mesa: Custom thread marshalling for ShaderSource.
[mesa.git] / src / mesa / main / marshal.c
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 /** \file marshal.c
25 *
26 * Custom functions for marshalling GL calls from the main thread to a worker
27 * thread when automatic code generation isn't appropriate.
28 */
29
30 #include "marshal.h"
31 #include "dispatch.h"
32 #include "marshal_generated.h"
33
34 struct marshal_cmd_ShaderSource
35 {
36 struct marshal_cmd_base cmd_base;
37 GLuint shader;
38 GLsizei count;
39 /* Followed by GLint length[count], then the contents of all strings,
40 * concatenated.
41 */
42 };
43
44
45 void
46 _mesa_unmarshal_ShaderSource(struct gl_context *ctx,
47 const struct marshal_cmd_ShaderSource *cmd)
48 {
49 const GLint *cmd_length = (const GLint *) (cmd + 1);
50 const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count);
51 /* TODO: how to deal with malloc failure? */
52 const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *));
53 int i;
54
55 for (i = 0; i < cmd->count; ++i) {
56 string[i] = cmd_strings;
57 cmd_strings += cmd_length[i];
58 }
59 CALL_ShaderSource(ctx->CurrentServerDispatch,
60 (cmd->shader, cmd->count, string, cmd_length));
61 free(string);
62 }
63
64
65 static size_t
66 measure_ShaderSource_strings(GLsizei count, const GLchar * const *string,
67 const GLint *length_in, GLint *length_out)
68 {
69 int i;
70 size_t total_string_length = 0;
71
72 for (i = 0; i < count; ++i) {
73 if (length_in == NULL || length_in[i] < 0) {
74 if (string[i])
75 length_out[i] = strlen(string[i]);
76 } else {
77 length_out[i] = length_in[i];
78 }
79 total_string_length += length_out[i];
80 }
81 return total_string_length;
82 }
83
84
85 void GLAPIENTRY
86 _mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
87 const GLchar * const *string, const GLint *length)
88 {
89 /* TODO: how to report an error if count < 0? */
90
91 GET_CURRENT_CONTEXT(ctx);
92 /* TODO: how to deal with malloc failure? */
93 const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource);
94 STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0);
95 size_t length_size = count * sizeof(GLint);
96 GLint *length_tmp = malloc(length_size);
97 size_t total_string_length =
98 measure_ShaderSource_strings(count, string, length, length_tmp);
99 size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length;
100
101 if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE) {
102 struct marshal_cmd_ShaderSource *cmd =
103 _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource,
104 total_cmd_size);
105 GLint *cmd_length = (GLint *) (cmd + 1);
106 GLchar *cmd_strings = (GLchar *) (cmd_length + count);
107 int i;
108
109 cmd->shader = shader;
110 cmd->count = count;
111 memcpy(cmd_length, length_tmp, length_size);
112 for (i = 0; i < count; ++i) {
113 memcpy(cmd_strings, string[i], cmd_length[i]);
114 cmd_strings += cmd_length[i];
115 }
116 _mesa_post_marshal_hook(ctx);
117 } else {
118 _mesa_glthread_finish(ctx);
119 CALL_ShaderSource(ctx->CurrentServerDispatch,
120 (shader, count, string, length_tmp));
121 }
122 free(length_tmp);
123 }