
Discovered with viewperf. Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17781>
319 lines
12 KiB
C
319 lines
12 KiB
C
/*
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* Copyright © 2012 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef _GLTHREAD_H
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#define _GLTHREAD_H
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/* The size of one batch and the maximum size of one call.
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*
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* This should be as low as possible, so that:
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* - multiple synchronizations within a frame don't slow us down much
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* - a smaller number of calls per frame can still get decent parallelism
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* - the memory footprint of the queue is low, and with that comes a lower
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* chance of experiencing CPU cache thrashing
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* but it should be high enough so that u_queue overhead remains negligible.
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*/
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#define MARSHAL_MAX_CMD_SIZE (8 * 1024)
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/* The number of batch slots in memory.
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*
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* One batch is being executed, one batch is being filled, the rest are
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* waiting batches. There must be at least 1 slot for a waiting batch,
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* so the minimum number of batches is 3.
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*/
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#define MARSHAL_MAX_BATCHES 8
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/* Special value for glEnableClientState(GL_PRIMITIVE_RESTART_NV). */
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#define VERT_ATTRIB_PRIMITIVE_RESTART_NV -1
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#include <inttypes.h>
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#include <stdbool.h>
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#include "util/u_queue.h"
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#include "GL/gl.h"
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#include "compiler/shader_enums.h"
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#include "main/config.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct gl_context;
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struct gl_buffer_object;
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struct _mesa_HashTable;
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struct glthread_attrib_binding {
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struct gl_buffer_object *buffer; /**< where non-VBO data was uploaded */
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int offset; /**< offset to uploaded non-VBO data */
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const void *original_pointer; /**< restore this pointer after the draw */
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};
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struct glthread_vao {
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GLuint Name;
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GLuint CurrentElementBufferName;
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GLbitfield UserEnabled; /**< Vertex attribs enabled by the user. */
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GLbitfield Enabled; /**< UserEnabled with POS vs GENERIC0 aliasing resolved. */
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GLbitfield BufferEnabled; /**< "Enabled" converted to buffer bindings. */
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GLbitfield BufferInterleaved; /**< Bitmask of buffers used by multiple attribs. */
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GLbitfield UserPointerMask; /**< Bitmask of buffer bindings. */
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GLbitfield NonZeroDivisorMask; /**< Bitmask of buffer bindings. */
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struct {
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/* Per attrib: */
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GLuint ElementSize;
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GLuint RelativeOffset;
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GLuint BufferIndex; /**< Referring to Attrib[BufferIndex]. */
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/* Per buffer binding: */
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GLsizei Stride;
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GLuint Divisor;
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int EnabledAttribCount; /**< Number of enabled attribs using this buffer. */
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const void *Pointer;
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} Attrib[VERT_ATTRIB_MAX];
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};
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/** A single batch of commands queued up for execution. */
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struct glthread_batch
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{
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/** Batch fence for waiting for the execution to finish. */
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struct util_queue_fence fence;
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/** The worker thread will access the context with this. */
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struct gl_context *ctx;
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/**
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* Number of uint64_t elements filled already.
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* This is 0 when it's being filled because glthread::used holds the real
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* value temporarily, and glthread::used is copied to this variable when
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* the batch is submitted.
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*/
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unsigned used;
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/** Data contained in the command buffer. */
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uint64_t buffer[MARSHAL_MAX_CMD_SIZE / 8];
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};
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struct glthread_client_attrib {
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struct glthread_vao VAO;
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GLuint CurrentArrayBufferName;
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int ClientActiveTexture;
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GLuint RestartIndex;
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bool PrimitiveRestart;
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bool PrimitiveRestartFixedIndex;
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/** Whether this element of the client attrib stack contains saved state. */
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bool Valid;
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};
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/* For glPushAttrib / glPopAttrib. */
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struct glthread_attrib_node {
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GLbitfield Mask;
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int ActiveTexture;
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GLenum MatrixMode;
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bool CullFace;
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bool DepthTest;
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};
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typedef enum {
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M_MODELVIEW,
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M_PROJECTION,
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M_PROGRAM0,
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M_PROGRAM_LAST = M_PROGRAM0 + MAX_PROGRAM_MATRICES - 1,
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M_TEXTURE0,
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M_TEXTURE_LAST = M_TEXTURE0 + MAX_TEXTURE_UNITS - 1,
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M_DUMMY, /* used instead of reporting errors */
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M_NUM_MATRIX_STACKS,
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} gl_matrix_index;
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struct glthread_state
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{
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/** Multithreaded queue. */
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struct util_queue queue;
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/** This is sent to the driver for framebuffer overlay / HUD. */
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struct util_queue_monitoring stats;
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/** Whether GLThread is enabled. */
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bool enabled;
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/** Display lists. */
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GLenum ListMode; /**< Zero if not inside display list, else list mode. */
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unsigned ListBase;
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unsigned ListCallDepth;
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/** For L3 cache pinning. */
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unsigned pin_thread_counter;
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/** The ring of batches in memory. */
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struct glthread_batch batches[MARSHAL_MAX_BATCHES];
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/** Pointer to the batch currently being filled. */
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struct glthread_batch *next_batch;
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/** Index of the last submitted batch. */
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unsigned last;
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/** Index of the batch being filled and about to be submitted. */
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unsigned next;
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/** Number of uint64_t elements filled already. */
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unsigned used;
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/** Upload buffer. */
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struct gl_buffer_object *upload_buffer;
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uint8_t *upload_ptr;
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unsigned upload_offset;
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int upload_buffer_private_refcount;
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/** Caps. */
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GLboolean SupportsBufferUploads;
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GLboolean SupportsNonVBOUploads;
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/** Primitive restart state. */
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bool PrimitiveRestart;
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bool PrimitiveRestartFixedIndex;
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bool _PrimitiveRestart;
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GLuint RestartIndex;
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GLuint _RestartIndex[4]; /**< Restart index for index_size = 1,2,4. */
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/** Vertex Array objects tracked by glthread independently of Mesa. */
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struct _mesa_HashTable *VAOs;
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struct glthread_vao *CurrentVAO;
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struct glthread_vao *LastLookedUpVAO;
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struct glthread_vao DefaultVAO;
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struct glthread_client_attrib ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
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int ClientAttribStackTop;
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int ClientActiveTexture;
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/** Currently-bound buffer object IDs. */
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GLuint CurrentArrayBufferName;
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GLuint CurrentDrawIndirectBufferName;
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GLuint CurrentPixelPackBufferName;
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GLuint CurrentPixelUnpackBufferName;
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GLuint CurrentQueryBufferName;
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/**
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* The batch index of the last occurence of glLinkProgram or
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* glDeleteProgram or -1 if there is no such enqueued call.
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*/
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int LastProgramChangeBatch;
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/**
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* The batch index of the last occurence of glEndList or
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* glDeleteLists or -1 if there is no such enqueued call.
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*/
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int LastDListChangeBatchIndex;
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/** Basic matrix state tracking. */
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int ActiveTexture;
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GLenum MatrixMode;
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gl_matrix_index MatrixIndex;
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struct glthread_attrib_node AttribStack[MAX_ATTRIB_STACK_DEPTH];
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int AttribStackDepth;
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int MatrixStackDepth[M_NUM_MATRIX_STACKS];
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/** Enable states. */
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bool DepthTest;
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bool CullFace;
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GLuint CurrentDrawFramebuffer;
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GLuint CurrentProgram;
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};
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void _mesa_glthread_init(struct gl_context *ctx);
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void _mesa_glthread_destroy(struct gl_context *ctx, const char *reason);
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void _mesa_glthread_flush_batch(struct gl_context *ctx);
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void _mesa_glthread_finish(struct gl_context *ctx);
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void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
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void _mesa_glthread_upload(struct gl_context *ctx, const void *data,
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GLsizeiptr size, unsigned *out_offset,
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struct gl_buffer_object **out_buffer,
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uint8_t **out_ptr);
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void _mesa_glthread_reset_vao(struct glthread_vao *vao);
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void _mesa_error_glthread_safe(struct gl_context *ctx, GLenum error,
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bool glthread, const char *format, ...);
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void _mesa_glthread_execute_list(struct gl_context *ctx, GLuint list);
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void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
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GLuint buffer);
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void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
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const GLuint *buffers);
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void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
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void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
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GLsizei n, const GLuint *ids);
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void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
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GLsizei n, GLuint *arrays);
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void _mesa_glthread_set_prim_restart(struct gl_context *ctx, GLenum cap,
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bool value);
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void _mesa_glthread_PrimitiveRestartIndex(struct gl_context *ctx, GLuint index);
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void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
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gl_vert_attrib attrib, bool enable);
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void _mesa_glthread_AttribDivisor(struct gl_context *ctx, const GLuint *vaobj,
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gl_vert_attrib attrib, GLuint divisor);
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void _mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib,
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GLint size, GLenum type, GLsizei stride,
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const void *pointer);
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void _mesa_glthread_DSAAttribPointer(struct gl_context *ctx, GLuint vao,
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GLuint buffer, gl_vert_attrib attrib,
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GLint size, GLenum type, GLsizei stride,
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GLintptr offset);
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void _mesa_glthread_AttribFormat(struct gl_context *ctx, GLuint attribindex,
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GLint size, GLenum type, GLuint relativeoffset);
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void _mesa_glthread_DSAAttribFormat(struct gl_context *ctx, GLuint vaobj,
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GLuint attribindex, GLint size, GLenum type,
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GLuint relativeoffset);
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void _mesa_glthread_VertexBuffer(struct gl_context *ctx, GLuint bindingindex,
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GLuint buffer, GLintptr offset, GLsizei stride);
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void _mesa_glthread_DSAVertexBuffer(struct gl_context *ctx, GLuint vaobj,
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GLuint bindingindex, GLuint buffer,
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GLintptr offset, GLsizei stride);
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void _mesa_glthread_DSAVertexBuffers(struct gl_context *ctx, GLuint vaobj,
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GLuint first, GLsizei count,
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const GLuint *buffers,
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const GLintptr *offsets,
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const GLsizei *strides);
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void _mesa_glthread_BindingDivisor(struct gl_context *ctx, GLuint bindingindex,
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GLuint divisor);
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void _mesa_glthread_DSABindingDivisor(struct gl_context *ctx, GLuint vaobj,
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GLuint bindingindex, GLuint divisor);
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void _mesa_glthread_AttribBinding(struct gl_context *ctx, GLuint attribindex,
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GLuint bindingindex);
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void _mesa_glthread_DSAAttribBinding(struct gl_context *ctx, GLuint vaobj,
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GLuint attribindex, GLuint bindingindex);
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void _mesa_glthread_DSAElementBuffer(struct gl_context *ctx, GLuint vaobj,
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GLuint buffer);
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void _mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
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bool set_default);
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void _mesa_glthread_PopClientAttrib(struct gl_context *ctx);
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void _mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask);
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void _mesa_glthread_InterleavedArrays(struct gl_context *ctx, GLenum format,
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GLsizei stride, const GLvoid *pointer);
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void _mesa_glthread_ProgramChanged(struct gl_context *ctx);
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#ifdef __cplusplus
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}
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#endif
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#endif /* _GLTHREAD_H*/
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