Files
third_party_mesa3d/src/mesa/state_tracker/st_context.c
Brian Paul 593e36f956 st/mesa: implement "zombie" sampler views (v2)
When st_texture_release_all_sampler_views() is called the texture may
have sampler views belonging to several contexts.  If we unreference a
sampler view and its refcount hits zero, we need to be sure to destroy
the sampler view with the same context which created it.

This was not the case with the previous code which used
pipe_sampler_view_release().  That function could end up freeing a
sampler view with a context different than the one which created it.
In the case of the VMware svga driver, we detected this but leaked the
sampler view.  This led to a crash with google-chrome when the kernel
module had too many sampler views.  VMware bug 2274734.

Alternately, if we try to delete a sampler view with the correct
context, we may be "reaching into" a context which is active on
another thread.  That's not safe.

To fix these issues this patch adds a per-context list of "zombie"
sampler views.  These are views which are to be freed at some point
when the context is active.  Other contexts may safely add sampler
views to the zombie list at any time (it's mutex protected).  This
avoids the context/view ownership mix-ups we had before.

Tested with: google-chrome, google earth, Redway3D Watch/Turbine demos
a few Linux games.  If anyone can recomment some other multi-threaded,
multi-context GL apps to test, please let me know.

v2: avoid potential race issue by always adding sampler views to the
zombie list if the view's context doesn't match the current context,
ignoring the refcount.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
Reviewed-by: Mathias Fröhlich <Mathias.Froehlich@web.de>
Reviewed-By: Jose Fonseca <jfonseca@vmware.com>
2019-03-17 20:07:22 -06:00

884 lines
28 KiB
C

/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "main/imports.h"
#include "main/accum.h"
#include "main/api_exec.h"
#include "main/context.h"
#include "main/glthread.h"
#include "main/samplerobj.h"
#include "main/shaderobj.h"
#include "main/version.h"
#include "main/vtxfmt.h"
#include "main/hash.h"
#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.h"
#include "st_manager.h"
#include "st_context.h"
#include "st_debug.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_clear.h"
#include "st_cb_compute.h"
#include "st_cb_condrender.h"
#include "st_cb_copyimage.h"
#include "st_cb_drawpixels.h"
#include "st_cb_rasterpos.h"
#include "st_cb_drawtex.h"
#include "st_cb_eglimage.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
#include "st_cb_memoryobjects.h"
#include "st_cb_msaa.h"
#include "st_cb_perfmon.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
#include "st_cb_semaphoreobjects.h"
#include "st_cb_texture.h"
#include "st_cb_xformfb.h"
#include "st_cb_flush.h"
#include "st_cb_syncobj.h"
#include "st_cb_strings.h"
#include "st_cb_texturebarrier.h"
#include "st_cb_viewport.h"
#include "st_atom.h"
#include "st_draw.h"
#include "st_extensions.h"
#include "st_gen_mipmap.h"
#include "st_pbo.h"
#include "st_program.h"
#include "st_sampler_view.h"
#include "st_shader_cache.h"
#include "st_vdpau.h"
#include "st_texture.h"
#include "st_util.h"
#include "pipe/p_context.h"
#include "util/u_cpu_detect.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
#include "util/u_vbuf.h"
#include "cso_cache/cso_context.h"
DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
/**
* Called via ctx->Driver.Enable()
*/
static void
st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
struct st_context *st = st_context(ctx);
switch (cap) {
case GL_DEBUG_OUTPUT:
case GL_DEBUG_OUTPUT_SYNCHRONOUS:
st_update_debug_callback(st);
break;
default:
break;
}
}
/**
* Called via ctx->Driver.QueryMemoryInfo()
*/
static void
st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
{
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
struct pipe_memory_info info;
assert(screen->query_memory_info);
if (!screen->query_memory_info)
return;
screen->query_memory_info(screen, &info);
out->total_device_memory = info.total_device_memory;
out->avail_device_memory = info.avail_device_memory;
out->total_staging_memory = info.total_staging_memory;
out->avail_staging_memory = info.avail_staging_memory;
out->device_memory_evicted = info.device_memory_evicted;
out->nr_device_memory_evictions = info.nr_device_memory_evictions;
}
static uint64_t
st_get_active_states(struct gl_context *ctx)
{
struct st_vertex_program *vp =
st_vertex_program(ctx->VertexProgram._Current);
struct st_common_program *tcp =
st_common_program(ctx->TessCtrlProgram._Current);
struct st_common_program *tep =
st_common_program(ctx->TessEvalProgram._Current);
struct st_common_program *gp =
st_common_program(ctx->GeometryProgram._Current);
struct st_fragment_program *fp =
st_fragment_program(ctx->FragmentProgram._Current);
struct st_compute_program *cp =
st_compute_program(ctx->ComputeProgram._Current);
uint64_t active_shader_states = 0;
if (vp)
active_shader_states |= vp->affected_states;
if (tcp)
active_shader_states |= tcp->affected_states;
if (tep)
active_shader_states |= tep->affected_states;
if (gp)
active_shader_states |= gp->affected_states;
if (fp)
active_shader_states |= fp->affected_states;
if (cp)
active_shader_states |= cp->affected_states;
/* Mark non-shader-resource shader states as "always active". */
return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
}
void
st_invalidate_buffers(struct st_context *st)
{
st->dirty |= ST_NEW_BLEND |
ST_NEW_DSA |
ST_NEW_FB_STATE |
ST_NEW_SAMPLE_STATE |
ST_NEW_SAMPLE_SHADING |
ST_NEW_FS_STATE |
ST_NEW_POLY_STIPPLE |
ST_NEW_VIEWPORT |
ST_NEW_RASTERIZER |
ST_NEW_SCISSOR |
ST_NEW_WINDOW_RECTANGLES;
}
static inline bool
st_vp_uses_current_values(const struct gl_context *ctx)
{
const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
return _mesa_draw_current_bits(ctx) & inputs;
}
/**
* Called via ctx->Driver.UpdateState()
*/
static void
st_invalidate_state(struct gl_context *ctx)
{
GLbitfield new_state = ctx->NewState;
struct st_context *st = st_context(ctx);
if (new_state & _NEW_BUFFERS) {
st_invalidate_buffers(st);
} else {
/* These set a subset of flags set by _NEW_BUFFERS, so we only have to
* check them when _NEW_BUFFERS isn't set.
*/
if (new_state & _NEW_PROGRAM)
st->dirty |= ST_NEW_RASTERIZER;
if (new_state & _NEW_FOG)
st->dirty |= ST_NEW_FS_STATE;
if (new_state & _NEW_FRAG_CLAMP) {
if (st->clamp_frag_color_in_shader)
st->dirty |= ST_NEW_FS_STATE;
else
st->dirty |= ST_NEW_RASTERIZER;
}
}
if (new_state & (_NEW_LIGHT |
_NEW_POINT))
st->dirty |= ST_NEW_RASTERIZER;
if (new_state & _NEW_PROJECTION &&
st_user_clip_planes_enabled(ctx))
st->dirty |= ST_NEW_CLIP_STATE;
if (new_state & _NEW_PIXEL)
st->dirty |= ST_NEW_PIXEL_TRANSFER;
if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx))
st->dirty |= ST_NEW_VERTEX_ARRAYS;
/* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
st->dirty |= ST_NEW_VS_STATE;
/* Which shaders are dirty will be determined manually. */
if (new_state & _NEW_PROGRAM) {
st->gfx_shaders_may_be_dirty = true;
st->compute_shader_may_be_dirty = true;
/* This will mask out unused shader resources. */
st->active_states = st_get_active_states(ctx);
}
if (new_state & _NEW_TEXTURE_OBJECT) {
st->dirty |= st->active_states &
(ST_NEW_SAMPLER_VIEWS |
ST_NEW_SAMPLERS |
ST_NEW_IMAGE_UNITS);
if (ctx->FragmentProgram._Current &&
ctx->FragmentProgram._Current->ExternalSamplersUsed) {
st->dirty |= ST_NEW_FS_STATE;
}
}
}
/*
* In some circumstances (such as running google-chrome) the state
* tracker may try to delete a resource view from a context different
* than when it was created. We don't want to do that.
*
* In that situation, st_texture_release_all_sampler_views() calls this
* function to transfer the sampler view reference to this context (expected
* to be the context which created the view.)
*/
void
st_save_zombie_sampler_view(struct st_context *st,
struct pipe_sampler_view *view)
{
struct st_zombie_sampler_view_node *entry;
assert(view->context == st->pipe);
entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
if (!entry)
return;
entry->view = view;
/* We need a mutex since this function may be called from one thread
* while free_zombie_resource_views() is called from another.
*/
mtx_lock(&st->zombie_sampler_views.mutex);
LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
mtx_unlock(&st->zombie_sampler_views.mutex);
}
/*
* Free any zombie sampler views that may be attached to this context.
*/
static void
free_zombie_sampler_views(struct st_context *st)
{
struct st_zombie_sampler_view_node *entry, *next;
if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) {
return;
}
mtx_lock(&st->zombie_sampler_views.mutex);
LIST_FOR_EACH_ENTRY_SAFE(entry, next,
&st->zombie_sampler_views.list.node, node) {
LIST_DEL(&entry->node); // remove this entry from the list
assert(entry->view->context == st->pipe);
pipe_sampler_view_reference(&entry->view, NULL);
free(entry);
}
assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node));
mtx_unlock(&st->zombie_sampler_views.mutex);
}
/*
* This function is called periodically to free any zombie objects
* which are attached to this context.
*/
void
st_context_free_zombie_objects(struct st_context *st)
{
free_zombie_sampler_views(st);
}
static void
st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
{
uint i;
st_destroy_atoms(st);
st_destroy_draw(st);
st_destroy_clear(st);
st_destroy_bitmap(st);
st_destroy_drawpix(st);
st_destroy_drawtex(st);
st_destroy_perfmon(st);
st_destroy_pbo_helpers(st);
st_destroy_bound_texture_handles(st);
st_destroy_bound_image_handles(st);
for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
pipe_sampler_view_release(st->pipe,
&st->state.frag_sampler_views[i]);
}
/* free glReadPixels cache data */
st_invalidate_readpix_cache(st);
util_throttle_deinit(st->pipe->screen, &st->throttle);
cso_destroy_context(st->cso_context);
if (st->pipe && destroy_pipe)
st->pipe->destroy(st->pipe);
free(st);
}
static void
st_init_driver_flags(struct st_context *st)
{
struct gl_driver_flags *f = &st->ctx->DriverFlags;
f->NewArray = ST_NEW_VERTEX_ARRAYS;
f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
f->NewTileRasterOrder = ST_NEW_RASTERIZER;
f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
/* Shader resources */
f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
if (st->has_hw_atomics)
f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
else
f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
f->NewFramebufferSRGB = ST_NEW_FB_STATE;
f->NewScissorRect = ST_NEW_SCISSOR;
f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
f->NewAlphaTest = ST_NEW_DSA;
f->NewBlend = ST_NEW_BLEND;
f->NewBlendColor = ST_NEW_BLEND_COLOR;
f->NewColorMask = ST_NEW_BLEND;
f->NewDepth = ST_NEW_DSA;
f->NewLogicOp = ST_NEW_BLEND;
f->NewStencil = ST_NEW_DSA;
f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
f->NewSampleMask = ST_NEW_SAMPLE_STATE;
f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
/* This depends on what the gallium driver wants. */
if (st->force_persample_in_shader) {
f->NewMultisampleEnable |= ST_NEW_FS_STATE;
f->NewSampleShading |= ST_NEW_FS_STATE;
} else {
f->NewSampleShading |= ST_NEW_RASTERIZER;
}
f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
f->NewClipPlane = ST_NEW_CLIP_STATE;
f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
f->NewDepthClamp = ST_NEW_RASTERIZER;
f->NewLineState = ST_NEW_RASTERIZER;
f->NewPolygonState = ST_NEW_RASTERIZER;
f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
f->NewViewport = ST_NEW_VIEWPORT;
f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
}
static struct st_context *
st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
const struct st_config_options *options, bool no_error)
{
struct pipe_screen *screen = pipe->screen;
uint i;
struct st_context *st = ST_CALLOC_STRUCT( st_context);
st->options = *options;
ctx->st = st;
st->ctx = ctx;
st->pipe = pipe;
/* state tracker needs the VBO module */
_vbo_CreateContext(ctx);
st->dirty = ST_ALL_STATES_MASK;
st->can_bind_const_buffer_as_vertex =
screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
/* st/mesa always uploads zero-stride vertex attribs, and other user
* vertex buffers are only possible with a compatibility profile.
* So tell the u_vbuf module that user VBOs are not possible with the Core
* profile, so that u_vbuf is bypassed completely if there is nothing else
* to do.
*/
unsigned vbuf_flags =
ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
st->cso_context = cso_create_context(pipe, vbuf_flags);
st_init_atoms(st);
st_init_clear(st);
st_init_pbo_helpers(st);
/* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
st->internal_target = PIPE_TEXTURE_2D;
else
st->internal_target = PIPE_TEXTURE_RECT;
/* Setup vertex element info for 'struct st_util_vertex'.
*/
{
STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
memset(&st->util_velems, 0, sizeof(st->util_velems));
st->util_velems[0].src_offset = 0;
st->util_velems[0].vertex_buffer_index = 0;
st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
st->util_velems[1].src_offset = 3 * sizeof(float);
st->util_velems[1].vertex_buffer_index = 0;
st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
st->util_velems[2].src_offset = 7 * sizeof(float);
st->util_velems[2].vertex_buffer_index = 0;
st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
}
/* we want all vertex data to be placed in buffer objects */
vbo_use_buffer_objects(ctx);
/* make sure that no VBOs are left mapped when we're drawing. */
vbo_always_unmap_buffers(ctx);
/* Need these flags:
*/
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
if (no_error)
ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
ctx->Const.PackedDriverUniformStorage =
screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW);
st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
PIPE_TEXTURE_2D, 0, 0,
PIPE_BIND_SAMPLER_VIEW);
st->has_astc_2d_ldr =
screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
st->prefer_blit_based_texture_transfer = screen->get_param(screen,
PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
st->force_persample_in_shader =
screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
!screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
st->has_shareable_shaders = screen->get_param(screen,
PIPE_CAP_SHAREABLE_SHADERS);
st->needs_texcoord_semantic =
screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
st->apply_texture_swizzle_to_border_color =
!!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
(PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
st->has_time_elapsed =
screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
st->has_half_float_packing =
screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
st->has_multi_draw_indirect =
screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
st->has_single_pipe_stat =
screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
st->has_indep_blend_func =
screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
st->needs_rgb_dst_alpha_override =
screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
st->has_hw_atomics =
screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
? true : false;
util_throttle_init(&st->throttle,
screen->get_param(screen,
PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
/* GL limits and extensions */
st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions, ctx->API);
st_init_extensions(pipe->screen, &ctx->Const,
&ctx->Extensions, &st->options, ctx->API);
if (st_have_perfmon(st)) {
ctx->Extensions.AMD_performance_monitor = GL_TRUE;
}
/* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
st->clamp_vert_color_in_shader = GL_TRUE;
}
if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
st->clamp_frag_color_in_shader = GL_TRUE;
}
/* For drivers which cannot do color clamping, it's better to just
* disable ARB_color_buffer_float in the core profile, because
* the clamping is deprecated there anyway. */
if (ctx->API == API_OPENGL_CORE &&
(st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
st->clamp_vert_color_in_shader = GL_FALSE;
st->clamp_frag_color_in_shader = GL_FALSE;
ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
}
}
/* called after _mesa_create_context/_mesa_init_point, fix default user
* settable max point size up
*/
ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
ctx->Const.MaxPointSizeAA);
/* For vertex shaders, make sure not to emit saturate when SM 3.0
* is not supported
*/
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
!st->has_shader_model3;
if (!ctx->Extensions.ARB_gpu_shader5) {
for (i = 0; i < MESA_SHADER_STAGES; i++)
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
}
/* Set which shader types can be compiled at link time. */
st->shader_has_one_variant[MESA_SHADER_VERTEX] =
st->has_shareable_shaders &&
!st->clamp_vert_color_in_shader;
st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
st->has_shareable_shaders &&
!st->clamp_frag_color_in_shader &&
!st->force_persample_in_shader;
st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
st->bitmap.cache.empty = true;
_mesa_override_extensions(ctx);
_mesa_compute_version(ctx);
if (ctx->Version == 0) {
/* This can happen when a core profile was requested, but the driver
* does not support some features of GL 3.1 or later.
*/
st_destroy_context_priv(st, false);
return NULL;
}
_mesa_initialize_dispatch_tables(ctx);
_mesa_initialize_vbo_vtxfmt(ctx);
st_init_driver_flags(st);
/* Initialize context's winsys buffers list */
LIST_INITHEAD(&st->winsys_buffers);
LIST_INITHEAD(&st->zombie_sampler_views.list.node);
mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
return st;
}
static void
st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
{
struct st_context *st = ctx->st;
st->pipe->emit_string_marker(st->pipe, string, len);
}
static void
st_set_background_context(struct gl_context *ctx,
struct util_queue_monitoring *queue_info)
{
struct st_context *st = ctx->st;
struct st_manager *smapi =
(struct st_manager *) st->iface.st_context_private;
assert(smapi->set_background_context);
smapi->set_background_context(&st->iface, queue_info);
}
static void
st_get_device_uuid(struct gl_context *ctx, char *uuid)
{
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
memset(uuid, 0, GL_UUID_SIZE_EXT);
screen->get_device_uuid(screen, uuid);
}
static void
st_get_driver_uuid(struct gl_context *ctx, char *uuid)
{
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
memset(uuid, 0, GL_UUID_SIZE_EXT);
screen->get_driver_uuid(screen, uuid);
}
static void
st_init_driver_functions(struct pipe_screen *screen,
struct dd_function_table *functions)
{
_mesa_init_sampler_object_functions(functions);
st_init_draw_functions(functions);
st_init_blit_functions(functions);
st_init_bufferobject_functions(screen, functions);
st_init_clear_functions(functions);
st_init_bitmap_functions(functions);
st_init_copy_image_functions(functions);
st_init_drawpixels_functions(functions);
st_init_rasterpos_functions(functions);
st_init_drawtex_functions(functions);
st_init_eglimage_functions(functions);
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
st_init_memoryobject_functions(functions);
st_init_msaa_functions(functions);
st_init_perfmon_functions(functions);
st_init_program_functions(functions);
st_init_query_functions(functions);
st_init_cond_render_functions(functions);
st_init_readpixels_functions(functions);
st_init_semaphoreobject_functions(functions);
st_init_texture_functions(functions);
st_init_texture_barrier_functions(functions);
st_init_flush_functions(screen, functions);
st_init_string_functions(functions);
st_init_viewport_functions(functions);
st_init_compute_functions(functions);
st_init_xformfb_functions(functions);
st_init_syncobj_functions(functions);
st_init_vdpau_functions(functions);
if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
functions->EmitStringMarker = st_emit_string_marker;
functions->Enable = st_Enable;
functions->UpdateState = st_invalidate_state;
functions->QueryMemoryInfo = st_query_memory_info;
functions->SetBackgroundContext = st_set_background_context;
functions->GetDriverUuid = st_get_driver_uuid;
functions->GetDeviceUuid = st_get_device_uuid;
/* GL_ARB_get_program_binary */
functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
PIPE_SHADER_CAP_PREFERRED_IR);
if (preferred_ir == PIPE_SHADER_IR_NIR) {
functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
functions->ProgramBinarySerializeDriverBlob =
st_serialise_nir_program_binary;
functions->ProgramBinaryDeserializeDriverBlob =
st_deserialise_nir_program;
} else {
functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program;
functions->ProgramBinarySerializeDriverBlob =
st_serialise_tgsi_program_binary;
functions->ProgramBinaryDeserializeDriverBlob =
st_deserialise_tgsi_program;
}
}
struct st_context *
st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
struct st_context *share,
const struct st_config_options *options,
bool no_error)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
struct st_context *st;
util_cpu_detect();
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(pipe->screen, &funcs);
ctx = calloc(1, sizeof(struct gl_context));
if (!ctx)
return NULL;
if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
free(ctx);
return NULL;
}
st_debug_init();
if (pipe->screen->get_disk_shader_cache &&
!(ST_DEBUG & DEBUG_TGSI))
ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
/* XXX: need a capability bit in gallium to query if the pipe
* driver prefers DP4 or MUL/MAD for vertex transformation.
*/
if (debug_get_option_mesa_mvp_dp4())
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
st = st_create_context_priv(ctx, pipe, options, no_error);
if (!st) {
_mesa_destroy_context(ctx);
}
return st;
}
/**
* When we destroy a context, we must examine all texture objects to
* find/release any sampler views created by that context.
*
* This callback is called per-texture object. It releases all the
* texture's sampler views which belong to the context.
*/
static void
destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
{
struct gl_texture_object *texObj = (struct gl_texture_object *) data;
struct st_context *st = (struct st_context *) userData;
st_texture_release_context_sampler_view(st, st_texture_object(texObj));
}
void
st_destroy_context(struct st_context *st)
{
struct gl_context *ctx = st->ctx;
struct st_framebuffer *stfb, *next;
GET_CURRENT_CONTEXT(curctx);
if (curctx == NULL) {
/* No current context, but we need one to release
* renderbuffer surface when we release framebuffer.
* So temporarily bind the context.
*/
_mesa_make_current(ctx, NULL, NULL);
}
st_context_free_zombie_objects(st);
mtx_destroy(&st->zombie_sampler_views.mutex);
/* This must be called first so that glthread has a chance to finish */
_mesa_glthread_destroy(ctx);
_mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
st_reference_fragprog(st, &st->fp, NULL);
st_reference_prog(st, &st->gp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
st_reference_prog(st, &st->tcp, NULL);
st_reference_prog(st, &st->tep, NULL);
st_reference_compprog(st, &st->cp, NULL);
/* release framebuffer in the winsys buffers list */
LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
st_framebuffer_reference(&stfb, NULL);
}
pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
_vbo_DestroyContext(ctx);
st_destroy_program_variants(st);
_mesa_free_context_data(ctx);
/* This will free the st_context too, so 'st' must not be accessed
* afterwards. */
st_destroy_context_priv(st, true);
st = NULL;
free(ctx);
}