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