(glthread->VAOs, id, vao);
}
}
+/* If vaobj is NULL, use the currently-bound VAO. */
+static inline struct glthread_vao *
+get_vao(struct gl_context *ctx, const GLuint *vaobj)
+{
+ if (vaobj)
+ return lookup_vao(ctx, *vaobj);
+
+ return ctx->GLThread.CurrentVAO;
+}
+
+static void
+update_primitive_restart(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ glthread->_PrimitiveRestart = glthread->PrimitiveRestart ||
+ glthread->PrimitiveRestartFixedIndex;
+ glthread->_RestartIndex[0] =
+ _mesa_get_prim_restart_index(glthread->PrimitiveRestartFixedIndex,
+ glthread->RestartIndex, 1);
+ glthread->_RestartIndex[1] =
+ _mesa_get_prim_restart_index(glthread->PrimitiveRestartFixedIndex,
+ glthread->RestartIndex, 2);
+ glthread->_RestartIndex[3] =
+ _mesa_get_prim_restart_index(glthread->PrimitiveRestartFixedIndex,
+ glthread->RestartIndex, 4);
+}
+
+void
+_mesa_glthread_set_prim_restart(struct gl_context *ctx, GLenum cap, bool value)
+{
+ switch (cap) {
+ case GL_PRIMITIVE_RESTART:
+ ctx->GLThread.PrimitiveRestart = value;
+ break;
+ case GL_PRIMITIVE_RESTART_FIXED_INDEX:
+ ctx->GLThread.PrimitiveRestartFixedIndex = value;
+ break;
+ }
+
+ update_primitive_restart(ctx);
+}
+
void
-_mesa_glthread_AttribPointer(struct gl_context *ctx)
+_mesa_glthread_PrimitiveRestartIndex(struct gl_context *ctx, GLuint index)
+{
+ ctx->GLThread.RestartIndex = index;
+ update_primitive_restart(ctx);
+}
+
+void
+_mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
+ gl_vert_attrib attrib, bool enable)
+{
+ /* The primitive restart client state uses a special value. */
+ if (attrib == VERT_ATTRIB_PRIMITIVE_RESTART_NV) {
+ ctx->GLThread.PrimitiveRestart = enable;
+ update_primitive_restart(ctx);
+ return;
+ }
+
+ if (attrib >= VERT_ATTRIB_MAX)
+ return;
+
+ struct glthread_vao *vao = get_vao(ctx, vaobj);
+ if (!vao)
+ return;
+
+ if (enable)
+ vao->UserEnabled |= 1u << attrib;
+ else
+ vao->UserEnabled &= ~(1u << attrib);
+
+ /* The generic0 attribute superseeds the position attribute */
+ vao->Enabled = vao->UserEnabled;
+ if (vao->Enabled & VERT_BIT_GENERIC0)
+ vao->Enabled &= ~VERT_BIT_POS;
+}
+
+void _mesa_glthread_AttribDivisor(struct gl_context *ctx, const GLuint *vaobj,
+ gl_vert_attrib attrib, GLuint divisor)
+{
+ if (attrib >= VERT_ATTRIB_MAX)
+ return;
+
+ struct glthread_vao *vao = get_vao(ctx, vaobj);
+ if (!vao)
+ return;
+
+ vao->Attrib[attrib].Divisor = divisor;
+
+ if (divisor)
+ vao->NonZeroDivisorMask |= 1u << attrib;
+ else
+ vao->NonZeroDivisorMask &= ~(1u << attrib);
+}
+
+static void
+attrib_pointer(struct glthread_state *glthread, struct glthread_vao *vao,
+ GLuint buffer, gl_vert_attrib attrib,
+ GLint size, GLenum type, GLsizei stride,
+ const void *pointer)
+{
+ if (attrib >= VERT_ATTRIB_MAX)
+ return;
+
+ unsigned elem_size = _mesa_bytes_per_vertex_attrib(size, type);
+
+ vao->Attrib[attrib].ElementSize = elem_size;
+ vao->Attrib[attrib].Stride = stride ? stride : elem_size;
+ vao->Attrib[attrib].Pointer = pointer;
+
+ if (buffer != 0)
+ vao->UserPointerMask &= ~(1u << attrib);
+ else
+ vao->UserPointerMask |= 1u << attrib;
+}
+
+void
+_mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib,
+ GLint size, GLenum type, GLsizei stride,
+ const void *pointer)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ attrib_pointer(glthread, glthread->CurrentVAO,
+ glthread->CurrentArrayBufferName,
+ attrib, size, type, stride, pointer);
+}
+
+void
+_mesa_glthread_DSAAttribPointer(struct gl_context *ctx, GLuint vaobj,
+ GLuint buffer, gl_vert_attrib attrib,
+ GLint size, GLenum type, GLsizei stride,
+ GLintptr offset)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+ struct glthread_vao *vao;
+
+ vao = lookup_vao(ctx, vaobj);
+ if (!vao)
+ return;
+
+ attrib_pointer(glthread, vao, buffer, attrib, size, type, stride,
+ (const void*)offset);
+}
+
+void
+_mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
+ bool set_default)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ if (glthread->ClientAttribStackTop >= MAX_CLIENT_ATTRIB_STACK_DEPTH)
+ return;
+
+ struct glthread_client_attrib *top =
+ &glthread->ClientAttribStack[glthread->ClientAttribStackTop];
+
+ if (mask & GL_CLIENT_VERTEX_ARRAY_BIT) {
+ top->VAO = *glthread->CurrentVAO;
+ top->CurrentArrayBufferName = glthread->CurrentArrayBufferName;
+ top->ClientActiveTexture = glthread->ClientActiveTexture;
+ top->RestartIndex = glthread->RestartIndex;
+ top->PrimitiveRestart = glthread->PrimitiveRestart;
+ top->PrimitiveRestartFixedIndex = glthread->PrimitiveRestartFixedIndex;
+ top->Valid = true;
+ } else {
+ top->Valid = false;
+ }
+
+ glthread->ClientAttribStackTop++;
+
+ if (set_default)
+ _mesa_glthread_ClientAttribDefault(ctx, mask);
+}
+
+void
+_mesa_glthread_PopClientAttrib(struct gl_context *ctx)
{
struct glthread_state *glthread = &ctx->GLThread;
- if (glthread->CurrentArrayBufferName == 0)
- glthread->CurrentVAO->HasUserPointer = true;
+ if (glthread->ClientAttribStackTop == 0)
+ return;
+
+ glthread->ClientAttribStackTop--;
+
+ struct glthread_client_attrib *top =
+ &glthread->ClientAttribStack[glthread->ClientAttribStackTop];
+
+ if (!top->Valid)
+ return;
+
+ /* Popping a delete VAO is an error. */
+ struct glthread_vao *vao = NULL;
+ if (top->VAO.Name) {
+ vao = lookup_vao(ctx, top->VAO.Name);
+ if (!vao)
+ return;
+ }
+
+ /* Restore states. */
+ glthread->CurrentArrayBufferName = top->CurrentArrayBufferName;
+ glthread->ClientActiveTexture = top->ClientActiveTexture;
+ glthread->RestartIndex = top->RestartIndex;
+ glthread->PrimitiveRestart = top->PrimitiveRestart;
+ glthread->PrimitiveRestartFixedIndex = top->PrimitiveRestartFixedIndex;
+
+ if (!vao)
+ vao = &glthread->DefaultVAO;
+
+ assert(top->VAO.Name == vao->Name);
+ *vao = top->VAO; /* Copy all fields. */
+ glthread->CurrentVAO = vao;
+}
+
+void
+_mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask)
+{
+ struct glthread_state *glthread = &ctx->GLThread;
+
+ if (!(mask & GL_CLIENT_VERTEX_ARRAY_BIT))
+ return;
+
+ glthread->CurrentArrayBufferName = 0;
+ glthread->ClientActiveTexture = 0;
+ glthread->RestartIndex = 0;
+ glthread->PrimitiveRestart = false;
+ glthread->PrimitiveRestartFixedIndex = false;
+ glthread->CurrentVAO = &glthread->DefaultVAO;
+ _mesa_glthread_reset_vao(glthread->CurrentVAO);
}