<category name="GL_ARB_base_instance" number="107">
- <function name="DrawArraysInstancedBaseInstance" exec="dynamic" marshal="draw">
+ <function name="DrawArraysInstancedBaseInstance" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="first" type="GLint"/>
<param name="count" type="GLsizei"/>
<param name="baseinstance" type="GLuint"/>
</function>
- <function name="DrawElementsInstancedBaseInstance" exec="dynamic" marshal="draw">
+ <function name="DrawElementsInstancedBaseInstance" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="GLsizei"/>
<param name="type" type="GLenum"/>
<param name="baseinstance" type="GLuint"/>
</function>
- <function name="DrawElementsInstancedBaseVertexBaseInstance" exec="dynamic" marshal="draw">
+ <function name="DrawElementsInstancedBaseVertexBaseInstance" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="GLsizei"/>
<param name="type" type="GLenum"/>
<category name="GL_ARB_draw_elements_base_vertex" number="62">
- <function name="DrawElementsBaseVertex" es2="3.2" exec="dynamic" marshal="draw">
+ <function name="DrawElementsBaseVertex" es2="3.2" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="GLsizei"/>
<param name="type" type="GLenum"/>
<param name="basevertex" type="GLint"/>
</function>
- <function name="DrawRangeElementsBaseVertex" es2="3.2" exec="dynamic" marshal="draw">
+ <function name="DrawRangeElementsBaseVertex" es2="3.2" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="start" type="GLuint"/>
<param name="end" type="GLuint"/>
<param name="basevertex" type="GLint"/>
</function>
- <function name="MultiDrawElementsBaseVertex" exec="dynamic" marshal="draw">
+ <function name="MultiDrawElementsBaseVertex" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="const GLsizei *"/>
<param name="type" type="GLenum"/>
<param name="basevertex" type="const GLint *"/>
</function>
- <function name="DrawElementsInstancedBaseVertex" es2="3.2" exec="dynamic" marshal="draw">
+ <function name="DrawElementsInstancedBaseVertex" es2="3.2" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="GLsizei"/>
<param name="type" type="GLenum"/>
<param name="primcount" type="GLsizei"/>
</function>
- <function name="DrawElementsInstancedARB" exec="dynamic" marshal="draw">
+ <function name="DrawElementsInstancedARB" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="GLsizei"/>
<param name="type" type="GLenum"/>
<enum name="VERTEX_ARRAY_BINDING" value="0x85B5"/>
- <function name="BindVertexArray" es2="3.0">
+ <function name="BindVertexArray" es2="3.0"
+ marshal_fail="_mesa_glthread_is_compat_bind_vertex_array(ctx)">
<param name="array" type="GLuint"/>
</function>
<!-- These functions alias ones from GL_EXT_gpu_shader4 -->
- <function name="VertexAttribIPointer" es2="3.0" marshal="async">
+ <function name="VertexAttribIPointer" es2="3.0" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="index" type="GLuint"/>
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<glx handcode="true"/>
</function>
- <function name="ColorPointer" es1="1.0" deprecated="3.1" marshal="async">
+ <function name="ColorPointer" es1="1.0" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<glx rop="193" handcode="true"/>
</function>
- <function name="DrawElements" es1="1.0" es2="2.0" exec="dynamic" marshal="draw">
+ <function name="DrawElements" es1="1.0" es2="2.0" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="GLsizei"/>
<param name="type" type="GLenum"/>
<glx handcode="true"/>
</function>
- <function name="EdgeFlagPointer" deprecated="3.1" marshal="async">
+ <function name="EdgeFlagPointer" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="stride" type="GLsizei"/>
<param name="pointer" type="const GLvoid *"/>
<glx handcode="true"/>
<glx handcode="true"/>
</function>
- <function name="IndexPointer" deprecated="3.1" marshal="async">
+ <function name="IndexPointer" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="pointer" type="const GLvoid *"/>
<glx handcode="true"/>
</function>
- <function name="NormalPointer" es1="1.0" deprecated="3.1" marshal="async">
+ <function name="NormalPointer" es1="1.0" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="pointer" type="const GLvoid *"/>
<glx handcode="true"/>
</function>
- <function name="TexCoordPointer" es1="1.0" deprecated="3.1" marshal="async">
+ <function name="TexCoordPointer" es1="1.0" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<glx handcode="true"/>
</function>
- <function name="VertexPointer" es1="1.0" deprecated="3.1" marshal="async">
+ <function name="VertexPointer" es1="1.0" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<glx rop="4097"/>
</function>
- <function name="DrawRangeElements" es2="3.0" exec="dynamic" marshal="draw">
+ <function name="DrawRangeElements" es2="3.0" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="start" type="GLuint"/>
<param name="end" type="GLuint"/>
<glx rop="4125"/>
</function>
- <function name="FogCoordPointer" deprecated="3.1" marshal="async">
+ <function name="FogCoordPointer" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="pointer" type="const GLvoid *"/>
<glx rop="4132"/>
</function>
- <function name="SecondaryColorPointer" deprecated="3.1" marshal="async">
+ <function name="SecondaryColorPointer" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<type name="intptr" size="4" glx_name="CARD32"/>
<type name="sizeiptr" size="4" unsigned="true" glx_name="CARD32"/>
- <function name="BindBuffer" es1="1.1" es2="2.0">
+ <function name="BindBuffer" es1="1.1" es2="2.0" marshal="custom">
<param name="target" type="GLenum"/>
<param name="buffer" type="GLuint"/>
<glx ignore="true"/>
<glx rop="4233"/>
</function>
- <function name="VertexAttribPointer" es2="2.0" marshal="async">
+ <function name="VertexAttribPointer" es2="2.0" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="index" type="GLuint"/>
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="i" type="GLint"/>
</function>
- <function name="ColorPointerEXT" deprecated="3.1" marshal="async">
+ <function name="ColorPointerEXT" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="count" type="GLsizei"/>
</function>
- <function name="EdgeFlagPointerEXT" deprecated="3.1" marshal="async">
+ <function name="EdgeFlagPointerEXT" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="stride" type="GLsizei"/>
<param name="count" type="GLsizei"/>
<param name="pointer" type="const GLboolean *"/>
<param name="params" type="GLvoid **" output="true"/>
</function>
- <function name="IndexPointerEXT" deprecated="3.1" marshal="async">
+ <function name="IndexPointerEXT" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="count" type="GLsizei"/>
<glx handcode="true"/>
</function>
- <function name="NormalPointerEXT" deprecated="3.1" marshal="async">
+ <function name="NormalPointerEXT" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="count" type="GLsizei"/>
<glx handcode="true"/>
</function>
- <function name="TexCoordPointerEXT" deprecated="3.1" marshal="async">
+ <function name="TexCoordPointerEXT" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<glx handcode="true"/>
</function>
- <function name="VertexPointerEXT" deprecated="3.1" marshal="async">
+ <function name="VertexPointerEXT" deprecated="3.1" marshal="async"
+ marshal_fail="_mesa_glthread_is_non_vbo_vertex_attrib_pointer(ctx)">
<param name="size" type="GLint"/>
<param name="type" type="GLenum"/>
<param name="stride" type="GLsizei"/>
<param name="primcount" type="GLsizei"/>
</function>
- <function name="MultiDrawElementsEXT" es1="1.0" es2="2.0" exec="dynamic" marshal="draw">
+ <function name="MultiDrawElementsEXT" es1="1.0" es2="2.0" exec="dynamic" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="GLenum"/>
<param name="count" type="const GLsizei *"/>
<param name="type" type="GLenum"/>
<glx handcode="true" ignore="true"/>
</function>
- <function name="MultiModeDrawElementsIBM" marshal="draw">
+ <function name="MultiModeDrawElementsIBM" marshal="draw"
+ marshal_fail="_mesa_glthread_is_non_vbo_draw_elements(ctx)">
<param name="mode" type="const GLenum *"/>
<param name="count" type="const GLsizei *"/>
<param name="type" type="GLenum"/>
self.print_sync_dispatch(func)
out('}')
- if func.marshal == 'draw':
- out('/* We relied on all vertex and index data being in VBOs */')
- out('assert(ctx->API == API_OPENGL_CORE);')
-
out('}')
def print_async_body(self, func):
* be accessed.
*/
struct glthread_batch *batch;
+
+ /**
+ * Tracks on the main thread side whether the current vertex array binding
+ * is in a VBO.
+ */
+ bool vertex_array_is_vbo;
+
+ /**
+ * Tracks on the main thread side whether the current element array (index
+ * buffer) binding is in a VBO.
+ */
+ bool element_array_is_vbo;
};
/**
}
free(length_tmp);
}
+
+
+/* BindBufferBase: marshalled asynchronously */
+struct marshal_cmd_BindBufferBase
+{
+ struct marshal_cmd_base cmd_base;
+ GLenum target;
+ GLuint index;
+ GLuint buffer;
+};
+static inline void
+_mesa_unmarshal_BindBufferBase(struct gl_context *ctx, const struct marshal_cmd_BindBufferBase *cmd)
+{
+ const GLenum target = cmd->target;
+ const GLuint index = cmd->index;
+ const GLuint buffer = cmd->buffer;
+ CALL_BindBufferBase(ctx->CurrentServerDispatch, (target, index, buffer));
+}
+
+/** Tracks the current bindings for the vertex array and index array buffers.
+ *
+ * This is part of what we need to enable glthread on compat-GL contexts that
+ * happen to use VBOs, without also supporting the full tracking of VBO vs
+ * user vertex array bindings per attribute on each vertex array for
+ * determining what to upload at draw call time.
+ *
+ * Note that GL core makes it so that a buffer binding with an invalid handle
+ * in the "buffer" parameter will throw an error, and then a
+ * glVertexAttribPointer() that followsmight not end up pointing at a VBO.
+ * However, in GL core the draw call would throw an error as well, so we don't
+ * really care if our tracking is wrong for this case -- we never need to
+ * marshal user data for draw calls, and the unmarshal will just generate an
+ * error or not as appropriate.
+ *
+ * For compatibility GL, we do need to accurately know whether the draw call
+ * on the unmarshal side will dereference a user pointer or load data from a
+ * VBO per vertex. That would make it seem like we need to track whether a
+ * "buffer" is valid, so that we can know when an error will be generated
+ * instead of updating the binding. However, compat GL has the ridiculous
+ * feature that if you pass a bad name, it just gens a buffer object for you,
+ * so we escape without having to know if things are valid or not.
+ */
+static void
+track_vbo_binding(struct gl_context *ctx, GLenum target, GLuint buffer)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ switch (target) {
+ case GL_ARRAY_BUFFER:
+ glthread->vertex_array_is_vbo = (buffer != 0);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER:
+ /* The current element array buffer binding is actually tracked in the
+ * vertex array object instead of the context, so this would need to
+ * change on vertex array object updates.
+ */
+ glthread->element_array_is_vbo = (buffer != 0);
+ break;
+ }
+}
+
+
+struct marshal_cmd_BindBuffer
+{
+ struct marshal_cmd_base cmd_base;
+ GLenum target;
+ GLuint buffer;
+};
+
+/**
+ * This is just like the code-generated glBindBuffer() support, except that we
+ * call track_vbo_binding().
+ */
+void
+_mesa_unmarshal_BindBuffer(struct gl_context *ctx,
+ const struct marshal_cmd_BindBuffer *cmd)
+{
+ const GLenum target = cmd->target;
+ const GLuint buffer = cmd->buffer;
+ CALL_BindBuffer(ctx->CurrentServerDispatch, (target, buffer));
+}
+void GLAPIENTRY
+_mesa_marshal_BindBuffer(GLenum target, GLuint buffer)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ size_t cmd_size = sizeof(struct marshal_cmd_BindBuffer);
+ struct marshal_cmd_BindBuffer *cmd;
+ debug_print_marshal("BindBuffer");
+
+ track_vbo_binding(ctx, target, buffer);
+
+ if (cmd_size <= MARSHAL_MAX_CMD_SIZE) {
+ cmd = _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_BindBuffer,
+ cmd_size);
+ cmd->target = target;
+ cmd->buffer = buffer;
+ _mesa_post_marshal_hook(ctx);
+ } else {
+ _mesa_glthread_finish(ctx);
+ CALL_BindBuffer(ctx->CurrentServerDispatch, (target, buffer));
+ }
+}
+
_mesa_glthread_finish(ctx);
}
+
+/**
+ * Checks whether we're on a compat context for code-generated
+ * glBindVertexArray().
+ *
+ * In order to decide whether a draw call uses only VBOs for vertex and index
+ * buffers, we track the current vertex and index buffer bindings by
+ * glBindBuffer(). However, the index buffer binding is stored in the vertex
+ * array as opposed to the context. If we were to accurately track whether
+ * the index buffer was a user pointer ot not, we'd have to track it per
+ * vertex array, which would mean synchronizing with the client thread and
+ * looking into the hash table to find the actual vertex array object. That's
+ * more tracking than we'd like to do in the main thread, if possible.
+ *
+ * Instead, just punt for now and disable threading on apps using vertex
+ * arrays and compat contexts. Apps using vertex arrays can probably use a
+ * core context.
+ */
+static inline bool
+_mesa_glthread_is_compat_bind_vertex_array(const struct gl_context *ctx)
+{
+ return ctx->API != API_OPENGL_CORE;
+}
+
+/**
+ * Instead of conditionally handling marshaling previously-bound user vertex
+ * array data in draw calls (deprecated and removed in GL core), we just
+ * disable threading at the point where the user sets a user vertex array.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_vertex_attrib_pointer(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo;
+}
+
+/**
+ * Instead of conditionally handling marshaling immediate index data in draw
+ * calls (deprecated and removed in GL core), we just disable threading.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->element_array_is_vbo;
+}
+
struct marshal_cmd_ShaderSource;
struct marshal_cmd_Flush;
+struct marshal_cmd_BindBuffer;
void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
_mesa_unmarshal_Flush(struct gl_context *ctx,
const struct marshal_cmd_Flush *cmd);
+void GLAPIENTRY
+_mesa_marshal_BindBuffer(GLenum target, GLuint buffer);
+
+void
+_mesa_unmarshal_BindBuffer(struct gl_context *ctx,
+ const struct marshal_cmd_BindBuffer *cmd);
+
#endif /* MARSHAL_H */