mesa: put gl_thread_state inside gl_context to remove pointer indirection
[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
51 struct gl_context;
52 struct _mesa_HashTable;
53
54 struct glthread_vao {
55 GLuint Name;
56 bool HasUserPointer;
57 bool IndexBufferIsUserPointer;
58 };
59
60 /** A single batch of commands queued up for execution. */
61 struct glthread_batch
62 {
63 /** Batch fence for waiting for the execution to finish. */
64 struct util_queue_fence fence;
65
66 /** The worker thread will access the context with this. */
67 struct gl_context *ctx;
68
69 /** Amount of data used by batch commands, in bytes. */
70 int used;
71
72 /** Data contained in the command buffer. */
73 #ifdef _MSC_VER
74 __declspec(align(8))
75 #else
76 __attribute__((aligned(8)))
77 #endif
78 uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
79 };
80
81 struct glthread_state
82 {
83 /** Multithreaded queue. */
84 struct util_queue queue;
85
86 /** This is sent to the driver for framebuffer overlay / HUD. */
87 struct util_queue_monitoring stats;
88
89 /** Whether GLThread is enabled. */
90 bool enabled;
91
92 /** The ring of batches in memory. */
93 struct glthread_batch batches[MARSHAL_MAX_BATCHES];
94
95 /** Index of the last submitted batch. */
96 unsigned last;
97
98 /** Index of the batch being filled and about to be submitted. */
99 unsigned next;
100
101 /** Vertex Array objects tracked by glthread independently of Mesa. */
102 struct _mesa_HashTable *VAOs;
103 struct glthread_vao *CurrentVAO;
104 struct glthread_vao *LastLookedUpVAO;
105 struct glthread_vao DefaultVAO;
106
107 /**
108 * Tracks on the main thread side whether the current vertex array binding
109 * is in a VBO.
110 */
111 bool vertex_array_is_vbo;
112
113 /**
114 * Tracks on the main thread side whether the current element array (index
115 * buffer) binding is in a VBO.
116 */
117 bool draw_indirect_buffer_is_vbo;
118 };
119
120 void _mesa_glthread_init(struct gl_context *ctx);
121 void _mesa_glthread_destroy(struct gl_context *ctx);
122
123 void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
124 void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
125 void _mesa_glthread_flush_batch(struct gl_context *ctx);
126 void _mesa_glthread_finish(struct gl_context *ctx);
127 void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
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_AttribPointer(struct gl_context *ctx);
135
136 #endif /* _GLTHREAD_H*/