#include "main/glthread.h"
#include "main/context.h"
+#include "main/macros.h"
struct marshal_cmd_base
{
uint16_t cmd_size;
};
-
static inline void *
_mesa_glthread_allocate_command(struct gl_context *ctx,
uint16_t cmd_id,
{
struct glthread_state *glthread = ctx->GLThread;
struct marshal_cmd_base *cmd_base;
+ const size_t aligned_size = ALIGN(size, 8);
if (unlikely(glthread->batch->used + size > MARSHAL_MAX_CMD_SIZE))
_mesa_glthread_flush_batch(ctx);
cmd_base = (struct marshal_cmd_base *)
&glthread->batch->buffer[glthread->batch->used];
- glthread->batch->used += size;
+ glthread->batch->used += aligned_size;
cmd_base->cmd_id = cmd_id;
- cmd_base->cmd_size = size;
+ cmd_base->cmd_size = aligned_size;
return cmd_base;
}
+/**
+ * Instead of conditionally handling marshaling previously-bound user vertex
+ * array data in draw calls (deprecated and removed in GL core), we just
+ * disable threading at the point where the user sets a user vertex array.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_vertex_attrib_pointer(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo;
+}
+
+/**
+ * Instead of conditionally handling marshaling immediate index data in draw
+ * calls (deprecated and removed in GL core), we just disable threading.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->element_array_is_vbo;
+}
+
#define DEBUG_MARSHAL_PRINT_CALLS 0
+/**
+ * This is printed when we have fallen back to a sync. This can happen when
+ * MARSHAL_MAX_CMD_SIZE is exceeded.
+ */
+static inline void
+debug_print_sync_fallback(const char *func)
+{
+#if DEBUG_MARSHAL_PRINT_CALLS
+ printf("fallback to sync: %s\n", func);
+#endif
+}
+
+
static inline void
debug_print_sync(const char *func)
{
_mesa_glthread_finish(ctx);
}
+
+/**
+ * Checks whether we're on a compat context for code-generated
+ * glBindVertexArray().
+ *
+ * In order to decide whether a draw call uses only VBOs for vertex and index
+ * buffers, we track the current vertex and index buffer bindings by
+ * glBindBuffer(). However, the index buffer binding is stored in the vertex
+ * array as opposed to the context. If we were to accurately track whether
+ * the index buffer was a user pointer ot not, we'd have to track it per
+ * vertex array, which would mean synchronizing with the client thread and
+ * looking into the hash table to find the actual vertex array object. That's
+ * more tracking than we'd like to do in the main thread, if possible.
+ *
+ * Instead, just punt for now and disable threading on apps using vertex
+ * arrays and compat contexts. Apps using vertex arrays can probably use a
+ * core context.
+ */
+static inline bool
+_mesa_glthread_is_compat_bind_vertex_array(const struct gl_context *ctx)
+{
+ return ctx->API != API_OPENGL_CORE;
+}
+
+struct marshal_cmd_Enable;
struct marshal_cmd_ShaderSource;
struct marshal_cmd_Flush;
+struct marshal_cmd_BindBuffer;
+struct marshal_cmd_BufferData;
+struct marshal_cmd_BufferSubData;
+struct marshal_cmd_NamedBufferData;
+struct marshal_cmd_NamedBufferSubData;
+struct marshal_cmd_ClearBufferfv;
+
+void
+_mesa_unmarshal_Enable(struct gl_context *ctx,
+ const struct marshal_cmd_Enable *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_Enable(GLenum cap);
void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
_mesa_unmarshal_Flush(struct gl_context *ctx,
const struct marshal_cmd_Flush *cmd);
+void GLAPIENTRY
+_mesa_marshal_BindBuffer(GLenum target, GLuint buffer);
+
+void
+_mesa_unmarshal_BindBuffer(struct gl_context *ctx,
+ const struct marshal_cmd_BindBuffer *cmd);
+
+void
+_mesa_unmarshal_BufferData(struct gl_context *ctx,
+ const struct marshal_cmd_BufferData *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_BufferData(GLenum target, GLsizeiptr size, const GLvoid * data,
+ GLenum usage);
+
+void
+_mesa_unmarshal_BufferSubData(struct gl_context *ctx,
+ const struct marshal_cmd_BufferSubData *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
+ const GLvoid * data);
+
+void
+_mesa_unmarshal_NamedBufferData(struct gl_context *ctx,
+ const struct marshal_cmd_NamedBufferData *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_NamedBufferData(GLuint buffer, GLsizeiptr size,
+ const GLvoid * data, GLenum usage);
+
+void
+_mesa_unmarshal_NamedBufferSubData(struct gl_context *ctx,
+ const struct marshal_cmd_NamedBufferSubData *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size,
+ const GLvoid * data);
+
+void
+_mesa_unmarshal_ClearBufferfv(struct gl_context *ctx,
+ const struct marshal_cmd_ClearBufferfv *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_ClearBufferfv(GLenum buffer, GLint drawbuffer,
+ const GLfloat *value);
+
#endif /* MARSHAL_H */