#ifndef ST_CONTEXT_H
#define ST_CONTEXT_H
+#include "main/arrayobj.h"
#include "main/mtypes.h"
#include "state_tracker/st_api.h"
#include "main/fbobject.h"
#include "state_tracker/st_atom.h"
+#include "util/u_helpers.h"
#include "util/u_inlines.h"
+#include "util/list.h"
+#include "vbo/vbo.h"
+#include "util/list.h"
+#include "cso_cache/cso_context.h"
#ifdef __cplusplus
struct draw_stage;
struct gen_mipmap_state;
struct st_context;
-struct st_fragment_program;
+struct st_program;
struct st_perf_monitor_group;
struct u_upload_mgr;
-/** For drawing quads for glClear, glDraw/CopyPixels, glBitmap, etc. */
-struct st_util_vertex
-{
- float x, y, z;
- float r, g, b, a;
- float s, t;
-};
-
struct st_bitmap_cache
{
/** Window pos to render the cached image */
uint64_t *handles;
};
+
+#define NUM_DRAWPIX_CACHE_ENTRIES 4
+
+struct drawpix_cache_entry
+{
+ GLsizei width, height;
+ GLenum format, type;
+ const void *user_pointer; /**< Last user 'pixels' pointer */
+ void *image; /**< Copy of the glDrawPixels image data */
+ struct pipe_resource *texture;
+ unsigned age;
+};
+
+
+/*
+ * Node for a linked list of dead sampler views.
+ */
+struct st_zombie_sampler_view_node
+{
+ struct pipe_sampler_view *view;
+ struct list_head node;
+};
+
+
+/*
+ * Node for a linked list of dead shaders.
+ */
+struct st_zombie_shader_node
+{
+ void *shader;
+ enum pipe_shader_type type;
+ struct list_head node;
+};
+
+
struct st_context
{
struct st_context_iface iface;
struct draw_stage *rastpos_stage; /**< For glRasterPos */
GLboolean clamp_frag_color_in_shader;
GLboolean clamp_vert_color_in_shader;
+ boolean clamp_frag_depth_in_shader;
boolean has_stencil_export; /**< can do shader stencil export? */
boolean has_time_elapsed;
- boolean has_shader_model3;
boolean has_etc1;
boolean has_etc2;
+ boolean has_astc_2d_ldr;
+ boolean has_astc_5x5_ldr;
boolean prefer_blit_based_texture_transfer;
boolean force_persample_in_shader;
boolean has_shareable_shaders;
boolean has_half_float_packing;
boolean has_multi_draw_indirect;
- boolean has_user_constbuf;
+ boolean has_single_pipe_stat;
+ boolean has_indep_blend_func;
+ boolean needs_rgb_dst_alpha_override;
boolean can_bind_const_buffer_as_vertex;
+ boolean lower_flatshade;
+ boolean lower_alpha_test;
+ boolean lower_point_size;
+ boolean lower_two_sided_color;
+ boolean lower_ucp;
+
+ /* There are consequences for drivers wanting to call st_finalize_nir
+ * twice, once before shader caching and once after lowering for shader
+ * variants. If shader variants use lowering passes that are not ready
+ * for that, things can blow up.
+ *
+ * If this is true, st_finalize_nir and pipe_screen::finalize_nir will be
+ * called before the result is stored in the shader cache. If lowering for
+ * shader variants is invoked, the functions will be called again.
+ */
+ boolean allow_st_finalize_nir_twice;
/**
* If a shader can be created when we get its source.
*/
boolean invalidate_on_gl_viewport;
boolean draw_needs_minmax_index;
- boolean vertex_array_out_of_memory;
+ boolean has_hw_atomics;
/* Some state is contained in constant objects.
* Other state is just parameter values.
struct pipe_blend_state blend;
struct pipe_depth_stencil_alpha_state depth_stencil;
struct pipe_rasterizer_state rasterizer;
- struct pipe_sampler_state samplers[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
- GLuint num_samplers[PIPE_SHADER_TYPES];
- struct pipe_sampler_view *sampler_views[PIPE_SHADER_TYPES][PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_state vert_samplers[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_state frag_samplers[PIPE_MAX_SAMPLERS];
+ GLuint num_vert_samplers;
+ GLuint num_frag_samplers;
+ struct pipe_sampler_view *vert_sampler_views[PIPE_MAX_SAMPLERS];
+ struct pipe_sampler_view *frag_sampler_views[PIPE_MAX_SAMPLERS];
GLuint num_sampler_views[PIPE_SHADER_TYPES];
struct pipe_clip_state clip;
struct {
unsigned fb_height;
unsigned fb_num_samples;
unsigned fb_num_layers;
+ unsigned fb_num_cb;
unsigned num_viewports;
struct pipe_scissor_state scissor[PIPE_MAX_VIEWPORTS];
struct pipe_viewport_state viewport[PIPE_MAX_VIEWPORTS];
GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */
GLuint fb_orientation;
+
+ bool enable_sample_locations;
+ unsigned sample_locations_samples;
+ uint8_t sample_locations[
+ PIPE_MAX_SAMPLE_LOCATION_GRID_SIZE *
+ PIPE_MAX_SAMPLE_LOCATION_GRID_SIZE * 32];
} state;
uint64_t dirty; /**< dirty states */
/** This masks out unused shader resources. Only valid in draw calls. */
uint64_t active_states;
+ unsigned pin_thread_counter; /* for L3 thread pinning on AMD Zen */
+
/* If true, further analysis of states is required to know if something
* has changed. Used mainly for shaders.
*/
GLboolean vertdata_edgeflags;
GLboolean edgeflag_culls_prims;
- struct st_vertex_program *vp; /**< Currently bound vertex program */
- struct st_fragment_program *fp; /**< Currently bound fragment program */
- struct st_common_program *gp; /**< Currently bound geometry program */
- struct st_common_program *tcp; /**< Currently bound tess control program */
- struct st_common_program *tep; /**< Currently bound tess eval program */
- struct st_compute_program *cp; /**< Currently bound compute program */
+ /**
+ * The number of currently active queries (excluding timer queries).
+ * This is used to know if we need to pause any queries for meta ops.
+ */
+ unsigned active_queries;
- struct st_vp_variant *vp_variant;
+ union {
+ struct {
+ struct st_program *vp; /**< Currently bound vertex program */
+ struct st_program *tcp; /**< Currently bound tess control program */
+ struct st_program *tep; /**< Currently bound tess eval program */
+ struct st_program *gp; /**< Currently bound geometry program */
+ struct st_program *fp; /**< Currently bound fragment program */
+ struct st_program *cp; /**< Currently bound compute program */
+ };
+ struct gl_program *current_program[MESA_SHADER_STAGES];
+ };
+
+ struct st_common_variant *vp_variant;
struct {
struct pipe_resource *pixelmap_texture;
struct pipe_sampler_state sampler;
struct pipe_sampler_state atlas_sampler;
enum pipe_format tex_format;
- void *vs;
struct st_bitmap_cache cache;
} bitmap;
/** for glDraw/CopyPixels */
struct {
void *zs_shaders[4];
- void *vert_shaders[2]; /**< ureg shaders */
} drawpix;
+ /** Cache of glDrawPixels images */
struct {
- GLsizei width, height;
- GLenum format, type;
- const void *user_pointer; /**< Last user 'pixels' pointer */
- void *image; /**< Copy of the glDrawPixels image data */
- struct pipe_resource *texture;
+ struct drawpix_cache_entry entries[NUM_DRAWPIX_CACHE_ENTRIES];
+ unsigned age;
} drawpix_cache;
/** for glReadPixels */
} pbo;
/** for drawing with st_util_vertex */
- struct pipe_vertex_element util_velems[3];
+ struct cso_velems_state util_velems;
- void *passthrough_fs; /**< simple pass-through frag shader */
+ /** passthrough vertex shader matching the util_velem attributes */
+ void *passthrough_vs;
enum pipe_texture_target internal_target;
/* The number of vertex buffers from the last call of validate_arrays. */
unsigned last_num_vbuffers;
+ unsigned last_used_atomic_bindings[PIPE_SHADER_TYPES];
+ unsigned last_num_ssbos[PIPE_SHADER_TYPES];
+
int32_t draw_stamp;
int32_t read_stamp;
*/
struct st_bound_handles bound_texture_handles[PIPE_SHADER_TYPES];
struct st_bound_handles bound_image_handles[PIPE_SHADER_TYPES];
+
+ /* Winsys buffers */
+ struct list_head winsys_buffers;
+
+ /* Throttling for texture uploads and similar operations to limit memory
+ * usage by limiting the number of in-flight operations based on
+ * the estimated allocated size needed to execute those operations.
+ */
+ struct util_throttle throttle;
+
+ struct {
+ struct st_zombie_sampler_view_node list;
+ simple_mtx_t mutex;
+ } zombie_sampler_views;
+
+ struct {
+ struct st_zombie_shader_node list;
+ simple_mtx_t mutex;
+ } zombie_shaders;
+
};
-/* Need this so that we can implement Mesa callbacks in this module.
+/*
+ * Get the state tracker context for the given Mesa context.
*/
-static inline struct st_context *st_context(struct gl_context *ctx)
+static inline struct st_context *
+st_context(struct gl_context *ctx)
{
return ctx->st;
}
-/**
- * Wrapper for struct gl_framebuffer.
- * This is an opaque type to the outside world.
- */
-struct st_framebuffer
-{
- struct gl_framebuffer Base;
- void *Private;
-
- struct st_framebuffer_iface *iface;
- enum st_attachment_type statts[ST_ATTACHMENT_COUNT];
- unsigned num_statts;
- int32_t stamp;
- int32_t iface_stamp;
-};
+extern 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);
+extern void
+st_destroy_context(struct st_context *st);
-extern void st_init_driver_functions(struct pipe_screen *screen,
- struct dd_function_table *functions);
-void
+extern void
st_invalidate_buffers(struct st_context *st);
-/* Invalidate the readpixels cache to ensure we don't read stale data.
- */
-static inline void
-st_invalidate_readpix_cache(struct st_context *st)
-{
- if (unlikely(st->readpix_cache.src)) {
- pipe_resource_reference(&st->readpix_cache.src, NULL);
- pipe_resource_reference(&st->readpix_cache.cache, NULL);
- }
-}
+extern void
+st_save_zombie_sampler_view(struct st_context *st,
+ struct pipe_sampler_view *view);
-#define Y_0_TOP 1
-#define Y_0_BOTTOM 2
-
-static inline GLuint
-st_fb_orientation(const struct gl_framebuffer *fb)
-{
- if (fb && _mesa_is_winsys_fbo(fb)) {
- /* Drawing into a window (on-screen buffer).
- *
- * Negate Y scale to flip image vertically.
- * The NDC Y coords prior to viewport transformation are in the range
- * [y=-1=bottom, y=1=top]
- * Hardware window coords are in the range [y=0=top, y=H-1=bottom] where
- * H is the window height.
- * Use the viewport transformation to invert Y.
- */
- return Y_0_TOP;
- }
- else {
- /* Drawing into user-created FBO (very likely a texture).
- *
- * For textures, T=0=Bottom, so by extension Y=0=Bottom for rendering.
- */
- return Y_0_BOTTOM;
- }
-}
-
+extern void
+st_save_zombie_shader(struct st_context *st,
+ enum pipe_shader_type type,
+ struct pipe_shader_state *shader);
-static inline enum pipe_shader_type
-st_shader_stage_to_ptarget(gl_shader_stage stage)
-{
- switch (stage) {
- case MESA_SHADER_VERTEX:
- return PIPE_SHADER_VERTEX;
- case MESA_SHADER_FRAGMENT:
- return PIPE_SHADER_FRAGMENT;
- case MESA_SHADER_GEOMETRY:
- return PIPE_SHADER_GEOMETRY;
- case MESA_SHADER_TESS_CTRL:
- return PIPE_SHADER_TESS_CTRL;
- case MESA_SHADER_TESS_EVAL:
- return PIPE_SHADER_TESS_EVAL;
- case MESA_SHADER_COMPUTE:
- return PIPE_SHADER_COMPUTE;
- default:
- break;
- }
-
- assert(!"should not be reached");
- return PIPE_SHADER_VERTEX;
-}
-static inline bool
-st_user_clip_planes_enabled(struct gl_context *ctx)
-{
- return (ctx->API == API_OPENGL_COMPAT ||
- ctx->API == API_OPENGLES) && /* only ES 1.x */
- ctx->Transform.ClipPlanesEnabled;
-}
+void
+st_context_free_zombie_objects(struct st_context *st);
-/** clear-alloc a struct-sized object, with casting */
-#define ST_CALLOC_STRUCT(T) (struct T *) calloc(1, sizeof(struct T))
-extern 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);
+/**
+ * Wrapper for struct gl_framebuffer.
+ * This is an opaque type to the outside world.
+ */
+struct st_framebuffer
+{
+ struct gl_framebuffer Base;
-extern void
-st_destroy_context(struct st_context *st);
+ struct st_framebuffer_iface *iface;
+ enum st_attachment_type statts[ST_ATTACHMENT_COUNT];
+ unsigned num_statts;
+ int32_t stamp;
+ int32_t iface_stamp;
+ uint32_t iface_ID;
-uint64_t
-st_get_active_states(struct gl_context *ctx);
+ /* list of framebuffer objects */
+ struct list_head head;
+};
#ifdef __cplusplus