#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 "util/u_inlines.h"
#include "util/list.h"
#include "vbo/vbo.h"
+#include "util/list.h"
#ifdef __cplusplus
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 */
};
+/*
+ * 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;
boolean has_shareable_shaders;
boolean has_half_float_packing;
boolean has_multi_draw_indirect;
+ boolean has_single_pipe_stat;
+ boolean has_indep_blend_func;
+ boolean needs_rgb_dst_alpha_override;
boolean can_bind_const_buffer_as_vertex;
/**
/** 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.
*/
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 */
/** for drawing with st_util_vertex */
struct pipe_vertex_element util_velems[3];
- 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 estimated allocated size needed to execute those operations.
*/
struct util_throttle throttle;
+
+ struct {
+ struct st_zombie_sampler_view_node list;
+ mtx_t mutex;
+ } zombie_sampler_views;
+
+ struct {
+ struct st_zombie_shader_node list;
+ 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;
}
+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_invalidate_buffers(struct st_context *st);
+
+
+extern void
+st_save_zombie_sampler_view(struct st_context *st,
+ struct pipe_sampler_view *view);
+
+extern void
+st_save_zombie_shader(struct st_context *st,
+ enum pipe_shader_type type,
+ struct pipe_shader_state *shader);
+
+
+void
+st_context_free_zombie_objects(struct st_context *st);
+
+
+
/**
* Wrapper for struct gl_framebuffer.
* This is an opaque type to the outside world.
};
-extern void st_init_driver_functions(struct pipe_screen *screen,
- struct dd_function_table *functions);
-
-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);
- }
-}
-
-
-#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;
- }
-}
-
-
-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;
-}
-
-/** 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,
- bool no_error);
-
-extern void
-st_destroy_context(struct st_context *st);
-
-uint64_t
-st_get_active_states(struct gl_context *ctx);
-
-
#ifdef __cplusplus
}
#endif