
Reviewed-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4314>
163 lines
5.7 KiB
C
163 lines
5.7 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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#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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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 Enabled;
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GLbitfield UserPointerMask;
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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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/** Amount of data used by batch commands, in bytes. */
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int used;
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/** Data contained in the command buffer. */
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#ifdef _MSC_VER
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__declspec(align(8))
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#else
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__attribute__((aligned(8)))
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#endif
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uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
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};
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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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/** 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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/** 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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/** 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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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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};
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void _mesa_glthread_init(struct gl_context *ctx);
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void _mesa_glthread_destroy(struct gl_context *ctx);
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void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
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void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
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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_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_ClientState(struct gl_context *ctx, GLuint *vaobj,
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gl_vert_attrib attrib, bool enable);
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void _mesa_glthread_AttribPointer(struct gl_context *ctx,
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gl_vert_attrib attrib);
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#endif /* _GLTHREAD_H*/
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