glthread: track which vertex array attribs are enabled
[mesa.git] / src / mesa / main / glthread.h
1 /*
2 * Copyright © 2012 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #ifndef _GLTHREAD_H
25 #define _GLTHREAD_H
26
27 /* The size of one batch and the maximum size of one call.
28 *
29 * This should be as low as possible, so that:
30 * - multiple synchronizations within a frame don't slow us down much
31 * - a smaller number of calls per frame can still get decent parallelism
32 * - the memory footprint of the queue is low, and with that comes a lower
33 * chance of experiencing CPU cache thrashing
34 * but it should be high enough so that u_queue overhead remains negligible.
35 */
36 #define MARSHAL_MAX_CMD_SIZE (8 * 1024)
37
38 /* The number of batch slots in memory.
39 *
40 * One batch is being executed, one batch is being filled, the rest are
41 * waiting batches. There must be at least 1 slot for a waiting batch,
42 * so the minimum number of batches is 3.
43 */
44 #define MARSHAL_MAX_BATCHES 8
45
46 #include <inttypes.h>
47 #include <stdbool.h>
48 #include "util/u_queue.h"
49 #include "GL/gl.h"
50 #include "compiler/shader_enums.h"
51
52 struct gl_context;
53 struct _mesa_HashTable;
54
55 struct glthread_vao {
56 GLuint Name;
57 bool HasUserPointer;
58 GLuint CurrentElementBufferName;
59 GLbitfield Enabled;
60 };
61
62 /** A single batch of commands queued up for execution. */
63 struct glthread_batch
64 {
65 /** Batch fence for waiting for the execution to finish. */
66 struct util_queue_fence fence;
67
68 /** The worker thread will access the context with this. */
69 struct gl_context *ctx;
70
71 /** Amount of data used by batch commands, in bytes. */
72 int used;
73
74 /** Data contained in the command buffer. */
75 #ifdef _MSC_VER
76 __declspec(align(8))
77 #else
78 __attribute__((aligned(8)))
79 #endif
80 uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
81 };
82
83 struct glthread_state
84 {
85 /** Multithreaded queue. */
86 struct util_queue queue;
87
88 /** This is sent to the driver for framebuffer overlay / HUD. */
89 struct util_queue_monitoring stats;
90
91 /** Whether GLThread is enabled. */
92 bool enabled;
93
94 /** The ring of batches in memory. */
95 struct glthread_batch batches[MARSHAL_MAX_BATCHES];
96
97 /** Index of the last submitted batch. */
98 unsigned last;
99
100 /** Index of the batch being filled and about to be submitted. */
101 unsigned next;
102
103 /** Vertex Array objects tracked by glthread independently of Mesa. */
104 struct _mesa_HashTable *VAOs;
105 struct glthread_vao *CurrentVAO;
106 struct glthread_vao *LastLookedUpVAO;
107 struct glthread_vao DefaultVAO;
108 int ClientActiveTexture;
109
110 /** Currently-bound buffer object IDs. */
111 GLuint CurrentArrayBufferName;
112 GLuint CurrentDrawIndirectBufferName;
113 };
114
115 void _mesa_glthread_init(struct gl_context *ctx);
116 void _mesa_glthread_destroy(struct gl_context *ctx);
117
118 void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
119 void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
120 void _mesa_glthread_flush_batch(struct gl_context *ctx);
121 void _mesa_glthread_finish(struct gl_context *ctx);
122 void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
123
124 void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
125 GLuint buffer);
126 void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
127 const GLuint *buffers);
128
129 void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
130 void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
131 GLsizei n, const GLuint *ids);
132 void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
133 GLsizei n, GLuint *arrays);
134 void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
135 gl_vert_attrib attrib, bool enable);
136 void _mesa_glthread_AttribPointer(struct gl_context *ctx);
137
138 #endif /* _GLTHREAD_H*/