/**************************************************************************
- *
+ *
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
+ *
**************************************************************************/
#include "main/imports.h"
#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.h"
+#include "st_manager.h"
#include "st_context.h"
#include "st_debug.h"
#include "st_cb_bitmap.h"
#include "st_cb_eglimage.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
+#include "st_cb_memoryobjects.h"
#include "st_cb_msaa.h"
#include "st_cb_perfmon.h"
+#include "st_cb_perfquery.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
+#include "st_cb_semaphoreobjects.h"
#include "st_cb_texture.h"
#include "st_cb_xformfb.h"
#include "st_cb_flush.h"
#include "st_pbo.h"
#include "st_program.h"
#include "st_sampler_view.h"
+#include "st_shader_cache.h"
#include "st_vdpau.h"
#include "st_texture.h"
+#include "st_util.h"
#include "pipe/p_context.h"
+#include "util/u_cpu_detect.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
#include "util/u_vbuf.h"
#include "cso_cache/cso_context.h"
+#include "compiler/glsl/glsl_parser_extras.h"
DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
/**
* Called via ctx->Driver.Enable()
*/
-static void st_Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
+static void
+st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
struct st_context *st = st_context(ctx);
}
-uint64_t
+static uint64_t
st_get_active_states(struct gl_context *ctx)
{
- struct st_vertex_program *vp =
- st_vertex_program(ctx->VertexProgram._Current);
- struct st_common_program *tcp =
- st_common_program(ctx->TessCtrlProgram._Current);
- struct st_common_program *tep =
- st_common_program(ctx->TessEvalProgram._Current);
- struct st_common_program *gp =
- st_common_program(ctx->GeometryProgram._Current);
- struct st_fragment_program *fp =
- st_fragment_program(ctx->FragmentProgram._Current);
- struct st_compute_program *cp =
- st_compute_program(ctx->ComputeProgram._Current);
+ struct st_program *vp =
+ st_program(ctx->VertexProgram._Current);
+ struct st_program *tcp =
+ st_program(ctx->TessCtrlProgram._Current);
+ struct st_program *tep =
+ st_program(ctx->TessEvalProgram._Current);
+ struct st_program *gp =
+ st_program(ctx->GeometryProgram._Current);
+ struct st_program *fp =
+ st_program(ctx->FragmentProgram._Current);
+ struct st_program *cp =
+ st_program(ctx->ComputeProgram._Current);
uint64_t active_shader_states = 0;
if (vp)
st->dirty |= ST_NEW_BLEND |
ST_NEW_DSA |
ST_NEW_FB_STATE |
- ST_NEW_SAMPLE_MASK |
+ ST_NEW_SAMPLE_STATE |
ST_NEW_SAMPLE_SHADING |
ST_NEW_FS_STATE |
ST_NEW_POLY_STIPPLE |
}
+static inline bool
+st_vp_uses_current_values(const struct gl_context *ctx)
+{
+ const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
+ return _mesa_draw_current_bits(ctx) & inputs;
+}
+
+
/**
* Called via ctx->Driver.UpdateState()
*/
static void
-st_invalidate_state(struct gl_context * ctx)
+st_invalidate_state(struct gl_context *ctx)
{
GLbitfield new_state = ctx->NewState;
struct st_context *st = st_context(ctx);
if (new_state & _NEW_FOG)
st->dirty |= ST_NEW_FS_STATE;
- if (new_state & _NEW_POLYGONSTIPPLE)
- st->dirty |= ST_NEW_POLY_STIPPLE;
-
if (new_state & _NEW_FRAG_CLAMP) {
if (st->clamp_frag_color_in_shader)
st->dirty |= ST_NEW_FS_STATE;
}
if (new_state & (_NEW_LIGHT |
- _NEW_LINE |
_NEW_POINT))
st->dirty |= ST_NEW_RASTERIZER;
+ if ((new_state & _NEW_LIGHT) &&
+ (st->lower_flatshade || st->lower_two_sided_color))
+ st->dirty |= ST_NEW_FS_STATE;
+
if (new_state & _NEW_PROJECTION &&
st_user_clip_planes_enabled(ctx))
st->dirty |= ST_NEW_CLIP_STATE;
if (new_state & _NEW_PIXEL)
st->dirty |= ST_NEW_PIXEL_TRANSFER;
- if (new_state & _NEW_CURRENT_ATTRIB)
+ if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx))
st->dirty |= ST_NEW_VERTEX_ARRAYS;
+ if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) {
+ if (ctx->GeometryProgram._Current)
+ st->dirty |= ST_NEW_GS_CONSTANTS;
+ else if (ctx->TessEvalProgram._Current)
+ st->dirty |= ST_NEW_TES_CONSTANTS;
+ else
+ st->dirty |= ST_NEW_VS_CONSTANTS;
+ st->dirty |= ST_NEW_FS_CONSTANTS;
+ }
+
/* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
- if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
+ if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
st->dirty |= ST_NEW_VS_STATE;
+ if (st->ctx->API == API_OPENGL_COMPAT && ctx->Version >= 32) {
+ st->dirty |= ST_NEW_GS_STATE | ST_NEW_TES_STATE;
+ }
+ }
/* Which shaders are dirty will be determined manually. */
if (new_state & _NEW_PROGRAM) {
st->dirty |= ST_NEW_FS_STATE;
}
}
+}
+
+
+/*
+ * In some circumstances (such as running google-chrome) the state
+ * tracker may try to delete a resource view from a context different
+ * than when it was created. We don't want to do that.
+ *
+ * In that situation, st_texture_release_all_sampler_views() calls this
+ * function to transfer the sampler view reference to this context (expected
+ * to be the context which created the view.)
+ */
+void
+st_save_zombie_sampler_view(struct st_context *st,
+ struct pipe_sampler_view *view)
+{
+ struct st_zombie_sampler_view_node *entry;
- if (new_state & _NEW_PROGRAM_CONSTANTS)
- st->dirty |= st->active_states & ST_NEW_CONSTANTS;
+ assert(view->context == st->pipe);
+
+ entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
+ if (!entry)
+ return;
+
+ entry->view = view;
+
+ /* We need a mutex since this function may be called from one thread
+ * while free_zombie_resource_views() is called from another.
+ */
+ simple_mtx_lock(&st->zombie_sampler_views.mutex);
+ list_addtail(&entry->node, &st->zombie_sampler_views.list.node);
+ simple_mtx_unlock(&st->zombie_sampler_views.mutex);
+}
+
+
+/*
+ * Since OpenGL shaders may be shared among contexts, we can wind up
+ * with variants of a shader created with different contexts.
+ * When we go to destroy a gallium shader, we want to free it with the
+ * same context that it was created with, unless the driver reports
+ * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
+ */
+void
+st_save_zombie_shader(struct st_context *st,
+ enum pipe_shader_type type,
+ struct pipe_shader_state *shader)
+{
+ struct st_zombie_shader_node *entry;
+
+ /* we shouldn't be here if the driver supports shareable shaders */
+ assert(!st->has_shareable_shaders);
+
+ entry = MALLOC_STRUCT(st_zombie_shader_node);
+ if (!entry)
+ return;
+
+ entry->shader = shader;
+ entry->type = type;
+
+ /* We need a mutex since this function may be called from one thread
+ * while free_zombie_shaders() is called from another.
+ */
+ simple_mtx_lock(&st->zombie_shaders.mutex);
+ list_addtail(&entry->node, &st->zombie_shaders.list.node);
+ simple_mtx_unlock(&st->zombie_shaders.mutex);
+}
+
+
+/*
+ * Free any zombie sampler views that may be attached to this context.
+ */
+static void
+free_zombie_sampler_views(struct st_context *st)
+{
+ struct st_zombie_sampler_view_node *entry, *next;
+
+ if (list_is_empty(&st->zombie_sampler_views.list.node)) {
+ return;
+ }
+
+ simple_mtx_lock(&st->zombie_sampler_views.mutex);
+
+ LIST_FOR_EACH_ENTRY_SAFE(entry, next,
+ &st->zombie_sampler_views.list.node, node) {
+ list_del(&entry->node); // remove this entry from the list
+
+ assert(entry->view->context == st->pipe);
+ pipe_sampler_view_reference(&entry->view, NULL);
+
+ free(entry);
+ }
+
+ assert(list_is_empty(&st->zombie_sampler_views.list.node));
+
+ simple_mtx_unlock(&st->zombie_sampler_views.mutex);
+}
+
+
+/*
+ * Free any zombie shaders that may be attached to this context.
+ */
+static void
+free_zombie_shaders(struct st_context *st)
+{
+ struct st_zombie_shader_node *entry, *next;
+
+ if (list_is_empty(&st->zombie_shaders.list.node)) {
+ return;
+ }
+
+ simple_mtx_lock(&st->zombie_shaders.mutex);
+
+ LIST_FOR_EACH_ENTRY_SAFE(entry, next,
+ &st->zombie_shaders.list.node, node) {
+ list_del(&entry->node); // remove this entry from the list
+
+ switch (entry->type) {
+ case PIPE_SHADER_VERTEX:
+ cso_delete_vertex_shader(st->cso_context, entry->shader);
+ break;
+ case PIPE_SHADER_FRAGMENT:
+ cso_delete_fragment_shader(st->cso_context, entry->shader);
+ break;
+ case PIPE_SHADER_GEOMETRY:
+ cso_delete_geometry_shader(st->cso_context, entry->shader);
+ break;
+ case PIPE_SHADER_TESS_CTRL:
+ cso_delete_tessctrl_shader(st->cso_context, entry->shader);
+ break;
+ case PIPE_SHADER_TESS_EVAL:
+ cso_delete_tesseval_shader(st->cso_context, entry->shader);
+ break;
+ case PIPE_SHADER_COMPUTE:
+ cso_delete_compute_shader(st->cso_context, entry->shader);
+ break;
+ default:
+ unreachable("invalid shader type in free_zombie_shaders()");
+ }
+ free(entry);
+ }
+
+ assert(list_is_empty(&st->zombie_shaders.list.node));
+
+ simple_mtx_unlock(&st->zombie_shaders.mutex);
+}
+
+
+/*
+ * This function is called periodically to free any zombie objects
+ * which are attached to this context.
+ */
+void
+st_context_free_zombie_objects(struct st_context *st)
+{
+ free_zombie_sampler_views(st);
+ free_zombie_shaders(st);
}
static void
st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
{
- uint shader, i;
+ uint i;
- st_destroy_atoms( st );
- st_destroy_draw( st );
+ st_destroy_atoms(st);
+ st_destroy_draw(st);
st_destroy_clear(st);
st_destroy_bitmap(st);
st_destroy_drawpix(st);
st_destroy_bound_texture_handles(st);
st_destroy_bound_image_handles(st);
- for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
- for (i = 0; i < ARRAY_SIZE(st->state.sampler_views[0]); i++) {
- pipe_sampler_view_release(st->pipe,
- &st->state.sampler_views[shader][i]);
- }
+ for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
+ pipe_sampler_view_reference(&st->state.vert_sampler_views[i], NULL);
+ pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL);
}
- /* free glDrawPixels cache data */
- free(st->drawpix_cache.image);
- pipe_resource_reference(&st->drawpix_cache.texture, NULL);
-
/* free glReadPixels cache data */
st_invalidate_readpix_cache(st);
+ util_throttle_deinit(st->pipe->screen, &st->throttle);
cso_destroy_context(st->cso_context);
if (st->pipe && destroy_pipe)
st->pipe->destroy(st->pipe);
- free( st );
+ free(st);
+}
+
+
+static void
+st_init_driver_flags(struct st_context *st)
+{
+ struct gl_driver_flags *f = &st->ctx->DriverFlags;
+
+ f->NewArray = ST_NEW_VERTEX_ARRAYS;
+ f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
+ f->NewTileRasterOrder = ST_NEW_RASTERIZER;
+ f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
+ f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
+
+ /* Shader resources */
+ f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
+ if (st->has_hw_atomics)
+ f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
+ else
+ f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
+ f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
+ f->NewImageUnits = ST_NEW_IMAGE_UNITS;
+
+ f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
+
+ f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
+ f->NewFramebufferSRGB = ST_NEW_FB_STATE;
+ f->NewScissorRect = ST_NEW_SCISSOR;
+ f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
+
+ if (st->lower_alpha_test)
+ f->NewAlphaTest = ST_NEW_FS_STATE;
+ else
+ f->NewAlphaTest = ST_NEW_DSA;
+
+ f->NewBlend = ST_NEW_BLEND;
+ f->NewBlendColor = ST_NEW_BLEND_COLOR;
+ f->NewColorMask = ST_NEW_BLEND;
+ f->NewDepth = ST_NEW_DSA;
+ f->NewLogicOp = ST_NEW_BLEND;
+ f->NewStencil = ST_NEW_DSA;
+ f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
+ ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
+ f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
+ f->NewSampleMask = ST_NEW_SAMPLE_STATE;
+ f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
+ f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
+
+ /* This depends on what the gallium driver wants. */
+ if (st->force_persample_in_shader) {
+ f->NewMultisampleEnable |= ST_NEW_FS_STATE;
+ f->NewSampleShading |= ST_NEW_FS_STATE;
+ } else {
+ f->NewSampleShading |= ST_NEW_RASTERIZER;
+ }
+
+ f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
+ f->NewClipPlane = ST_NEW_CLIP_STATE;
+
+ if (st->clamp_frag_depth_in_shader) {
+ f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE |
+ ST_NEW_TES_STATE;
+
+ f->NewDepthClamp = ST_NEW_FS_STATE | ST_NEW_VS_STATE |
+ ST_NEW_GS_STATE | ST_NEW_TES_STATE;
+ } else {
+ f->NewDepthClamp = ST_NEW_RASTERIZER;
+ }
+
+ if (st->lower_ucp)
+ f->NewClipPlaneEnable = ST_NEW_VS_STATE;
+ else
+ f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
+
+ f->NewLineState = ST_NEW_RASTERIZER;
+ f->NewPolygonState = ST_NEW_RASTERIZER;
+ f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
+ f->NewViewport = ST_NEW_VIEWPORT;
+ f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
+ f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
+ f->NewIntelConservativeRasterization = ST_NEW_RASTERIZER;
}
-static void st_init_driver_flags(struct st_context *st);
static struct st_context *
-st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
- const struct st_config_options *options)
+st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
+ const struct st_config_options *options, bool no_error)
{
struct pipe_screen *screen = pipe->screen;
uint i;
- struct st_context *st = ST_CALLOC_STRUCT( st_context );
-
+ struct st_context *st = ST_CALLOC_STRUCT( st_context);
+
st->options = *options;
ctx->st = st;
st->dirty = ST_ALL_STATES_MASK;
- st->has_user_constbuf =
- screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS);
st->can_bind_const_buffer_as_vertex =
screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
- /* Drivers still have to upload zero-stride vertex attribs manually
- * with the GL core profile, but they don't have to deal with any complex
- * user vertex buffer uploads.
+ /* st/mesa always uploads zero-stride vertex attribs, and other user
+ * vertex buffers are only possible with a compatibility profile.
+ * So tell the u_vbuf module that user VBOs are not possible with the Core
+ * profile, so that u_vbuf is bypassed completely if there is nothing else
+ * to do.
*/
unsigned vbuf_flags =
ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
st->cso_context = cso_create_context(pipe, vbuf_flags);
- st_init_atoms( st );
+ st_init_atoms(st);
st_init_clear(st);
- st_init_draw( st );
st_init_pbo_helpers(st);
/* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
/* Setup vertex element info for 'struct st_util_vertex'.
*/
{
- const unsigned slot = cso_get_aux_vertex_buffer_slot(st->cso_context);
-
- /* If this assertion ever fails all state tracker calls to
- * cso_get_aux_vertex_buffer_slot() should be audited. This
- * particular call would have to be moved to just before each
- * drawing call.
- */
- assert(slot == 0);
-
STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
memset(&st->util_velems, 0, sizeof(st->util_velems));
st->util_velems[0].src_offset = 0;
- st->util_velems[0].vertex_buffer_index = slot;
+ st->util_velems[0].vertex_buffer_index = 0;
st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
st->util_velems[1].src_offset = 3 * sizeof(float);
- st->util_velems[1].vertex_buffer_index = slot;
+ st->util_velems[1].vertex_buffer_index = 0;
st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
st->util_velems[2].src_offset = 7 * sizeof(float);
- st->util_velems[2].vertex_buffer_index = slot;
+ st->util_velems[2].vertex_buffer_index = 0;
st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
}
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
+ if (no_error)
+ ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
+
+ ctx->Const.PackedDriverUniformStorage =
+ screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
+
+ ctx->Const.BitmapUsesRed =
+ screen->is_format_supported(screen, PIPE_FORMAT_R8_UNORM,
+ PIPE_TEXTURE_2D, 0, 0,
+ PIPE_BIND_SAMPLER_VIEW);
+
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
- st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW);
st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
- PIPE_TEXTURE_2D, 0,
+ PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW);
+ st->has_astc_2d_ldr =
+ screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
+ PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
+ st->has_astc_5x5_ldr =
+ screen->is_format_supported(screen, PIPE_FORMAT_ASTC_5x5_SRGB,
+ PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
st->prefer_blit_based_texture_transfer = screen->get_param(screen,
PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
st->force_persample_in_shader =
screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
st->has_multi_draw_indirect =
screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
+ st->has_single_pipe_stat =
+ screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
+ st->has_indep_blend_func =
+ screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
+ st->needs_rgb_dst_alpha_override =
+ screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
+ st->has_signed_vertex_buffer_offset =
+ screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET);
+ st->lower_flatshade =
+ !screen->get_param(screen, PIPE_CAP_FLATSHADE);
+ st->lower_alpha_test =
+ !screen->get_param(screen, PIPE_CAP_ALPHA_TEST);
+ st->lower_point_size =
+ !screen->get_param(screen, PIPE_CAP_POINT_SIZE_FIXED);
+ st->lower_two_sided_color =
+ !screen->get_param(screen, PIPE_CAP_TWO_SIDED_COLOR);
+ st->lower_ucp =
+ !screen->get_param(screen, PIPE_CAP_CLIP_PLANES);
+ st->allow_st_finalize_nir_twice = screen->finalize_nir != NULL;
+
+ st->has_hw_atomics =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
+ ? true : false;
+
+ util_throttle_init(&st->throttle,
+ screen->get_param(screen,
+ PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
/* GL limits and extensions */
st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
st_init_extensions(pipe->screen, &ctx->Const,
- &ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+ &ctx->Extensions, &st->options, ctx->API);
+
+ /* FIXME: add support for geometry and tessellation shaders for
+ * lower_point_size
+ */
+ assert(!ctx->Extensions.OES_geometry_shader || !st->lower_point_size);
+ assert(!ctx->Extensions.ARB_tessellation_shader || !st->lower_point_size);
+
+ /* FIXME: add support for geometry and tessellation shaders for
+ * lower_ucp
+ */
+ assert(!ctx->Extensions.OES_geometry_shader || !st->lower_ucp);
+ assert(!ctx->Extensions.ARB_tessellation_shader || !st->lower_ucp);
if (st_have_perfmon(st)) {
ctx->Extensions.AMD_performance_monitor = GL_TRUE;
}
+ if (st_have_perfquery(st)) {
+ ctx->Extensions.INTEL_performance_query = GL_TRUE;
+ }
+
/* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
}
}
+ if (screen->get_param(screen, PIPE_CAP_DEPTH_CLIP_DISABLE) == 2)
+ st->clamp_frag_depth_in_shader = true;
+
/* called after _mesa_create_context/_mesa_init_point, fix default user
* settable max point size up
*/
ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
ctx->Const.MaxPointSizeAA);
- /* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3;
+ /* For vertex shaders, make sure not to emit saturate when SM 3.0
+ * is not supported
+ */
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
+ !screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE);
+
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].PositionAlwaysInvariant = options->vs_position_always_invariant;
+
+ enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+ ctx->Const.UseNIRGLSLLinker = preferred_ir == PIPE_SHADER_IR_NIR;
- if (!ctx->Extensions.ARB_gpu_shader5) {
+ if (ctx->Const.GLSLVersion < 400) {
for (i = 0; i < MESA_SHADER_STAGES; i++)
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
}
/* Set which shader types can be compiled at link time. */
st->shader_has_one_variant[MESA_SHADER_VERTEX] =
st->has_shareable_shaders &&
- !st->clamp_vert_color_in_shader;
+ !st->clamp_frag_depth_in_shader &&
+ !st->clamp_vert_color_in_shader &&
+ !st->lower_point_size &&
+ !st->lower_ucp;
st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
st->has_shareable_shaders &&
+ !st->lower_flatshade &&
+ !st->lower_alpha_test &&
!st->clamp_frag_color_in_shader &&
- !st->force_persample_in_shader;
+ !st->clamp_frag_depth_in_shader &&
+ !st->force_persample_in_shader &&
+ !st->lower_two_sided_color;
st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
- st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
- st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
+ st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
+ st->has_shareable_shaders &&
+ !st->clamp_frag_depth_in_shader &&
+ !st->clamp_vert_color_in_shader;
+ st->shader_has_one_variant[MESA_SHADER_GEOMETRY] =
+ st->has_shareable_shaders &&
+ !st->clamp_frag_depth_in_shader &&
+ !st->clamp_vert_color_in_shader;
st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
st->bitmap.cache.empty = true;
+ _mesa_override_extensions(ctx);
_mesa_compute_version(ctx);
if (ctx->Version == 0) {
_mesa_initialize_vbo_vtxfmt(ctx);
st_init_driver_flags(st);
+ /* Initialize context's winsys buffers list */
+ list_inithead(&st->winsys_buffers);
+
+ list_inithead(&st->zombie_sampler_views.list.node);
+ simple_mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
+ list_inithead(&st->zombie_shaders.list.node);
+ simple_mtx_init(&st->zombie_shaders.mutex, mtx_plain);
+
return st;
}
-static void st_init_driver_flags(struct st_context *st)
+
+static void
+st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
{
- struct gl_driver_flags *f = &st->ctx->DriverFlags;
+ struct st_context *st = ctx->st;
+ st->pipe->emit_string_marker(st->pipe, string, len);
+}
- f->NewArray = ST_NEW_VERTEX_ARRAYS;
- f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
- f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
- f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
- f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
- f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
- f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
- f->NewImageUnits = ST_NEW_IMAGE_UNITS;
- f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
- f->NewFramebufferSRGB = ST_NEW_FB_STATE;
- f->NewScissorRect = ST_NEW_SCISSOR;
- f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
- f->NewAlphaTest = ST_NEW_DSA;
- f->NewBlend = ST_NEW_BLEND;
- f->NewBlendColor = ST_NEW_BLEND; /* TODO: add an atom for blend color */
- f->NewColorMask = ST_NEW_BLEND;
- f->NewDepth = ST_NEW_DSA;
- f->NewLogicOp = ST_NEW_BLEND;
- f->NewStencil = ST_NEW_DSA;
- f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
- ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
- f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
- f->NewSampleMask = ST_NEW_SAMPLE_MASK;
- f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
- /* This depends on what the gallium driver wants. */
- if (st->force_persample_in_shader) {
- f->NewMultisampleEnable |= ST_NEW_FS_STATE;
- f->NewSampleShading |= ST_NEW_FS_STATE;
+static void
+st_set_background_context(struct gl_context *ctx,
+ struct util_queue_monitoring *queue_info)
+{
+ struct st_context *st = ctx->st;
+ struct st_manager *smapi =
+ (struct st_manager *) st->iface.st_context_private;
+
+ assert(smapi->set_background_context);
+ smapi->set_background_context(&st->iface, queue_info);
+}
+
+
+static void
+st_get_device_uuid(struct gl_context *ctx, char *uuid)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
+ memset(uuid, 0, GL_UUID_SIZE_EXT);
+ screen->get_device_uuid(screen, uuid);
+}
+
+
+static void
+st_get_driver_uuid(struct gl_context *ctx, char *uuid)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
+ memset(uuid, 0, GL_UUID_SIZE_EXT);
+ screen->get_driver_uuid(screen, uuid);
+}
+
+
+static void
+st_init_driver_functions(struct pipe_screen *screen,
+ struct dd_function_table *functions)
+{
+ _mesa_init_sampler_object_functions(functions);
+
+ st_init_draw_functions(functions);
+ st_init_blit_functions(functions);
+ st_init_bufferobject_functions(screen, functions);
+ st_init_clear_functions(functions);
+ st_init_bitmap_functions(functions);
+ st_init_copy_image_functions(functions);
+ st_init_drawpixels_functions(functions);
+ st_init_rasterpos_functions(functions);
+
+ st_init_drawtex_functions(functions);
+
+ st_init_eglimage_functions(functions);
+
+ st_init_fbo_functions(functions);
+ st_init_feedback_functions(functions);
+ st_init_memoryobject_functions(functions);
+ st_init_msaa_functions(functions);
+ st_init_perfmon_functions(functions);
+ st_init_perfquery_functions(functions);
+ st_init_program_functions(functions);
+ st_init_query_functions(functions);
+ st_init_cond_render_functions(functions);
+ st_init_readpixels_functions(functions);
+ st_init_semaphoreobject_functions(functions);
+ st_init_texture_functions(functions);
+ st_init_texture_barrier_functions(functions);
+ st_init_flush_functions(screen, functions);
+ st_init_string_functions(functions);
+ st_init_viewport_functions(functions);
+ st_init_compute_functions(functions);
+
+ st_init_xformfb_functions(functions);
+ st_init_syncobj_functions(functions);
+
+ st_init_vdpau_functions(functions);
+
+ if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
+ functions->EmitStringMarker = st_emit_string_marker;
+
+ functions->Enable = st_Enable;
+ functions->UpdateState = st_invalidate_state;
+ functions->QueryMemoryInfo = st_query_memory_info;
+ functions->SetBackgroundContext = st_set_background_context;
+ functions->GetDriverUuid = st_get_driver_uuid;
+ functions->GetDeviceUuid = st_get_device_uuid;
+
+ /* GL_ARB_get_program_binary */
+ functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
+
+ enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+ if (preferred_ir == PIPE_SHADER_IR_NIR) {
+ functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
+ functions->ProgramBinarySerializeDriverBlob =
+ st_serialise_nir_program_binary;
+ functions->ProgramBinaryDeserializeDriverBlob =
+ st_deserialise_nir_program;
} else {
- f->NewSampleShading |= ST_NEW_RASTERIZER;
+ functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
+ functions->ProgramBinarySerializeDriverBlob =
+ st_serialise_tgsi_program_binary;
+ functions->ProgramBinaryDeserializeDriverBlob =
+ st_deserialise_tgsi_program;
}
-
- f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
- f->NewClipPlane = ST_NEW_CLIP_STATE;
- f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
- f->NewDepthClamp = ST_NEW_RASTERIZER;
- f->NewPolygonState = ST_NEW_RASTERIZER;
- f->NewViewport = ST_NEW_VIEWPORT;
}
-struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
- const struct gl_config *visual,
- struct st_context *share,
- const struct st_config_options *options)
+
+struct st_context *
+st_create_context(gl_api api, struct pipe_context *pipe,
+ const struct gl_config *visual,
+ struct st_context *share,
+ const struct st_config_options *options,
+ bool no_error)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
struct st_context *st;
+ util_cpu_detect();
+
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(pipe->screen, &funcs);
st_debug_init();
- if (pipe->screen->get_disk_shader_cache &&
- !(ST_DEBUG & DEBUG_TGSI))
+ if (pipe->screen->get_disk_shader_cache)
ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
/* XXX: need a capability bit in gallium to query if the pipe
if (debug_get_option_mesa_mvp_dp4())
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
- st = st_create_context_priv(ctx, pipe, options);
+ st = st_create_context_priv(ctx, pipe, options, no_error);
if (!st) {
_mesa_destroy_context(ctx);
}
/**
- * Callback to release the sampler view attached to a texture object.
- * Called by _mesa_HashWalk().
+ * When we destroy a context, we must examine all texture objects to
+ * find/release any sampler views created by that context.
+ *
+ * This callback is called per-texture object. It releases all the
+ * texture's sampler views which belong to the context.
*/
static void
destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
struct gl_texture_object *texObj = (struct gl_texture_object *) data;
struct st_context *st = (struct st_context *) userData;
- st_texture_release_sampler_view(st, st_texture_object(texObj));
+ st_texture_release_context_sampler_view(st, st_texture_object(texObj));
}
-
-void st_destroy_context( struct st_context *st )
+
+static void
+destroy_framebuffer_attachment_sampler_cb(GLuint id, void *data, void *userData)
+{
+ struct gl_framebuffer* glfb = (struct gl_framebuffer*) data;
+ struct st_context *st = (struct st_context *) userData;
+
+ for (unsigned i = 0; i < BUFFER_COUNT; i++) {
+ struct gl_renderbuffer_attachment *att = &glfb->Attachment[i];
+ if (att->Texture) {
+ st_texture_release_context_sampler_view(st, st_texture_object(att->Texture));
+ }
+ }
+}
+
+void
+st_destroy_context(struct st_context *st)
{
struct gl_context *ctx = st->ctx;
+ struct st_framebuffer *stfb, *next;
+ struct gl_framebuffer *save_drawbuffer;
+ struct gl_framebuffer *save_readbuffer;
+
+ /* Save the current context and draw/read buffers*/
+ GET_CURRENT_CONTEXT(save_ctx);
+ if (save_ctx) {
+ save_drawbuffer = save_ctx->WinSysDrawBuffer;
+ save_readbuffer = save_ctx->WinSysReadBuffer;
+ } else {
+ save_drawbuffer = save_readbuffer = NULL;
+ }
+
+ /*
+ * We need to bind the context we're deleting so that
+ * _mesa_reference_texobj_() uses this context when deleting textures.
+ * Similarly for framebuffer objects, etc.
+ */
+ _mesa_make_current(ctx, NULL, NULL);
/* This must be called first so that glthread has a chance to finish */
_mesa_glthread_destroy(ctx);
_mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
- st_reference_fragprog(st, &st->fp, NULL);
+ /* For the fallback textures, free any sampler views belonging to this
+ * context.
+ */
+ for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
+ struct st_texture_object *stObj =
+ st_texture_object(ctx->Shared->FallbackTex[i]);
+ if (stObj) {
+ st_texture_release_context_sampler_view(st, stObj);
+ }
+ }
+
+ st_context_free_zombie_objects(st);
+
+ simple_mtx_destroy(&st->zombie_sampler_views.mutex);
+ simple_mtx_destroy(&st->zombie_shaders.mutex);
+
+ st_reference_prog(st, &st->fp, NULL);
st_reference_prog(st, &st->gp, NULL);
- st_reference_vertprog(st, &st->vp, NULL);
+ st_reference_prog(st, &st->vp, NULL);
st_reference_prog(st, &st->tcp, NULL);
st_reference_prog(st, &st->tep, NULL);
- st_reference_compprog(st, &st->cp, NULL);
+ st_reference_prog(st, &st->cp, NULL);
+
+ /* release framebuffer in the winsys buffers list */
+ LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
+ st_framebuffer_reference(&stfb, NULL);
+ }
+
+ _mesa_HashWalk(ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st);
pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
st = NULL;
free(ctx);
-}
-
-static void
-st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
-{
- struct st_context *st = ctx->st;
- st->pipe->emit_string_marker(st->pipe, string, len);
-}
-
-static void
-st_set_background_context(struct gl_context *ctx)
-{
- struct st_context *st = ctx->st;
- struct st_manager *smapi =
- (struct st_manager*)st->iface.st_context_private;
-
- assert(smapi->set_background_context);
- smapi->set_background_context(&st->iface);
-}
-
-void st_init_driver_functions(struct pipe_screen *screen,
- struct dd_function_table *functions)
-{
- _mesa_init_shader_object_functions(functions);
- _mesa_init_sampler_object_functions(functions);
-
- st_init_blit_functions(functions);
- st_init_bufferobject_functions(screen, functions);
- st_init_clear_functions(functions);
- st_init_bitmap_functions(functions);
- st_init_copy_image_functions(functions);
- st_init_drawpixels_functions(functions);
- st_init_rasterpos_functions(functions);
-
- st_init_drawtex_functions(functions);
-
- st_init_eglimage_functions(functions);
-
- st_init_fbo_functions(functions);
- st_init_feedback_functions(functions);
- st_init_msaa_functions(functions);
- st_init_perfmon_functions(functions);
- st_init_program_functions(functions);
- st_init_query_functions(functions);
- st_init_cond_render_functions(functions);
- st_init_readpixels_functions(functions);
- st_init_texture_functions(functions);
- st_init_texture_barrier_functions(functions);
- st_init_flush_functions(screen, functions);
- st_init_string_functions(functions);
- st_init_viewport_functions(functions);
- st_init_compute_functions(functions);
- st_init_xformfb_functions(functions);
- st_init_syncobj_functions(functions);
-
- st_init_vdpau_functions(functions);
-
- if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
- functions->EmitStringMarker = st_emit_string_marker;
-
- functions->Enable = st_Enable;
- functions->UpdateState = st_invalidate_state;
- functions->QueryMemoryInfo = st_query_memory_info;
- functions->SetBackgroundContext = st_set_background_context;
+ if (save_ctx == ctx) {
+ /* unbind the context we just deleted */
+ _mesa_make_current(NULL, NULL, NULL);
+ } else {
+ /* Restore the current context and draw/read buffers (may be NULL) */
+ _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
+ }
}