st/mesa: call glthread_destroy() before _vbo_DestroyContext()
[mesa.git] / src / mesa / state_tracker / st_context.c
index ccd19f3e3617deed72c268bbe6a2932f60222901..c7d25ecd75596d415d19288a0bba9c995476b8c8 100644 (file)
@@ -29,6 +29,7 @@
 #include "main/accum.h"
 #include "main/api_exec.h"
 #include "main/context.h"
+#include "main/glthread.h"
 #include "main/samplerobj.h"
 #include "main/shaderobj.h"
 #include "main/version.h"
@@ -43,7 +44,9 @@
 #include "st_cb_blit.h"
 #include "st_cb_bufferobjects.h"
 #include "st_cb_clear.h"
+#include "st_cb_compute.h"
 #include "st_cb_condrender.h"
+#include "st_cb_copyimage.h"
 #include "st_cb_drawpixels.h"
 #include "st_cb_rasterpos.h"
 #include "st_cb_drawtex.h"
@@ -51,6 +54,7 @@
 #include "st_cb_fbo.h"
 #include "st_cb_feedback.h"
 #include "st_cb_msaa.h"
+#include "st_cb_perfmon.h"
 #include "st_cb_program.h"
 #include "st_cb_queryobj.h"
 #include "st_cb_readpixels.h"
 #include "st_draw.h"
 #include "st_extensions.h"
 #include "st_gen_mipmap.h"
+#include "st_pbo.h"
 #include "st_program.h"
+#include "st_sampler_view.h"
 #include "st_vdpau.h"
 #include "st_texture.h"
 #include "pipe/p_context.h"
 #include "util/u_inlines.h"
 #include "util/u_upload_mgr.h"
+#include "util/u_vbuf.h"
 #include "cso_cache/cso_context.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)
+{
+   struct st_context *st = st_context(ctx);
+
+   switch (cap) {
+   case GL_DEBUG_OUTPUT:
+   case GL_DEBUG_OUTPUT_SYNCHRONOUS:
+      st_update_debug_callback(st);
+      break;
+   default:
+      break;
+   }
+}
+
+
+/**
+ * Called via ctx->Driver.QueryMemoryInfo()
+ */
+static void
+st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
+{
+   struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+   struct pipe_memory_info info;
+
+   assert(screen->query_memory_info);
+   if (!screen->query_memory_info)
+      return;
+
+   screen->query_memory_info(screen, &info);
+
+   out->total_device_memory = info.total_device_memory;
+   out->avail_device_memory = info.avail_device_memory;
+   out->total_staging_memory = info.total_staging_memory;
+   out->avail_staging_memory = info.avail_staging_memory;
+   out->device_memory_evicted = info.device_memory_evicted;
+   out->nr_device_memory_evictions = info.nr_device_memory_evictions;
+}
+
+
+uint64_t
+st_get_active_states(struct gl_context *ctx)
+{
+   struct st_vertex_program *vp =
+      st_vertex_program(ctx->VertexProgram._Current);
+   struct st_tessctrl_program *tcp =
+      st_tessctrl_program(ctx->TessCtrlProgram._Current);
+   struct st_tesseval_program *tep =
+      st_tesseval_program(ctx->TessEvalProgram._Current);
+   struct st_geometry_program *gp =
+      st_geometry_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);
+   uint64_t active_shader_states = 0;
+
+   if (vp)
+      active_shader_states |= vp->affected_states;
+   if (tcp)
+      active_shader_states |= tcp->affected_states;
+   if (tep)
+      active_shader_states |= tep->affected_states;
+   if (gp)
+      active_shader_states |= gp->affected_states;
+   if (fp)
+      active_shader_states |= fp->affected_states;
+   if (cp)
+      active_shader_states |= cp->affected_states;
+
+   /* Mark non-shader-resource shader states as "always active". */
+   return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
+}
+
+
 /**
  * Called via ctx->Driver.UpdateState()
  */
-void st_invalidate_state(struct gl_context * ctx, GLuint new_state)
+void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
 {
    struct st_context *st = st_context(ctx);
 
-   /* Replace _NEW_FRAG_CLAMP with ST_NEW_FRAGMENT_PROGRAM for the fallback. */
-   if (st->clamp_frag_color_in_shader && (new_state & _NEW_FRAG_CLAMP)) {
-      new_state &= ~_NEW_FRAG_CLAMP;
-      st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+   if (new_state & _NEW_BUFFERS) {
+      st->dirty |= ST_NEW_BLEND |
+                   ST_NEW_DSA |
+                   ST_NEW_FB_STATE |
+                   ST_NEW_SAMPLE_MASK |
+                   ST_NEW_SAMPLE_SHADING |
+                   ST_NEW_FS_STATE |
+                   ST_NEW_POLY_STIPPLE |
+                   ST_NEW_VIEWPORT |
+                   ST_NEW_RASTERIZER |
+                   ST_NEW_SCISSOR |
+                   ST_NEW_WINDOW_RECTANGLES;
+   } else {
+      /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
+       * check them when _NEW_BUFFERS isn't set.
+       */
+      if (new_state & (_NEW_DEPTH |
+                       _NEW_STENCIL))
+         st->dirty |= ST_NEW_DSA;
+
+      if (new_state & _NEW_PROGRAM)
+         st->dirty |= ST_NEW_RASTERIZER;
+
+      if (new_state & _NEW_SCISSOR)
+         st->dirty |= ST_NEW_RASTERIZER |
+                      ST_NEW_SCISSOR |
+                      ST_NEW_WINDOW_RECTANGLES;
+
+      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_VIEWPORT)
+         st->dirty |= ST_NEW_VIEWPORT;
+
+      if (new_state & _NEW_FRAG_CLAMP) {
+         if (st->clamp_frag_color_in_shader)
+            st->dirty |= ST_NEW_FS_STATE;
+         else
+            st->dirty |= ST_NEW_RASTERIZER;
+      }
+   }
+
+   if (new_state & _NEW_MULTISAMPLE) {
+      st->dirty |= ST_NEW_BLEND |
+                   ST_NEW_SAMPLE_MASK |
+                   ST_NEW_SAMPLE_SHADING |
+                   ST_NEW_RASTERIZER |
+                   ST_NEW_FS_STATE;
+   } else {
+      /* These set a subset of flags set by _NEW_MULTISAMPLE, so we only
+       * have to check them when _NEW_MULTISAMPLE isn't set.
+       */
+      if (new_state & (_NEW_LIGHT |
+                       _NEW_LINE |
+                       _NEW_POINT |
+                       _NEW_POLYGON |
+                       _NEW_TRANSFORM))
+         st->dirty |= ST_NEW_RASTERIZER;
    }
 
+   if (new_state & (_NEW_PROJECTION |
+                    _NEW_TRANSFORM) &&
+       st_user_clip_planes_enabled(ctx))
+      st->dirty |= ST_NEW_CLIP_STATE;
+
+   if (new_state & _NEW_COLOR)
+      st->dirty |= ST_NEW_BLEND |
+                   ST_NEW_DSA;
+
+   if (new_state & _NEW_PIXEL)
+      st->dirty |= ST_NEW_PIXEL_TRANSFER;
+
+   if (new_state & _NEW_CURRENT_ATTRIB)
+      st->dirty |= ST_NEW_VERTEX_ARRAYS;
+
    /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
-   if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
-      st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
+   if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
+      st->dirty |= ST_NEW_VS_STATE;
+
+   /* Which shaders are dirty will be determined manually. */
+   if (new_state & _NEW_PROGRAM) {
+      st->gfx_shaders_may_be_dirty = true;
+      st->compute_shader_may_be_dirty = true;
+      /* This will mask out unused shader resources. */
+      st->active_states = st_get_active_states(ctx);
    }
 
-   st->dirty.mesa |= new_state;
-   st->dirty.st |= ST_NEW_MESA;
+   if (new_state & _NEW_TEXTURE) {
+      st->dirty |= st->active_states &
+                   (ST_NEW_SAMPLER_VIEWS |
+                    ST_NEW_SAMPLERS |
+                    ST_NEW_IMAGE_UNITS);
+      if (ctx->FragmentProgram._Current &&
+          ctx->FragmentProgram._Current->ExternalSamplersUsed) {
+         st->dirty |= ST_NEW_FS_STATE;
+      }
+   }
+
+   if (new_state & _NEW_PROGRAM_CONSTANTS)
+      st->dirty |= st->active_states & ST_NEW_CONSTANTS;
 
    /* This is the only core Mesa module we depend upon.
     * No longer use swrast, swsetup, tnl.
@@ -104,6 +278,44 @@ void st_invalidate_state(struct gl_context * ctx, GLuint new_state)
    _vbo_InvalidateState(ctx, new_state);
 }
 
+
+static void
+st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
+{
+   uint shader, i;
+
+   st_destroy_atoms( st );
+   st_destroy_draw( st );
+   st_destroy_clear(st);
+   st_destroy_bitmap(st);
+   st_destroy_drawpix(st);
+   st_destroy_drawtex(st);
+   st_destroy_perfmon(st);
+   st_destroy_pbo_helpers(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]);
+      }
+   }
+
+   /* 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);
+
+   cso_destroy_context(st->cso_context);
+
+   if (st->pipe && destroy_pipe)
+      st->pipe->destroy(st->pipe);
+
+   free( st );
+}
+
+
 static struct st_context *
 st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
                const struct st_config_options *options)
@@ -119,39 +331,26 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
    st->ctx = ctx;
    st->pipe = pipe;
 
-   /* XXX: this is one-off, per-screen init: */
-   st_debug_init();
-   
    /* state tracker needs the VBO module */
    _vbo_CreateContext(ctx);
 
-   st->dirty.mesa = ~0;
-   st->dirty.st = ~0;
-
-   /* Create upload manager for vertex data for glBitmap, glDrawPixels,
-    * glClear, etc.
-    */
-   st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);
-
-   if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
-      st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4,
-                                              PIPE_BIND_INDEX_BUFFER);
-   }
-
-   if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) {
-      unsigned alignment =
-         screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
+   st->dirty = ST_ALL_STATES_MASK;
 
-      st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment,
-                                              PIPE_BIND_CONSTANT_BUFFER);
-   }
+   st->has_user_constbuf =
+      screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS);
 
-   st->cso_context = cso_create_context(pipe);
+   /* 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.
+    */
+   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_bitmap(st);
    st_init_clear(st);
    st_init_draw( st );
+   st_init_pbo_helpers(st);
 
    /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
    if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
@@ -159,16 +358,30 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
    else
       st->internal_target = PIPE_TEXTURE_RECT;
 
-   /* Vertex element objects used for drawing rectangles for glBitmap,
-    * glDrawPixels, glClear, etc.
+   /* Setup vertex element info for 'struct st_util_vertex'.
     */
-   for (i = 0; i < Elements(st->velems_util_draw); i++) {
-      memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
-      st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
-      st->velems_util_draw[i].instance_divisor = 0;
-      st->velems_util_draw[i].vertex_buffer_index =
-            cso_get_aux_vertex_buffer_slot(st->cso_context);
-      st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+   {
+      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].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].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].src_format = PIPE_FORMAT_R32G32_FLOAT;
    }
 
    /* we want all vertex data to be placed in buffer objects */
@@ -180,11 +393,9 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
 
    /* Need these flags:
     */
-   st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
+   ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
 
-   st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
-
-   st->pixel_xfer.cache = _mesa_new_program_cache();
+   ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
 
    st->has_stencil_export =
       screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
@@ -192,22 +403,97 @@ st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
    st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
                                               PIPE_TEXTURE_2D, 0,
                                               PIPE_BIND_SAMPLER_VIEW);
+   st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
+                                              PIPE_TEXTURE_2D, 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_SAMPLE_SHADING) &&
+      !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
+   st->has_shareable_shaders = screen->get_param(screen,
+                                                 PIPE_CAP_SHAREABLE_SHADERS);
    st->needs_texcoord_semantic =
       screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
    st->apply_texture_swizzle_to_border_color =
       !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
          (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
           PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
+   st->has_time_elapsed =
+      screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
+   st->has_half_float_packing =
+      screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
+   st->has_multi_draw_indirect =
+      screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
 
    /* GL limits and extensions */
-   st_init_limits(st);
-   st_init_extensions(st);
+   st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
+   st_init_extensions(pipe->screen, &ctx->Const,
+                      &ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+
+   if (st_have_perfmon(st)) {
+      ctx->Extensions.AMD_performance_monitor = 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)) {
+         st->clamp_vert_color_in_shader = GL_TRUE;
+      }
+
+      if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
+         st->clamp_frag_color_in_shader = GL_TRUE;
+      }
+
+      /* For drivers which cannot do color clamping, it's better to just
+       * disable ARB_color_buffer_float in the core profile, because
+       * the clamping is deprecated there anyway. */
+      if (ctx->API == API_OPENGL_CORE &&
+          (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
+         st->clamp_vert_color_in_shader = GL_FALSE;
+         st->clamp_frag_color_in_shader = GL_FALSE;
+         ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
+      }
+   }
+
+   /* 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;
+
+   if (!ctx->Extensions.ARB_gpu_shader5) {
+      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->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
+         st->has_shareable_shaders &&
+         !st->clamp_frag_color_in_shader &&
+         !st->force_persample_in_shader;
+
+   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_COMPUTE] = st->has_shareable_shaders;
 
    _mesa_compute_version(ctx);
 
+   if (ctx->Version == 0) {
+      /* This can happen when a core profile was requested, but the driver
+       * does not support some features of GL 3.1 or later.
+       */
+      st_destroy_context_priv(st, false);
+      return NULL;
+   }
+
    _mesa_initialize_dispatch_tables(ctx);
    _mesa_initialize_vbo_vtxfmt(ctx);
 
@@ -219,6 +505,11 @@ static void st_init_driver_flags(struct gl_driver_flags *f)
    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;
 }
 
 struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
@@ -229,58 +520,40 @@ struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
    struct gl_context *ctx;
    struct gl_context *shareCtx = share ? share->ctx : NULL;
    struct dd_function_table funcs;
+   struct st_context *st;
 
    memset(&funcs, 0, sizeof(funcs));
-   st_init_driver_functions(&funcs);
+   st_init_driver_functions(pipe->screen, &funcs);
 
-   ctx = _mesa_create_context(api, visual, shareCtx, &funcs);
-   if (!ctx) {
+   ctx = calloc(1, sizeof(struct gl_context));
+   if (!ctx)
+      return NULL;
+
+   if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
+      free(ctx);
       return NULL;
    }
 
+   st_debug_init();
+
+   if (pipe->screen->get_disk_shader_cache &&
+       !(ST_DEBUG & DEBUG_TGSI))
+      ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
+
    st_init_driver_flags(&ctx->DriverFlags);
 
    /* XXX: need a capability bit in gallium to query if the pipe
     * driver prefers DP4 or MUL/MAD for vertex transformation.
     */
    if (debug_get_option_mesa_mvp_dp4())
-      ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
-
-   return st_create_context_priv(ctx, pipe, options);
-}
-
+      ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
 
-static void st_destroy_context_priv( struct st_context *st )
-{
-   uint shader, i;
-
-   st_destroy_atoms( st );
-   st_destroy_draw( st );
-   st_destroy_clear(st);
-   st_destroy_bitmap(st);
-   st_destroy_drawpix(st);
-   st_destroy_drawtex(st);
-
-   for (shader = 0; shader < Elements(st->state.sampler_views); shader++) {
-      for (i = 0; i < Elements(st->state.sampler_views[0]); i++) {
-         pipe_sampler_view_release(st->pipe,
-                                   &st->state.sampler_views[shader][i]);
-      }
+   st = st_create_context_priv(ctx, pipe, options);
+   if (!st) {
+      _mesa_destroy_context(ctx);
    }
 
-   if (st->default_texture) {
-      st->ctx->Driver.DeleteTexture(st->ctx, st->default_texture);
-      st->default_texture = NULL;
-   }
-
-   u_upload_destroy(st->uploader);
-   if (st->indexbuf_uploader) {
-      u_upload_destroy(st->indexbuf_uploader);
-   }
-   if (st->constbuf_uploader) {
-      u_upload_destroy(st->constbuf_uploader);
-   }
-   free( st );
+   return st;
 }
 
 
@@ -299,35 +572,30 @@ destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
  
 void st_destroy_context( struct st_context *st )
 {
-   struct pipe_context *pipe = st->pipe;
-   struct cso_context *cso = st->cso_context;
    struct gl_context *ctx = st->ctx;
    GLuint i;
 
-   _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
+   /* This must be called first so that glthread has a chance to finish */
+   _mesa_glthread_destroy(ctx);
 
-   /* need to unbind and destroy CSO objects before anything else */
-   cso_release_all(st->cso_context);
+   _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
 
    st_reference_fragprog(st, &st->fp, NULL);
    st_reference_geomprog(st, &st->gp, NULL);
    st_reference_vertprog(st, &st->vp, NULL);
+   st_reference_tesscprog(st, &st->tcp, NULL);
+   st_reference_tesseprog(st, &st->tep, NULL);
+   st_reference_compprog(st, &st->cp, NULL);
 
    /* release framebuffer surfaces */
    for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
       pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
    }
    pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);
+   pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
+   pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
 
-   pipe->set_index_buffer(pipe, NULL);
-
-   for (i = 0; i < PIPE_SHADER_TYPES; i++) {
-      pipe->set_constant_buffer(pipe, i, 0, NULL);
-   }
-
-   _mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);
-
-   _vbo_DestroyContext(st->ctx);
+   _vbo_DestroyContext(ctx);
 
    st_destroy_program_variants(st);
 
@@ -335,28 +603,41 @@ void st_destroy_context( struct st_context *st )
 
    /* This will free the st_context too, so 'st' must not be accessed
     * afterwards. */
-   st_destroy_context_priv(st);
+   st_destroy_context_priv(st, true);
    st = NULL;
 
-   cso_destroy_context(cso);
-
-   pipe->destroy( pipe );
-
    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 dd_function_table *functions)
+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);
 
-   functions->Accum = _mesa_accum;
-
    st_init_blit_functions(functions);
-   st_init_bufferobject_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);
 
@@ -367,20 +648,28 @@ void st_init_driver_functions(struct dd_function_table *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(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;
 }