mesa/st: release debug_output after destroying the context
[mesa.git] / src / mesa / state_tracker / st_context.c
1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28
29 #include "main/accum.h"
30 #include "main/api_exec.h"
31 #include "main/context.h"
32 #include "main/debug_output.h"
33 #include "main/glthread.h"
34 #include "main/samplerobj.h"
35 #include "main/shaderobj.h"
36 #include "main/version.h"
37 #include "main/vtxfmt.h"
38 #include "main/hash.h"
39 #include "program/prog_cache.h"
40 #include "vbo/vbo.h"
41 #include "glapi/glapi.h"
42 #include "st_manager.h"
43 #include "st_context.h"
44 #include "st_debug.h"
45 #include "st_cb_bitmap.h"
46 #include "st_cb_blit.h"
47 #include "st_cb_bufferobjects.h"
48 #include "st_cb_clear.h"
49 #include "st_cb_compute.h"
50 #include "st_cb_condrender.h"
51 #include "st_cb_copyimage.h"
52 #include "st_cb_drawpixels.h"
53 #include "st_cb_rasterpos.h"
54 #include "st_cb_drawtex.h"
55 #include "st_cb_eglimage.h"
56 #include "st_cb_fbo.h"
57 #include "st_cb_feedback.h"
58 #include "st_cb_memoryobjects.h"
59 #include "st_cb_msaa.h"
60 #include "st_cb_perfmon.h"
61 #include "st_cb_perfquery.h"
62 #include "st_cb_program.h"
63 #include "st_cb_queryobj.h"
64 #include "st_cb_readpixels.h"
65 #include "st_cb_semaphoreobjects.h"
66 #include "st_cb_texture.h"
67 #include "st_cb_xformfb.h"
68 #include "st_cb_flush.h"
69 #include "st_cb_syncobj.h"
70 #include "st_cb_strings.h"
71 #include "st_cb_texturebarrier.h"
72 #include "st_cb_viewport.h"
73 #include "st_atom.h"
74 #include "st_draw.h"
75 #include "st_extensions.h"
76 #include "st_gen_mipmap.h"
77 #include "st_pbo.h"
78 #include "st_program.h"
79 #include "st_sampler_view.h"
80 #include "st_shader_cache.h"
81 #include "st_vdpau.h"
82 #include "st_texture.h"
83 #include "st_util.h"
84 #include "pipe/p_context.h"
85 #include "util/u_cpu_detect.h"
86 #include "util/u_inlines.h"
87 #include "util/u_upload_mgr.h"
88 #include "util/u_vbuf.h"
89 #include "util/u_memory.h"
90 #include "cso_cache/cso_context.h"
91 #include "compiler/glsl/glsl_parser_extras.h"
92
93
94 DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
95
96
97 /**
98 * Called via ctx->Driver.Enable()
99 */
100 static void
101 st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
102 {
103 struct st_context *st = st_context(ctx);
104
105 switch (cap) {
106 case GL_DEBUG_OUTPUT:
107 case GL_DEBUG_OUTPUT_SYNCHRONOUS:
108 st_update_debug_callback(st);
109 break;
110 case GL_BLACKHOLE_RENDER_INTEL:
111 st->pipe->set_frontend_noop(st->pipe, ctx->IntelBlackholeRender);
112 break;
113 default:
114 break;
115 }
116 }
117
118
119 /**
120 * Called via ctx->Driver.QueryMemoryInfo()
121 */
122 static void
123 st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
124 {
125 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
126 struct pipe_memory_info info;
127
128 assert(screen->query_memory_info);
129 if (!screen->query_memory_info)
130 return;
131
132 screen->query_memory_info(screen, &info);
133
134 out->total_device_memory = info.total_device_memory;
135 out->avail_device_memory = info.avail_device_memory;
136 out->total_staging_memory = info.total_staging_memory;
137 out->avail_staging_memory = info.avail_staging_memory;
138 out->device_memory_evicted = info.device_memory_evicted;
139 out->nr_device_memory_evictions = info.nr_device_memory_evictions;
140 }
141
142
143 static uint64_t
144 st_get_active_states(struct gl_context *ctx)
145 {
146 struct st_program *vp =
147 st_program(ctx->VertexProgram._Current);
148 struct st_program *tcp =
149 st_program(ctx->TessCtrlProgram._Current);
150 struct st_program *tep =
151 st_program(ctx->TessEvalProgram._Current);
152 struct st_program *gp =
153 st_program(ctx->GeometryProgram._Current);
154 struct st_program *fp =
155 st_program(ctx->FragmentProgram._Current);
156 struct st_program *cp =
157 st_program(ctx->ComputeProgram._Current);
158 uint64_t active_shader_states = 0;
159
160 if (vp)
161 active_shader_states |= vp->affected_states;
162 if (tcp)
163 active_shader_states |= tcp->affected_states;
164 if (tep)
165 active_shader_states |= tep->affected_states;
166 if (gp)
167 active_shader_states |= gp->affected_states;
168 if (fp)
169 active_shader_states |= fp->affected_states;
170 if (cp)
171 active_shader_states |= cp->affected_states;
172
173 /* Mark non-shader-resource shader states as "always active". */
174 return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
175 }
176
177
178 void
179 st_invalidate_buffers(struct st_context *st)
180 {
181 st->dirty |= ST_NEW_BLEND |
182 ST_NEW_DSA |
183 ST_NEW_FB_STATE |
184 ST_NEW_SAMPLE_STATE |
185 ST_NEW_SAMPLE_SHADING |
186 ST_NEW_FS_STATE |
187 ST_NEW_POLY_STIPPLE |
188 ST_NEW_VIEWPORT |
189 ST_NEW_RASTERIZER |
190 ST_NEW_SCISSOR |
191 ST_NEW_WINDOW_RECTANGLES;
192 }
193
194
195 static inline bool
196 st_vp_uses_current_values(const struct gl_context *ctx)
197 {
198 const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
199 return _mesa_draw_current_bits(ctx) & inputs;
200 }
201
202
203 /**
204 * Called via ctx->Driver.UpdateState()
205 */
206 static void
207 st_invalidate_state(struct gl_context *ctx)
208 {
209 GLbitfield new_state = ctx->NewState;
210 struct st_context *st = st_context(ctx);
211
212 if (new_state & _NEW_BUFFERS) {
213 st_invalidate_buffers(st);
214 } else {
215 /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
216 * check them when _NEW_BUFFERS isn't set.
217 */
218 if (new_state & _NEW_PROGRAM)
219 st->dirty |= ST_NEW_RASTERIZER;
220
221 if (new_state & _NEW_FOG)
222 st->dirty |= ST_NEW_FS_STATE;
223 }
224
225 if (new_state & (_NEW_LIGHT |
226 _NEW_POINT))
227 st->dirty |= ST_NEW_RASTERIZER;
228
229 if ((new_state & _NEW_LIGHT) &&
230 (st->lower_flatshade || st->lower_two_sided_color))
231 st->dirty |= ST_NEW_FS_STATE;
232
233 if (new_state & _NEW_PROJECTION &&
234 st_user_clip_planes_enabled(ctx))
235 st->dirty |= ST_NEW_CLIP_STATE;
236
237 if (new_state & _NEW_PIXEL)
238 st->dirty |= ST_NEW_PIXEL_TRANSFER;
239
240 if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx))
241 st->dirty |= ST_NEW_VERTEX_ARRAYS;
242
243 if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) {
244 if (ctx->GeometryProgram._Current)
245 st->dirty |= ST_NEW_GS_CONSTANTS;
246 else if (ctx->TessEvalProgram._Current)
247 st->dirty |= ST_NEW_TES_CONSTANTS;
248 else
249 st->dirty |= ST_NEW_VS_CONSTANTS;
250 st->dirty |= ST_NEW_FS_CONSTANTS;
251 }
252
253 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
254 if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
255 st->dirty |= ST_NEW_VS_STATE;
256 if (st->ctx->API == API_OPENGL_COMPAT && ctx->Version >= 32) {
257 st->dirty |= ST_NEW_GS_STATE | ST_NEW_TES_STATE;
258 }
259 }
260
261 /* Which shaders are dirty will be determined manually. */
262 if (new_state & _NEW_PROGRAM) {
263 st->gfx_shaders_may_be_dirty = true;
264 st->compute_shader_may_be_dirty = true;
265 /* This will mask out unused shader resources. */
266 st->active_states = st_get_active_states(ctx);
267 }
268
269 if (new_state & _NEW_TEXTURE_OBJECT) {
270 st->dirty |= st->active_states &
271 (ST_NEW_SAMPLER_VIEWS |
272 ST_NEW_SAMPLERS |
273 ST_NEW_IMAGE_UNITS);
274 if (ctx->FragmentProgram._Current &&
275 ctx->FragmentProgram._Current->ExternalSamplersUsed) {
276 st->dirty |= ST_NEW_FS_STATE;
277 }
278 }
279 }
280
281
282 /*
283 * In some circumstances (such as running google-chrome) the state
284 * tracker may try to delete a resource view from a context different
285 * than when it was created. We don't want to do that.
286 *
287 * In that situation, st_texture_release_all_sampler_views() calls this
288 * function to transfer the sampler view reference to this context (expected
289 * to be the context which created the view.)
290 */
291 void
292 st_save_zombie_sampler_view(struct st_context *st,
293 struct pipe_sampler_view *view)
294 {
295 struct st_zombie_sampler_view_node *entry;
296
297 assert(view->context == st->pipe);
298
299 entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
300 if (!entry)
301 return;
302
303 entry->view = view;
304
305 /* We need a mutex since this function may be called from one thread
306 * while free_zombie_resource_views() is called from another.
307 */
308 simple_mtx_lock(&st->zombie_sampler_views.mutex);
309 list_addtail(&entry->node, &st->zombie_sampler_views.list.node);
310 simple_mtx_unlock(&st->zombie_sampler_views.mutex);
311 }
312
313
314 /*
315 * Since OpenGL shaders may be shared among contexts, we can wind up
316 * with variants of a shader created with different contexts.
317 * When we go to destroy a gallium shader, we want to free it with the
318 * same context that it was created with, unless the driver reports
319 * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
320 */
321 void
322 st_save_zombie_shader(struct st_context *st,
323 enum pipe_shader_type type,
324 struct pipe_shader_state *shader)
325 {
326 struct st_zombie_shader_node *entry;
327
328 /* we shouldn't be here if the driver supports shareable shaders */
329 assert(!st->has_shareable_shaders);
330
331 entry = MALLOC_STRUCT(st_zombie_shader_node);
332 if (!entry)
333 return;
334
335 entry->shader = shader;
336 entry->type = type;
337
338 /* We need a mutex since this function may be called from one thread
339 * while free_zombie_shaders() is called from another.
340 */
341 simple_mtx_lock(&st->zombie_shaders.mutex);
342 list_addtail(&entry->node, &st->zombie_shaders.list.node);
343 simple_mtx_unlock(&st->zombie_shaders.mutex);
344 }
345
346
347 /*
348 * Free any zombie sampler views that may be attached to this context.
349 */
350 static void
351 free_zombie_sampler_views(struct st_context *st)
352 {
353 struct st_zombie_sampler_view_node *entry, *next;
354
355 if (list_is_empty(&st->zombie_sampler_views.list.node)) {
356 return;
357 }
358
359 simple_mtx_lock(&st->zombie_sampler_views.mutex);
360
361 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
362 &st->zombie_sampler_views.list.node, node) {
363 list_del(&entry->node); // remove this entry from the list
364
365 assert(entry->view->context == st->pipe);
366 pipe_sampler_view_reference(&entry->view, NULL);
367
368 free(entry);
369 }
370
371 assert(list_is_empty(&st->zombie_sampler_views.list.node));
372
373 simple_mtx_unlock(&st->zombie_sampler_views.mutex);
374 }
375
376
377 /*
378 * Free any zombie shaders that may be attached to this context.
379 */
380 static void
381 free_zombie_shaders(struct st_context *st)
382 {
383 struct st_zombie_shader_node *entry, *next;
384
385 if (list_is_empty(&st->zombie_shaders.list.node)) {
386 return;
387 }
388
389 simple_mtx_lock(&st->zombie_shaders.mutex);
390
391 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
392 &st->zombie_shaders.list.node, node) {
393 list_del(&entry->node); // remove this entry from the list
394
395 switch (entry->type) {
396 case PIPE_SHADER_VERTEX:
397 st->pipe->bind_vs_state(st->pipe, NULL);
398 st->pipe->delete_vs_state(st->pipe, entry->shader);
399 break;
400 case PIPE_SHADER_FRAGMENT:
401 st->pipe->bind_fs_state(st->pipe, NULL);
402 st->pipe->delete_fs_state(st->pipe, entry->shader);
403 break;
404 case PIPE_SHADER_GEOMETRY:
405 st->pipe->bind_gs_state(st->pipe, NULL);
406 st->pipe->delete_gs_state(st->pipe, entry->shader);
407 break;
408 case PIPE_SHADER_TESS_CTRL:
409 st->pipe->bind_tcs_state(st->pipe, NULL);
410 st->pipe->delete_tcs_state(st->pipe, entry->shader);
411 break;
412 case PIPE_SHADER_TESS_EVAL:
413 st->pipe->bind_tes_state(st->pipe, NULL);
414 st->pipe->delete_tes_state(st->pipe, entry->shader);
415 break;
416 case PIPE_SHADER_COMPUTE:
417 st->pipe->bind_compute_state(st->pipe, NULL);
418 st->pipe->delete_compute_state(st->pipe, entry->shader);
419 break;
420 default:
421 unreachable("invalid shader type in free_zombie_shaders()");
422 }
423 free(entry);
424 }
425
426 assert(list_is_empty(&st->zombie_shaders.list.node));
427
428 simple_mtx_unlock(&st->zombie_shaders.mutex);
429 }
430
431
432 /*
433 * This function is called periodically to free any zombie objects
434 * which are attached to this context.
435 */
436 void
437 st_context_free_zombie_objects(struct st_context *st)
438 {
439 free_zombie_sampler_views(st);
440 free_zombie_shaders(st);
441 }
442
443
444 static void
445 st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
446 {
447 uint i;
448
449 st_destroy_atoms(st);
450 st_destroy_draw(st);
451 st_destroy_clear(st);
452 st_destroy_bitmap(st);
453 st_destroy_drawpix(st);
454 st_destroy_drawtex(st);
455 st_destroy_perfmon(st);
456 st_destroy_pbo_helpers(st);
457 st_destroy_bound_texture_handles(st);
458 st_destroy_bound_image_handles(st);
459
460 for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
461 pipe_sampler_view_reference(&st->state.vert_sampler_views[i], NULL);
462 pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL);
463 }
464
465 /* free glReadPixels cache data */
466 st_invalidate_readpix_cache(st);
467 util_throttle_deinit(st->pipe->screen, &st->throttle);
468
469 cso_destroy_context(st->cso_context);
470
471 if (st->pipe && destroy_pipe)
472 st->pipe->destroy(st->pipe);
473
474 free(st);
475 }
476
477
478 static void
479 st_init_driver_flags(struct st_context *st)
480 {
481 struct gl_driver_flags *f = &st->ctx->DriverFlags;
482
483 f->NewArray = ST_NEW_VERTEX_ARRAYS;
484 f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
485 f->NewTileRasterOrder = ST_NEW_RASTERIZER;
486 f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
487 f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
488
489 /* Shader resources */
490 f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
491 if (st->has_hw_atomics)
492 f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
493 else
494 f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
495 f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
496 f->NewImageUnits = ST_NEW_IMAGE_UNITS;
497
498 f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
499 f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
500 f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
501 f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
502 f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
503 f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
504
505 f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
506 f->NewFramebufferSRGB = ST_NEW_FB_STATE;
507 f->NewScissorRect = ST_NEW_SCISSOR;
508 f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
509
510 if (st->lower_alpha_test)
511 f->NewAlphaTest = ST_NEW_FS_STATE;
512 else
513 f->NewAlphaTest = ST_NEW_DSA;
514
515 f->NewBlend = ST_NEW_BLEND;
516 f->NewBlendColor = ST_NEW_BLEND_COLOR;
517 f->NewColorMask = ST_NEW_BLEND;
518 f->NewDepth = ST_NEW_DSA;
519 f->NewLogicOp = ST_NEW_BLEND;
520 f->NewStencil = ST_NEW_DSA;
521 f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
522 ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
523 f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
524 f->NewSampleMask = ST_NEW_SAMPLE_STATE;
525 f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
526 f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
527
528 /* This depends on what the gallium driver wants. */
529 if (st->force_persample_in_shader) {
530 f->NewMultisampleEnable |= ST_NEW_FS_STATE;
531 f->NewSampleShading |= ST_NEW_FS_STATE;
532 } else {
533 f->NewSampleShading |= ST_NEW_RASTERIZER;
534 }
535
536 f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
537 f->NewClipPlane = ST_NEW_CLIP_STATE;
538
539 if (st->clamp_frag_color_in_shader) {
540 f->NewFragClamp = ST_NEW_FS_STATE;
541 } else {
542 f->NewFragClamp = ST_NEW_RASTERIZER;
543 }
544
545 if (st->clamp_frag_depth_in_shader) {
546 f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE |
547 ST_NEW_TES_STATE;
548
549 f->NewDepthClamp = ST_NEW_FS_STATE | ST_NEW_VS_STATE |
550 ST_NEW_GS_STATE | ST_NEW_TES_STATE;
551 } else {
552 f->NewDepthClamp = ST_NEW_RASTERIZER;
553 }
554
555 if (st->lower_ucp)
556 f->NewClipPlaneEnable = ST_NEW_VS_STATE;
557 else
558 f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
559
560 f->NewLineState = ST_NEW_RASTERIZER;
561 f->NewPolygonState = ST_NEW_RASTERIZER;
562 f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
563 f->NewViewport = ST_NEW_VIEWPORT;
564 f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
565 f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
566 f->NewIntelConservativeRasterization = ST_NEW_RASTERIZER;
567 }
568
569
570 static struct st_context *
571 st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
572 const struct st_config_options *options, bool no_error)
573 {
574 struct pipe_screen *screen = pipe->screen;
575 uint i;
576 struct st_context *st = ST_CALLOC_STRUCT( st_context);
577
578 st->options = *options;
579
580 ctx->st = st;
581
582 st->ctx = ctx;
583 st->pipe = pipe;
584 st->dirty = ST_ALL_STATES_MASK;
585
586 st->can_bind_const_buffer_as_vertex =
587 screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
588
589 /* st/mesa always uploads zero-stride vertex attribs, and other user
590 * vertex buffers are only possible with a compatibility profile.
591 * So tell the u_vbuf module that user VBOs are not possible with the Core
592 * profile, so that u_vbuf is bypassed completely if there is nothing else
593 * to do.
594 */
595 unsigned cso_flags;
596 switch (ctx->API) {
597 case API_OPENGL_CORE:
598 cso_flags = CSO_NO_USER_VERTEX_BUFFERS;
599 break;
600 case API_OPENGLES:
601 case API_OPENGLES2:
602 cso_flags = CSO_NO_64B_VERTEX_BUFFERS;
603 break;
604 default:
605 cso_flags = 0;
606 break;
607 }
608
609 st->cso_context = cso_create_context(pipe, cso_flags);
610
611 st_init_atoms(st);
612 st_init_clear(st);
613 st_init_pbo_helpers(st);
614
615 /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
616 if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
617 st->internal_target = PIPE_TEXTURE_2D;
618 else
619 st->internal_target = PIPE_TEXTURE_RECT;
620
621 /* Setup vertex element info for 'struct st_util_vertex'.
622 */
623 {
624 STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
625
626 memset(&st->util_velems, 0, sizeof(st->util_velems));
627 st->util_velems.velems[0].src_offset = 0;
628 st->util_velems.velems[0].vertex_buffer_index = 0;
629 st->util_velems.velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
630 st->util_velems.velems[1].src_offset = 3 * sizeof(float);
631 st->util_velems.velems[1].vertex_buffer_index = 0;
632 st->util_velems.velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
633 st->util_velems.velems[2].src_offset = 7 * sizeof(float);
634 st->util_velems.velems[2].vertex_buffer_index = 0;
635 st->util_velems.velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
636 }
637
638 /* Need these flags:
639 */
640 ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
641 ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
642
643 if (no_error)
644 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
645
646 ctx->Const.PackedDriverUniformStorage =
647 screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
648
649 ctx->Const.BitmapUsesRed =
650 screen->is_format_supported(screen, PIPE_FORMAT_R8_UNORM,
651 PIPE_TEXTURE_2D, 0, 0,
652 PIPE_BIND_SAMPLER_VIEW);
653
654 st->has_stencil_export =
655 screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
656 st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
657 PIPE_TEXTURE_2D, 0, 0,
658 PIPE_BIND_SAMPLER_VIEW);
659 st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
660 PIPE_TEXTURE_2D, 0, 0,
661 PIPE_BIND_SAMPLER_VIEW);
662 st->has_astc_2d_ldr =
663 screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
664 PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
665 st->has_astc_5x5_ldr =
666 screen->is_format_supported(screen, PIPE_FORMAT_ASTC_5x5_SRGB,
667 PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
668 st->prefer_blit_based_texture_transfer = screen->get_param(screen,
669 PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
670 st->force_persample_in_shader =
671 screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
672 !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
673 st->has_shareable_shaders = screen->get_param(screen,
674 PIPE_CAP_SHAREABLE_SHADERS);
675 st->needs_texcoord_semantic =
676 screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
677 st->apply_texture_swizzle_to_border_color =
678 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
679 (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
680 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
681 st->has_time_elapsed =
682 screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
683 st->has_half_float_packing =
684 screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
685 st->has_multi_draw_indirect =
686 screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
687 st->has_single_pipe_stat =
688 screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
689 st->has_indep_blend_func =
690 screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
691 st->needs_rgb_dst_alpha_override =
692 screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
693 st->lower_flatshade =
694 !screen->get_param(screen, PIPE_CAP_FLATSHADE);
695 st->lower_alpha_test =
696 !screen->get_param(screen, PIPE_CAP_ALPHA_TEST);
697 st->lower_point_size =
698 !screen->get_param(screen, PIPE_CAP_POINT_SIZE_FIXED);
699 st->lower_two_sided_color =
700 !screen->get_param(screen, PIPE_CAP_TWO_SIDED_COLOR);
701 st->lower_ucp =
702 !screen->get_param(screen, PIPE_CAP_CLIP_PLANES);
703 st->allow_st_finalize_nir_twice = screen->finalize_nir != NULL;
704
705 st->has_hw_atomics =
706 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
707 PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
708 ? true : false;
709
710 util_throttle_init(&st->throttle,
711 screen->get_param(screen,
712 PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
713
714 /* GL limits and extensions */
715 st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
716 st_init_extensions(pipe->screen, &ctx->Const,
717 &ctx->Extensions, &st->options, ctx->API);
718
719 /* FIXME: add support for geometry and tessellation shaders for
720 * lower_point_size
721 */
722 assert(!ctx->Extensions.OES_geometry_shader || !st->lower_point_size);
723 assert(!ctx->Extensions.ARB_tessellation_shader || !st->lower_point_size);
724
725 /* FIXME: add support for geometry and tessellation shaders for
726 * lower_ucp
727 */
728 assert(!ctx->Extensions.OES_geometry_shader || !st->lower_ucp);
729 assert(!ctx->Extensions.ARB_tessellation_shader || !st->lower_ucp);
730
731 if (st_have_perfmon(st)) {
732 ctx->Extensions.AMD_performance_monitor = GL_TRUE;
733 }
734
735 if (st_have_perfquery(st)) {
736 ctx->Extensions.INTEL_performance_query = GL_TRUE;
737 }
738
739 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
740 if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
741 if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
742 st->clamp_vert_color_in_shader = GL_TRUE;
743 }
744
745 if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
746 st->clamp_frag_color_in_shader = GL_TRUE;
747 }
748
749 /* For drivers which cannot do color clamping, it's better to just
750 * disable ARB_color_buffer_float in the core profile, because
751 * the clamping is deprecated there anyway. */
752 if (ctx->API == API_OPENGL_CORE &&
753 (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
754 st->clamp_vert_color_in_shader = GL_FALSE;
755 st->clamp_frag_color_in_shader = GL_FALSE;
756 ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
757 }
758 }
759
760 if (screen->get_param(screen, PIPE_CAP_DEPTH_CLIP_DISABLE) == 2)
761 st->clamp_frag_depth_in_shader = true;
762
763 /* called after _mesa_create_context/_mesa_init_point, fix default user
764 * settable max point size up
765 */
766 ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
767 ctx->Const.MaxPointSizeAA);
768 /* For vertex shaders, make sure not to emit saturate when SM 3.0
769 * is not supported
770 */
771 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
772 !screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE);
773
774 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].PositionAlwaysInvariant = options->vs_position_always_invariant;
775
776 enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
777 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
778 PIPE_SHADER_CAP_PREFERRED_IR);
779 ctx->Const.UseNIRGLSLLinker = preferred_ir == PIPE_SHADER_IR_NIR;
780
781 if (ctx->Const.GLSLVersion < 400) {
782 for (i = 0; i < MESA_SHADER_STAGES; i++)
783 ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
784 }
785
786 /* Set which shader types can be compiled at link time. */
787 st->shader_has_one_variant[MESA_SHADER_VERTEX] =
788 st->has_shareable_shaders &&
789 !st->clamp_frag_depth_in_shader &&
790 !st->clamp_vert_color_in_shader &&
791 !st->lower_point_size &&
792 !st->lower_ucp;
793
794 st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
795 st->has_shareable_shaders &&
796 !st->lower_flatshade &&
797 !st->lower_alpha_test &&
798 !st->clamp_frag_color_in_shader &&
799 !st->clamp_frag_depth_in_shader &&
800 !st->force_persample_in_shader &&
801 !st->lower_two_sided_color;
802
803 st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
804 st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
805 st->has_shareable_shaders &&
806 !st->clamp_frag_depth_in_shader &&
807 !st->clamp_vert_color_in_shader;
808 st->shader_has_one_variant[MESA_SHADER_GEOMETRY] =
809 st->has_shareable_shaders &&
810 !st->clamp_frag_depth_in_shader &&
811 !st->clamp_vert_color_in_shader;
812 st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
813
814 st->bitmap.cache.empty = true;
815
816 _mesa_override_extensions(ctx);
817 _mesa_compute_version(ctx);
818
819 if (ctx->Version == 0) {
820 /* This can happen when a core profile was requested, but the driver
821 * does not support some features of GL 3.1 or later.
822 */
823 st_destroy_context_priv(st, false);
824 return NULL;
825 }
826
827 /* This must be done after extensions are initialized to enable persistent
828 * mappings immediately.
829 */
830 _vbo_CreateContext(ctx, true);
831
832 _mesa_initialize_dispatch_tables(ctx);
833 _mesa_initialize_vbo_vtxfmt(ctx);
834 st_init_driver_flags(st);
835
836 /* Initialize context's winsys buffers list */
837 list_inithead(&st->winsys_buffers);
838
839 list_inithead(&st->zombie_sampler_views.list.node);
840 simple_mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
841 list_inithead(&st->zombie_shaders.list.node);
842 simple_mtx_init(&st->zombie_shaders.mutex, mtx_plain);
843
844 return st;
845 }
846
847
848 static void
849 st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
850 {
851 struct st_context *st = ctx->st;
852 st->pipe->emit_string_marker(st->pipe, string, len);
853 }
854
855
856 static void
857 st_set_background_context(struct gl_context *ctx,
858 struct util_queue_monitoring *queue_info)
859 {
860 struct st_context *st = ctx->st;
861 struct st_manager *smapi =
862 (struct st_manager *) st->iface.st_context_private;
863
864 assert(smapi->set_background_context);
865 smapi->set_background_context(&st->iface, queue_info);
866 }
867
868
869 static void
870 st_get_device_uuid(struct gl_context *ctx, char *uuid)
871 {
872 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
873
874 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
875 memset(uuid, 0, GL_UUID_SIZE_EXT);
876 screen->get_device_uuid(screen, uuid);
877 }
878
879
880 static void
881 st_get_driver_uuid(struct gl_context *ctx, char *uuid)
882 {
883 struct pipe_screen *screen = st_context(ctx)->pipe->screen;
884
885 assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
886 memset(uuid, 0, GL_UUID_SIZE_EXT);
887 screen->get_driver_uuid(screen, uuid);
888 }
889
890
891 static void
892 st_init_driver_functions(struct pipe_screen *screen,
893 struct dd_function_table *functions)
894 {
895 _mesa_init_sampler_object_functions(functions);
896
897 st_init_draw_functions(functions);
898 st_init_blit_functions(functions);
899 st_init_bufferobject_functions(screen, functions);
900 st_init_clear_functions(functions);
901 st_init_bitmap_functions(functions);
902 st_init_copy_image_functions(functions);
903 st_init_drawpixels_functions(functions);
904 st_init_rasterpos_functions(functions);
905
906 st_init_drawtex_functions(functions);
907
908 st_init_eglimage_functions(functions);
909
910 st_init_fbo_functions(functions);
911 st_init_feedback_functions(functions);
912 st_init_memoryobject_functions(functions);
913 st_init_msaa_functions(functions);
914 st_init_perfmon_functions(functions);
915 st_init_perfquery_functions(functions);
916 st_init_program_functions(functions);
917 st_init_query_functions(functions);
918 st_init_cond_render_functions(functions);
919 st_init_readpixels_functions(functions);
920 st_init_semaphoreobject_functions(functions);
921 st_init_texture_functions(functions);
922 st_init_texture_barrier_functions(functions);
923 st_init_flush_functions(screen, functions);
924 st_init_string_functions(functions);
925 st_init_viewport_functions(functions);
926 st_init_compute_functions(functions);
927
928 st_init_xformfb_functions(functions);
929 st_init_syncobj_functions(functions);
930
931 st_init_vdpau_functions(functions);
932
933 if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
934 functions->EmitStringMarker = st_emit_string_marker;
935
936 functions->Enable = st_Enable;
937 functions->UpdateState = st_invalidate_state;
938 functions->QueryMemoryInfo = st_query_memory_info;
939 functions->SetBackgroundContext = st_set_background_context;
940 functions->GetDriverUuid = st_get_driver_uuid;
941 functions->GetDeviceUuid = st_get_device_uuid;
942
943 /* GL_ARB_get_program_binary */
944 functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
945
946 enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
947 screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
948 PIPE_SHADER_CAP_PREFERRED_IR);
949 if (preferred_ir == PIPE_SHADER_IR_NIR) {
950 functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
951 functions->ProgramBinarySerializeDriverBlob =
952 st_serialise_nir_program_binary;
953 functions->ProgramBinaryDeserializeDriverBlob =
954 st_deserialise_nir_program;
955 } else {
956 functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
957 functions->ProgramBinarySerializeDriverBlob =
958 st_serialise_tgsi_program_binary;
959 functions->ProgramBinaryDeserializeDriverBlob =
960 st_deserialise_tgsi_program;
961 }
962 }
963
964
965 struct st_context *
966 st_create_context(gl_api api, struct pipe_context *pipe,
967 const struct gl_config *visual,
968 struct st_context *share,
969 const struct st_config_options *options,
970 bool no_error)
971 {
972 struct gl_context *ctx;
973 struct gl_context *shareCtx = share ? share->ctx : NULL;
974 struct dd_function_table funcs;
975 struct st_context *st;
976
977 util_cpu_detect();
978
979 memset(&funcs, 0, sizeof(funcs));
980 st_init_driver_functions(pipe->screen, &funcs);
981
982 ctx = calloc(1, sizeof(struct gl_context));
983 if (!ctx)
984 return NULL;
985
986 if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
987 free(ctx);
988 return NULL;
989 }
990
991 st_debug_init();
992
993 if (pipe->screen->get_disk_shader_cache)
994 ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
995
996 /* XXX: need a capability bit in gallium to query if the pipe
997 * driver prefers DP4 or MUL/MAD for vertex transformation.
998 */
999 if (debug_get_option_mesa_mvp_dp4())
1000 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
1001
1002 st = st_create_context_priv(ctx, pipe, options, no_error);
1003 if (!st) {
1004 _mesa_destroy_context(ctx);
1005 }
1006
1007 return st;
1008 }
1009
1010
1011 /**
1012 * When we destroy a context, we must examine all texture objects to
1013 * find/release any sampler views created by that context.
1014 *
1015 * This callback is called per-texture object. It releases all the
1016 * texture's sampler views which belong to the context.
1017 */
1018 static void
1019 destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
1020 {
1021 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
1022 struct st_context *st = (struct st_context *) userData;
1023
1024 st_texture_release_context_sampler_view(st, st_texture_object(texObj));
1025 }
1026
1027 static void
1028 destroy_framebuffer_attachment_sampler_cb(GLuint id, void *data, void *userData)
1029 {
1030 struct gl_framebuffer* glfb = (struct gl_framebuffer*) data;
1031 struct st_context *st = (struct st_context *) userData;
1032
1033 for (unsigned i = 0; i < BUFFER_COUNT; i++) {
1034 struct gl_renderbuffer_attachment *att = &glfb->Attachment[i];
1035 if (att->Texture) {
1036 st_texture_release_context_sampler_view(st, st_texture_object(att->Texture));
1037 }
1038 }
1039 }
1040
1041 void
1042 st_destroy_context(struct st_context *st)
1043 {
1044 struct gl_context *ctx = st->ctx;
1045 struct st_framebuffer *stfb, *next;
1046 struct gl_framebuffer *save_drawbuffer;
1047 struct gl_framebuffer *save_readbuffer;
1048
1049 /* Save the current context and draw/read buffers*/
1050 GET_CURRENT_CONTEXT(save_ctx);
1051 if (save_ctx) {
1052 save_drawbuffer = save_ctx->WinSysDrawBuffer;
1053 save_readbuffer = save_ctx->WinSysReadBuffer;
1054 } else {
1055 save_drawbuffer = save_readbuffer = NULL;
1056 }
1057
1058 /*
1059 * We need to bind the context we're deleting so that
1060 * _mesa_reference_texobj_() uses this context when deleting textures.
1061 * Similarly for framebuffer objects, etc.
1062 */
1063 _mesa_make_current(ctx, NULL, NULL);
1064
1065 /* This must be called first so that glthread has a chance to finish */
1066 _mesa_glthread_destroy(ctx);
1067
1068 _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
1069
1070 /* For the fallback textures, free any sampler views belonging to this
1071 * context.
1072 */
1073 for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
1074 struct st_texture_object *stObj =
1075 st_texture_object(ctx->Shared->FallbackTex[i]);
1076 if (stObj) {
1077 st_texture_release_context_sampler_view(st, stObj);
1078 }
1079 }
1080
1081 st_context_free_zombie_objects(st);
1082
1083 simple_mtx_destroy(&st->zombie_sampler_views.mutex);
1084 simple_mtx_destroy(&st->zombie_shaders.mutex);
1085
1086 st_release_program(st, &st->fp);
1087 st_release_program(st, &st->gp);
1088 st_release_program(st, &st->vp);
1089 st_release_program(st, &st->tcp);
1090 st_release_program(st, &st->tep);
1091 st_release_program(st, &st->cp);
1092
1093 /* release framebuffer in the winsys buffers list */
1094 LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
1095 st_framebuffer_reference(&stfb, NULL);
1096 }
1097
1098 _mesa_HashWalk(ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st);
1099
1100 pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
1101 pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
1102
1103 _vbo_DestroyContext(ctx);
1104
1105 st_destroy_program_variants(st);
1106
1107 /* Do not release debug_output yet because it might be in use by other threads.
1108 * These threads will be terminated by _mesa_free_context_data and
1109 * st_destroy_context_priv.
1110 */
1111 _mesa_free_context_data(ctx, false);
1112
1113 /* This will free the st_context too, so 'st' must not be accessed
1114 * afterwards. */
1115 st_destroy_context_priv(st, true);
1116 st = NULL;
1117
1118 _mesa_destroy_debug_output(ctx);
1119
1120 free(ctx);
1121
1122 if (save_ctx == ctx) {
1123 /* unbind the context we just deleted */
1124 _mesa_make_current(NULL, NULL, NULL);
1125 } else {
1126 /* Restore the current context and draw/read buffers (may be NULL) */
1127 _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
1128 }
1129 }