glthread: add support for glClearNamedFramebuffer, glMaterial, glPointParameter
[mesa.git] / src / mesa / main / marshal.h
index ad32b6b3f4df68fa8e0f8a704cc49101a8954a62..a9d9569ad1172b91d0429acb69018cc423db2b1e 100644 (file)
@@ -32,6 +32,8 @@
 
 #include "main/glthread.h"
 #include "main/context.h"
+#include "main/macros.h"
+#include "marshal_generated.h"
 
 struct marshal_cmd_base
 {
@@ -46,67 +48,396 @@ struct marshal_cmd_base
    uint16_t cmd_size;
 };
 
+typedef void (*_mesa_unmarshal_func)(struct gl_context *ctx, const void *cmd);
+extern const _mesa_unmarshal_func _mesa_unmarshal_dispatch[NUM_DISPATCH_CMD];
 
 static inline void *
 _mesa_glthread_allocate_command(struct gl_context *ctx,
                                 uint16_t cmd_id,
-                                size_t size)
+                                int size)
 {
    struct glthread_state *glthread = ctx->GLThread;
+   struct glthread_batch *next = &glthread->batches[glthread->next];
    struct marshal_cmd_base *cmd_base;
+   const int aligned_size = ALIGN(size, 8);
 
-   if (unlikely(glthread->batch->used + size > MARSHAL_MAX_CMD_SIZE))
+   if (unlikely(next->used + size > MARSHAL_MAX_CMD_SIZE)) {
       _mesa_glthread_flush_batch(ctx);
+      next = &glthread->batches[glthread->next];
+   }
 
-   cmd_base = (struct marshal_cmd_base *)
-      &glthread->batch->buffer[glthread->batch->used];
-   glthread->batch->used += size;
+   cmd_base = (struct marshal_cmd_base *)&next->buffer[next->used];
+   next->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;
+}
+
+static inline bool
+_mesa_glthread_is_non_vbo_draw_arrays_indirect(const struct gl_context *ctx)
+{
+   struct glthread_state *glthread = ctx->GLThread;
+
+   return ctx->API != API_OPENGL_CORE &&
+          !glthread->draw_indirect_buffer_is_vbo;
+}
+
+static inline bool
+_mesa_glthread_is_non_vbo_draw_elements_indirect(const struct gl_context *ctx)
+{
+   struct glthread_state *glthread = ctx->GLThread;
+
+   return ctx->API != API_OPENGL_CORE &&
+          (!glthread->draw_indirect_buffer_is_vbo ||
+           !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(const char *func)
+debug_print_sync_fallback(const char *func)
 {
 #if DEBUG_MARSHAL_PRINT_CALLS
-   printf("sync: %s\n", func);
+   printf("fallback to sync: %s\n", func);
 #endif
 }
 
+
 static inline void
-debug_print_marshal(const char *func)
+debug_print_sync(const char *func)
 {
 #if DEBUG_MARSHAL_PRINT_CALLS
-   printf("marshal: %s\n", func);
+   printf("sync: %s\n", func);
 #endif
 }
 
 static inline void
-debug_print_unmarshal(const char *func)
+debug_print_marshal(const char *func)
 {
 #if DEBUG_MARSHAL_PRINT_CALLS
-   printf("unmarshal: %s\n", func);
+   printf("marshal: %s\n", func);
 #endif
 }
 
 struct _glapi_table *
 _mesa_create_marshal_table(const struct gl_context *ctx);
 
-size_t
-_mesa_unmarshal_dispatch_cmd(struct gl_context *ctx, const void *cmd);
 
-static inline void
-_mesa_post_marshal_hook(struct gl_context *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)
 {
-   /* This can be enabled for debugging whether a failure is a synchronization
-    * problem between the main thread and the worker thread, or a failure in
-    * how we actually marshal.
-    */
-   if (false)
-      _mesa_glthread_finish(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;
+
+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,
+                           const GLchar * const *string, const GLint *length);
+
+void
+_mesa_unmarshal_ShaderSource(struct gl_context *ctx,
+                             const struct marshal_cmd_ShaderSource *cmd);
+
+void GLAPIENTRY
+_mesa_marshal_Flush(void);
+
+void
+_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);
+
+static inline unsigned
+_mesa_buffer_enum_to_count(GLenum buffer)
+{
+   switch (buffer) {
+   case GL_COLOR:
+      return 4;
+   case GL_DEPTH_STENCIL:
+      return 2;
+   case GL_STENCIL:
+   case GL_DEPTH:
+      return 1;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_tex_param_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_TEXTURE_MIN_FILTER:
+   case GL_TEXTURE_MAG_FILTER:
+   case GL_TEXTURE_WRAP_S:
+   case GL_TEXTURE_WRAP_T:
+   case GL_TEXTURE_WRAP_R:
+   case GL_TEXTURE_BASE_LEVEL:
+   case GL_TEXTURE_MAX_LEVEL:
+   case GL_GENERATE_MIPMAP_SGIS:
+   case GL_TEXTURE_COMPARE_MODE_ARB:
+   case GL_TEXTURE_COMPARE_FUNC_ARB:
+   case GL_DEPTH_TEXTURE_MODE_ARB:
+   case GL_DEPTH_STENCIL_TEXTURE_MODE:
+   case GL_TEXTURE_SRGB_DECODE_EXT:
+   case GL_TEXTURE_CUBE_MAP_SEAMLESS:
+   case GL_TEXTURE_SWIZZLE_R:
+   case GL_TEXTURE_SWIZZLE_G:
+   case GL_TEXTURE_SWIZZLE_B:
+   case GL_TEXTURE_SWIZZLE_A:
+   case GL_TEXTURE_MIN_LOD:
+   case GL_TEXTURE_MAX_LOD:
+   case GL_TEXTURE_PRIORITY:
+   case GL_TEXTURE_MAX_ANISOTROPY_EXT:
+   case GL_TEXTURE_LOD_BIAS:
+   case GL_TEXTURE_TILING_EXT:
+      return 1;
+   case GL_TEXTURE_CROP_RECT_OES:
+   case GL_TEXTURE_SWIZZLE_RGBA:
+   case GL_TEXTURE_BORDER_COLOR:
+      return 4;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_fog_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_FOG_MODE:
+   case GL_FOG_DENSITY:
+   case GL_FOG_START:
+   case GL_FOG_END:
+   case GL_FOG_INDEX:
+   case GL_FOG_COORDINATE_SOURCE_EXT:
+   case GL_FOG_DISTANCE_MODE_NV:
+      return 1;
+   case GL_FOG_COLOR:
+      return 4;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_light_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_AMBIENT:
+   case GL_DIFFUSE:
+   case GL_SPECULAR:
+   case GL_POSITION:
+      return 4;
+   case GL_SPOT_DIRECTION:
+      return 3;
+   case GL_SPOT_EXPONENT:
+   case GL_SPOT_CUTOFF:
+   case GL_CONSTANT_ATTENUATION:
+   case GL_LINEAR_ATTENUATION:
+   case GL_QUADRATIC_ATTENUATION:
+      return 1;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_light_model_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_LIGHT_MODEL_AMBIENT:
+      return 4;
+   case GL_LIGHT_MODEL_LOCAL_VIEWER:
+   case GL_LIGHT_MODEL_TWO_SIDE:
+   case GL_LIGHT_MODEL_COLOR_CONTROL:
+      return 1;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_texenv_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_TEXTURE_ENV_MODE:
+   case GL_COMBINE_RGB:
+   case GL_COMBINE_ALPHA:
+   case GL_SOURCE0_RGB:
+   case GL_SOURCE1_RGB:
+   case GL_SOURCE2_RGB:
+   case GL_SOURCE3_RGB_NV:
+   case GL_SOURCE0_ALPHA:
+   case GL_SOURCE1_ALPHA:
+   case GL_SOURCE2_ALPHA:
+   case GL_SOURCE3_ALPHA_NV:
+   case GL_OPERAND0_RGB:
+   case GL_OPERAND1_RGB:
+   case GL_OPERAND2_RGB:
+   case GL_OPERAND3_RGB_NV:
+   case GL_OPERAND0_ALPHA:
+   case GL_OPERAND1_ALPHA:
+   case GL_OPERAND2_ALPHA:
+   case GL_OPERAND3_ALPHA_NV:
+   case GL_RGB_SCALE:
+   case GL_ALPHA_SCALE:
+   case GL_TEXTURE_LOD_BIAS_EXT:
+   case GL_COORD_REPLACE_NV:
+      return 1;
+   case GL_TEXTURE_ENV_COLOR:
+      return 4;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_texgen_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_TEXTURE_GEN_MODE:
+      return 1;
+   case GL_OBJECT_PLANE:
+   case GL_EYE_PLANE:
+      return 4;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_material_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_EMISSION:
+   case GL_AMBIENT:
+   case GL_DIFFUSE:
+   case GL_SPECULAR:
+   case GL_AMBIENT_AND_DIFFUSE:
+      return 4;
+   case GL_COLOR_INDEXES:
+      return 3;
+   case GL_SHININESS:
+      return 1;
+   default:
+      return 0;
+   }
+}
+
+static inline unsigned
+_mesa_point_param_enum_to_count(GLenum pname)
+{
+   switch (pname) {
+   case GL_DISTANCE_ATTENUATION_EXT:
+      return 3;
+   case GL_POINT_SIZE_MIN_EXT:
+   case GL_POINT_SIZE_MAX_EXT:
+   case GL_POINT_FADE_THRESHOLD_SIZE_EXT:
+   case GL_POINT_SPRITE_R_MODE_NV:
+   case GL_POINT_SPRITE_COORD_ORIGIN:
+      return 1;
+   default:
+      return 0;
+   }
 }
 
 #endif /* MARSHAL_H */