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/*
* Copyright © 2012 Intel Corporation
*
* 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, sublicense,
* 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 NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
#ifndef _GLTHREAD_H
#define _GLTHREAD_H
/* The size of one batch and the maximum size of one call.
*
* This should be as low as possible, so that:
* - multiple synchronizations within a frame don't slow us down much
* - a smaller number of calls per frame can still get decent parallelism
* - the memory footprint of the queue is low, and with that comes a lower
* chance of experiencing CPU cache thrashing
* but it should be high enough so that u_queue overhead remains negligible.
*/
#define MARSHAL_MAX_CMD_SIZE (8 * 1024)
/* The number of batch slots in memory.
*
* One batch is being executed, one batch is being filled, the rest are
* waiting batches. There must be at least 1 slot for a waiting batch,
* so the minimum number of batches is 3.
*/
#define MARSHAL_MAX_BATCHES 8
#include <inttypes.h>
#include <stdbool.h>
#include "util/u_queue.h"
#include "GL/gl.h"
#include "compiler/shader_enums.h"
struct gl_context;
struct _mesa_HashTable;
struct glthread_vao {
GLuint Name;
GLuint CurrentElementBufferName;
GLbitfield Enabled;
GLbitfield UserPointerMask;
};
/** A single batch of commands queued up for execution. */
struct glthread_batch
{
/** Batch fence for waiting for the execution to finish. */
struct util_queue_fence fence;
/** The worker thread will access the context with this. */
struct gl_context *ctx;
/** Amount of data used by batch commands, in bytes. */
int used;
/** Data contained in the command buffer. */
#ifdef _MSC_VER
__declspec(align(8))
#else
__attribute__((aligned(8)))
#endif
uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
};
struct glthread_state
{
/** Multithreaded queue. */
struct util_queue queue;
/** This is sent to the driver for framebuffer overlay / HUD. */
struct util_queue_monitoring stats;
/** Whether GLThread is enabled. */
bool enabled;
/** The ring of batches in memory. */
struct glthread_batch batches[MARSHAL_MAX_BATCHES];
/** Pointer to the batch currently being filled. */
struct glthread_batch *next_batch;
/** Index of the last submitted batch. */
unsigned last;
/** Index of the batch being filled and about to be submitted. */
unsigned next;
/** Vertex Array objects tracked by glthread independently of Mesa. */
struct _mesa_HashTable *VAOs;
struct glthread_vao *CurrentVAO;
struct glthread_vao *LastLookedUpVAO;
struct glthread_vao DefaultVAO;
int ClientActiveTexture;
/** Currently-bound buffer object IDs. */
GLuint CurrentArrayBufferName;
GLuint CurrentDrawIndirectBufferName;
};
void _mesa_glthread_init(struct gl_context *ctx);
void _mesa_glthread_destroy(struct gl_context *ctx);
void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
void _mesa_glthread_flush_batch(struct gl_context *ctx);
void _mesa_glthread_finish(struct gl_context *ctx);
void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
GLuint buffer);
void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
const GLuint *buffers);
void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
GLsizei n, const GLuint *ids);
void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
GLsizei n, GLuint *arrays);
void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
gl_vert_attrib attrib, bool enable);
void _mesa_glthread_AttribPointer(struct gl_context *ctx,
gl_vert_attrib attrib);
#endif /* _GLTHREAD_H*/