#ifndef _GLTHREAD_H
#define _GLTHREAD_H
-#ifdef HAVE_PTHREAD
+/* The size of one batch and the maximum size of one call.
+ *
+ * This should be as low as possible, so that:
+ * - multiple synchronizations within a frame don't slow us down much
+ * - a smaller number of calls per frame can still get decent parallelism
+ * - the memory footprint of the queue is low, and with that comes a lower
+ * chance of experiencing CPU cache thrashing
+ * but it should be high enough so that u_queue overhead remains negligible.
+ */
+#define MARSHAL_MAX_CMD_SIZE (8 * 1024)
+
+/* The number of batch slots in memory.
+ *
+ * One batch is being executed, one batch is being filled, the rest are
+ * waiting batches. There must be at least 1 slot for a waiting batch,
+ * so the minimum number of batches is 3.
+ */
+#define MARSHAL_MAX_BATCHES 8
#include <inttypes.h>
#include <stdbool.h>
-#include <pthread.h>
-#include "main/mtypes.h"
+#include "util/u_queue.h"
enum marshal_dispatch_cmd_id;
+struct gl_context;
-/* Command size is a number of bytes stored in a short. */
-#define MARSHAL_MAX_CMD_SIZE 65535
-
-struct glthread_state
+/** A single batch of commands queued up for execution. */
+struct glthread_batch
{
- /** The worker thread that asynchronously processes our GL commands. */
- pthread_t thread;
+ /** Batch fence for waiting for the execution to finish. */
+ struct util_queue_fence fence;
- /**
- * Mutex used for synchronizing between the main thread and the worker
- * thread.
- */
- pthread_mutex_t mutex;
+ /** The worker thread will access the context with this. */
+ struct gl_context *ctx;
- /** Condvar used for waking the worker thread. */
- pthread_cond_t new_work;
+ /** Amount of data used by batch commands, in bytes. */
+ int used;
- /** Condvar used for waking the main thread. */
- pthread_cond_t work_done;
+ /** Data contained in the command buffer. */
+ uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
+};
- /** Used to tell the worker thread to quit */
- bool shutdown;
+struct glthread_state
+{
+ /** Multithreaded queue. */
+ struct util_queue queue;
- /** Indicates that the worker thread is currently processing a batch */
- bool busy;
+ /** This is sent to the driver for framebuffer overlay / HUD. */
+ struct util_queue_monitoring stats;
- /**
- * Singly-linked list of command batches that are awaiting execution by
- * a thread pool task. NULL if empty.
- */
- struct glthread_batch *batch_queue;
+ /** The ring of batches in memory. */
+ struct glthread_batch batches[MARSHAL_MAX_BATCHES];
- /**
- * Tail pointer for appending batches to the end of batch_queue. If the
- * queue is empty, this points to batch_queue.
- */
- struct glthread_batch **batch_queue_tail;
+ /** Index of the last submitted batch. */
+ unsigned last;
- /**
- * Batch containing commands that are being prepared for insertion into
- * batch_queue. NULL if there are no such commands.
- *
- * Since this is only used by the main thread, it doesn't need the mutex to
- * be accessed.
- */
- struct glthread_batch *batch;
+ /** Index of the batch being filled and about to be submitted. */
+ unsigned next;
/**
* Tracks on the main thread side whether the current vertex array binding
* buffer) binding is in a VBO.
*/
bool element_array_is_vbo;
-};
-
-/**
- * A single batch of commands queued up for later execution by a thread pool
- * task.
- */
-struct glthread_batch
-{
- /**
- * Next batch of commands to execute after this batch, or NULL if this is
- * the last set of commands queued. Protected by ctx->Marshal.Mutex.
- */
- struct glthread_batch *next;
-
- /**
- * Amount of data used by batch commands, in bytes.
- */
- size_t used;
-
- /**
- * Data contained in the command buffer.
- */
- uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
+ bool draw_indirect_buffer_is_vbo;
};
void _mesa_glthread_init(struct gl_context *ctx);
void _mesa_glthread_destroy(struct gl_context *ctx);
+void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
+void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
void _mesa_glthread_flush_batch(struct gl_context *ctx);
void _mesa_glthread_finish(struct gl_context *ctx);
+void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
-#else /* HAVE_PTHREAD */
-
-static inline void
-_mesa_glthread_init(struct gl_context *ctx)
-{
-}
-
-static inline void
-_mesa_glthread_destroy(struct gl_context *ctx)
-{
-}
-
-static inline void
-_mesa_glthread_finish(struct gl_context *ctx)
-{
-}
-#endif /* !HAVE_PTHREAD */
#endif /* _GLTHREAD_H*/