1 /*
2  * Copyright © 2012 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #ifndef _GLTHREAD_H
25 #define _GLTHREAD_H
26 
27 /* The size of one batch and the maximum size of one call.
28  *
29  * This should be as low as possible, so that:
30  * - multiple synchronizations within a frame don't slow us down much
31  * - a smaller number of calls per frame can still get decent parallelism
32  * - the memory footprint of the queue is low, and with that comes a lower
33  *   chance of experiencing CPU cache thrashing
34  * but it should be high enough so that u_queue overhead remains negligible.
35  */
36 #define MARSHAL_MAX_CMD_SIZE (8 * 1024)
37 
38 /* The number of batch slots in memory.
39  *
40  * One batch is being executed, one batch is being filled, the rest are
41  * waiting batches. There must be at least 1 slot for a waiting batch,
42  * so the minimum number of batches is 3.
43  */
44 #define MARSHAL_MAX_BATCHES 8
45 
46 #include <inttypes.h>
47 #include <stdbool.h>
48 #include "util/u_queue.h"
49 #include "GL/gl.h"
50 #include "compiler/shader_enums.h"
51 
52 struct gl_context;
53 struct _mesa_HashTable;
54 
55 struct glthread_vao {
56    GLuint Name;
57    GLuint CurrentElementBufferName;
58    GLbitfield Enabled;
59    GLbitfield UserPointerMask;
60 };
61 
62 /** A single batch of commands queued up for execution. */
63 struct glthread_batch
64 {
65    /** Batch fence for waiting for the execution to finish. */
66    struct util_queue_fence fence;
67 
68    /** The worker thread will access the context with this. */
69    struct gl_context *ctx;
70 
71    /** Amount of data used by batch commands, in bytes. */
72    int used;
73 
74    /** Data contained in the command buffer. */
75 #ifdef _MSC_VER
76    __declspec(align(8))
77 #else
78    __attribute__((aligned(8)))
79 #endif
80    uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
81 };
82 
83 struct glthread_state
84 {
85    /** Multithreaded queue. */
86    struct util_queue queue;
87 
88    /** This is sent to the driver for framebuffer overlay / HUD. */
89    struct util_queue_monitoring stats;
90 
91    /** Whether GLThread is enabled. */
92    bool enabled;
93 
94    /** The ring of batches in memory. */
95    struct glthread_batch batches[MARSHAL_MAX_BATCHES];
96 
97    /** Pointer to the batch currently being filled. */
98    struct glthread_batch *next_batch;
99 
100    /** Index of the last submitted batch. */
101    unsigned last;
102 
103    /** Index of the batch being filled and about to be submitted. */
104    unsigned next;
105 
106    /** Vertex Array objects tracked by glthread independently of Mesa. */
107    struct _mesa_HashTable *VAOs;
108    struct glthread_vao *CurrentVAO;
109    struct glthread_vao *LastLookedUpVAO;
110    struct glthread_vao DefaultVAO;
111    int ClientActiveTexture;
112 
113    /** Currently-bound buffer object IDs. */
114    GLuint CurrentArrayBufferName;
115    GLuint CurrentDrawIndirectBufferName;
116 };
117 
118 void _mesa_glthread_init(struct gl_context *ctx);
119 void _mesa_glthread_destroy(struct gl_context *ctx);
120 
121 void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
122 void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
123 void _mesa_glthread_flush_batch(struct gl_context *ctx);
124 void _mesa_glthread_finish(struct gl_context *ctx);
125 void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
126 
127 void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
128                                GLuint buffer);
129 void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
130                                   const GLuint *buffers);
131 
132 void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
133 void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
134                                        GLsizei n, const GLuint *ids);
135 void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
136                                     GLsizei n, GLuint *arrays);
137 void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
138                                 gl_vert_attrib attrib, bool enable);
139 void _mesa_glthread_AttribPointer(struct gl_context *ctx,
140                                   gl_vert_attrib attrib);
141 
142 #endif /* _GLTHREAD_H*/
143