#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_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)
}
-uint64_t
+static uint64_t
st_get_active_states(struct gl_context *ctx)
{
struct st_vertex_program *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()
*/
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) {
}
+/*
+ * 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;
+
+ 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.
+ */
+ mtx_lock(&st->zombie_sampler_views.mutex);
+ LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
+ 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.
+ */
+ mtx_lock(&st->zombie_shaders.mutex);
+ LIST_ADDTAIL(&entry->node, &st->zombie_shaders.list.node);
+ 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;
+ }
+
+ 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));
+
+ 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;
+ }
+
+ 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));
+
+ 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_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.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);
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;
+ ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
- f->NewSampleMask = ST_NEW_SAMPLE_MASK;
+ 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. */
f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
f->NewClipPlane = ST_NEW_CLIP_STATE;
f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
- f->NewDepthClamp = ST_NEW_RASTERIZER;
+
+ 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;
+ }
+
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;
}
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);
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;
}
if (no_error)
ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
+ ctx->Const.PackedDriverUniformStorage =
+ screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
+
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->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->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,
}
}
+ 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
*/
* is not supported
*/
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
- !st->has_shader_model3;
+ !screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE);
- 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_frag_depth_in_shader &&
!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->clamp_frag_depth_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_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;
/* Initialize context's winsys buffers list */
LIST_INITHEAD(&st->winsys_buffers);
+ LIST_INITHEAD(&st->zombie_sampler_views.list.node);
+ mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
+ LIST_INITHEAD(&st->zombie_shaders.list.node);
+ mtx_init(&st->zombie_shaders.mutex, mtx_plain);
+
return st;
}
+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 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_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 {
+ functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
+ functions->ProgramBinarySerializeDriverBlob =
+ st_serialise_tgsi_program_binary;
+ functions->ProgramBinaryDeserializeDriverBlob =
+ st_deserialise_tgsi_program;
+ }
+}
+
+
struct st_context *
st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
struct dd_function_table funcs;
struct st_context *st;
+ util_cpu_detect();
+
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(pipe->screen, &funcs);
/**
- * 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));
}
+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;
-
- GET_CURRENT_CONTEXT(curctx);
-
- if (curctx == NULL) {
- /* No current context, but we need one to release
- * renderbuffer surface when we release framebuffer.
- * So temporarily bind the context.
- */
- _mesa_make_current(ctx, NULL, NULL);
+ 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);
+ /* 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);
+
+ mtx_destroy(&st->zombie_sampler_views.mutex);
+ mtx_destroy(&st->zombie_shaders.mutex);
+
st_reference_fragprog(st, &st->fp, NULL);
st_reference_prog(st, &st->gp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
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_destroy_program_variants(st);
- _mesa_free_context_data(ctx);
+ _mesa_free_context_data(ctx, false);
/* This will free the st_context too, so 'st' must not be accessed
* afterwards. */
st_destroy_context_priv(st, true);
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 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);
-}
-
-
-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_memoryobject_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;
+ /* This must be called after st_destroy_context_priv() to avoid a race
+ * condition between any shader compiler threads and context destruction.
+ */
+ _mesa_destroy_shader_compiler_types();
- 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_device_uuid;
- functions->GetDeviceUuid = st_get_driver_uuid;
+ free(ctx);
- /* GL_ARB_get_program_binary */
- functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
- functions->ProgramBinarySerializeDriverBlob = st_serialise_tgsi_program;
- functions->ProgramBinaryDeserializeDriverBlob = st_deserialise_tgsi_program;
+ 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);
+ }
}