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authorMarek Olšák <[email protected]>2020-02-20 19:28:56 -0500
committerMarge Bot <[email protected]>2020-03-06 01:06:14 +0000
commit28a2ad7ddf76702a5de56a7bc0d8754b7dbd66a0 (patch)
tree15e77758d8169b01a7dc20761ca7c575f2994093 /src/mesa/main
parentd510e652d46f471a93eae5a07f7e7508633d1040 (diff)
glthread: track for each VAO whether the user has set a user pointer
This commit mainly adds basic infrastructure for tracking vertex array state. If glthread gets a non-VBO pointer, this commit delays disabling glthread until glDraw is called. The next will change that to "sync" instead of "disable". Reviewed-by: Timothy Arceri <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3948>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/glthread.c19
-rw-r--r--src/mesa/main/glthread.h22
-rw-r--r--src/mesa/main/glthread_varray.c144
-rw-r--r--src/mesa/main/marshal.c2
-rw-r--r--src/mesa/main/marshal.h49
5 files changed, 197 insertions, 39 deletions
diff --git a/src/mesa/main/glthread.c b/src/mesa/main/glthread.c
index af4eb15cb4d..4288c9aedbb 100644
--- a/src/mesa/main/glthread.c
+++ b/src/mesa/main/glthread.c
@@ -35,6 +35,7 @@
#include "main/mtypes.h"
#include "main/glthread.h"
#include "main/marshal.h"
+#include "main/hash.h"
#include "util/u_atomic.h"
#include "util/u_thread.h"
@@ -85,8 +86,17 @@ _mesa_glthread_init(struct gl_context *ctx)
return;
}
+ glthread->VAOs = _mesa_NewHashTable();
+ if (!glthread->VAOs) {
+ util_queue_destroy(&glthread->queue);
+ free(glthread);
+ return;
+ }
+ glthread->CurrentVAO = &glthread->DefaultVAO;
+
ctx->MarshalExec = _mesa_create_marshal_table(ctx);
if (!ctx->MarshalExec) {
+ _mesa_DeleteHashTable(glthread->VAOs);
util_queue_destroy(&glthread->queue);
free(glthread);
return;
@@ -110,6 +120,12 @@ _mesa_glthread_init(struct gl_context *ctx)
util_queue_fence_destroy(&fence);
}
+static void
+free_vao(GLuint key, void *data, void *userData)
+{
+ free(data);
+}
+
void
_mesa_glthread_destroy(struct gl_context *ctx)
{
@@ -124,6 +140,9 @@ _mesa_glthread_destroy(struct gl_context *ctx)
for (unsigned i = 0; i < MARSHAL_MAX_BATCHES; i++)
util_queue_fence_destroy(&glthread->batches[i].fence);
+ _mesa_HashDeleteAll(glthread->VAOs, free_vao, NULL);
+ _mesa_DeleteHashTable(glthread->VAOs);
+
free(glthread);
ctx->GLThread = NULL;
diff --git a/src/mesa/main/glthread.h b/src/mesa/main/glthread.h
index 5e99602b418..d4a680ab038 100644
--- a/src/mesa/main/glthread.h
+++ b/src/mesa/main/glthread.h
@@ -46,9 +46,17 @@
#include <inttypes.h>
#include <stdbool.h>
#include "util/u_queue.h"
+#include "GL/gl.h"
enum marshal_dispatch_cmd_id;
struct gl_context;
+struct _mesa_HashTable;
+
+struct glthread_vao {
+ GLuint Name;
+ bool HasUserPointer;
+ bool IndexBufferIsUserPointer;
+};
/** A single batch of commands queued up for execution. */
struct glthread_batch
@@ -83,6 +91,12 @@ struct glthread_state
/** 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;
+
/**
* Tracks on the main thread side whether the current vertex array binding
* is in a VBO.
@@ -93,7 +107,6 @@ struct glthread_state
* Tracks on the main thread side whether the current element array (index
* buffer) binding is in a VBO.
*/
- bool element_array_is_vbo;
bool draw_indirect_buffer_is_vbo;
};
@@ -106,4 +119,11 @@ 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_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_AttribPointer(struct gl_context *ctx);
+
#endif /* _GLTHREAD_H*/
diff --git a/src/mesa/main/glthread_varray.c b/src/mesa/main/glthread_varray.c
new file mode 100644
index 00000000000..8786f0f2d09
--- /dev/null
+++ b/src/mesa/main/glthread_varray.c
@@ -0,0 +1,144 @@
+/*
+ * Copyright © 2020 Advanced Micro Devices, Inc.
+ *
+ * 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.
+ */
+
+/* This implements vertex array state tracking for glthread. It's separate
+ * from the rest of Mesa. Only minimum functionality is implemented here
+ * to serve glthread.
+ */
+
+#include "main/glthread.h"
+#include "main/mtypes.h"
+#include "main/hash.h"
+#include "main/dispatch.h"
+
+/* TODO:
+ * - Implement better tracking of user pointers
+ * - These can unbind user pointers:
+ * ARB_vertex_attrib_binding
+ * ARB_direct_state_access
+ * EXT_direct_state_access
+ */
+
+static struct glthread_vao *
+lookup_vao(struct gl_context *ctx, GLuint id)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+ struct glthread_vao *vao;
+
+ assert(id != 0);
+
+ if (glthread->LastLookedUpVAO &&
+ glthread->LastLookedUpVAO->Name == id) {
+ vao = glthread->LastLookedUpVAO;
+ } else {
+ vao = _mesa_HashLookupLocked(glthread->VAOs, id);
+ if (!vao)
+ return NULL;
+
+ glthread->LastLookedUpVAO = vao;
+ }
+
+ return vao;
+}
+
+void
+_mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ if (id == 0) {
+ glthread->CurrentVAO = &glthread->DefaultVAO;
+ } else {
+ struct glthread_vao *vao = lookup_vao(ctx, id);
+
+ if (vao)
+ glthread->CurrentVAO = vao;
+ }
+}
+
+void
+_mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
+ GLsizei n, const GLuint *ids)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ if (!ids)
+ return;
+
+ for (int i = 0; i < n; i++) {
+ /* IDs equal to 0 should be silently ignored. */
+ if (!ids[i])
+ continue;
+
+ struct glthread_vao *vao = lookup_vao(ctx, ids[i]);
+ if (!vao)
+ continue;
+
+ /* If the array object is currently bound, the spec says "the binding
+ * for that object reverts to zero and the default vertex array
+ * becomes current."
+ */
+ if (glthread->CurrentVAO == vao)
+ glthread->CurrentVAO = &glthread->DefaultVAO;
+
+ if (glthread->LastLookedUpVAO == vao)
+ glthread->LastLookedUpVAO = NULL;
+
+ /* The ID is immediately freed for re-use */
+ _mesa_HashRemoveLocked(glthread->VAOs, vao->Name);
+ free(vao);
+ }
+}
+
+void
+_mesa_glthread_GenVertexArrays(struct gl_context *ctx,
+ GLsizei n, GLuint *arrays)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ if (!arrays)
+ return;
+
+ /* The IDs have been generated at this point. Create VAOs for glthread. */
+ for (int i = 0; i < n; i++) {
+ GLuint id = arrays[i];
+ struct glthread_vao *vao;
+
+ vao = malloc(sizeof(*vao));
+ if (!vao)
+ continue; /* Is that all we can do? */
+
+ vao->Name = id;
+ vao->HasUserPointer = false;
+ _mesa_HashInsertLocked(glthread->VAOs, id, vao);
+ }
+}
+
+void
+_mesa_glthread_AttribPointer(struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ if (ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo)
+ glthread->CurrentVAO->HasUserPointer = true;
+}
diff --git a/src/mesa/main/marshal.c b/src/mesa/main/marshal.c
index ce9bbf8139f..ce91d6a8f66 100644
--- a/src/mesa/main/marshal.c
+++ b/src/mesa/main/marshal.c
@@ -182,7 +182,7 @@ track_vbo_binding(struct gl_context *ctx, GLenum target, GLuint buffer)
* vertex array object instead of the context, so this would need to
* change on vertex array object updates.
*/
- glthread->element_array_is_vbo = (buffer != 0);
+ glthread->CurrentVAO->IndexBufferIsUserPointer = buffer != 0;
break;
case GL_DRAW_INDIRECT_BUFFER:
glthread->draw_indirect_buffer_is_vbo = buffer != 0;
diff --git a/src/mesa/main/marshal.h b/src/mesa/main/marshal.h
index 78f6fbc34f7..c53c060f593 100644
--- a/src/mesa/main/marshal.h
+++ b/src/mesa/main/marshal.h
@@ -74,28 +74,25 @@ _mesa_glthread_allocate_command(struct gl_context *ctx,
}
/**
- * Instead of conditionally handling marshaling previously-bound user vertex
- * array data in draw calls (deprecated and removed in GL core), we just
- * disable threading at the point where the user sets a user vertex array.
+ * Instead of conditionally handling marshaling immediate index data in draw
+ * calls (deprecated and removed in GL core), we just disable threading.
*/
static inline bool
-_mesa_glthread_is_non_vbo_vertex_attrib_pointer(const struct gl_context *ctx)
+_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
- return ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo;
+ return ctx->API != API_OPENGL_CORE &&
+ (glthread->CurrentVAO->IndexBufferIsUserPointer ||
+ glthread->CurrentVAO->HasUserPointer);
}
-/**
- * Instead of conditionally handling marshaling immediate index data in draw
- * calls (deprecated and removed in GL core), we just disable threading.
- */
static inline bool
-_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx)
+_mesa_glthread_is_non_vbo_draw_arrays(const struct gl_context *ctx)
{
struct glthread_state *glthread = ctx->GLThread;
- return ctx->API != API_OPENGL_CORE && !glthread->element_array_is_vbo;
+ return ctx->API != API_OPENGL_CORE && glthread->CurrentVAO->HasUserPointer;
}
static inline bool
@@ -104,7 +101,8 @@ _mesa_glthread_is_non_vbo_draw_arrays_indirect(const struct gl_context *ctx)
struct glthread_state *glthread = ctx->GLThread;
return ctx->API != API_OPENGL_CORE &&
- !glthread->draw_indirect_buffer_is_vbo;
+ (!glthread->draw_indirect_buffer_is_vbo ||
+ glthread->CurrentVAO->HasUserPointer );
}
static inline bool
@@ -114,7 +112,8 @@ _mesa_glthread_is_non_vbo_draw_elements_indirect(const struct gl_context *ctx)
return ctx->API != API_OPENGL_CORE &&
(!glthread->draw_indirect_buffer_is_vbo ||
- !glthread->element_array_is_vbo);
+ glthread->CurrentVAO->IndexBufferIsUserPointer ||
+ glthread->CurrentVAO->HasUserPointer);
}
#define DEBUG_MARSHAL_PRINT_CALLS 0
@@ -151,30 +150,6 @@ debug_print_marshal(const char *func)
struct _glapi_table *
_mesa_create_marshal_table(const struct gl_context *ctx);
-
-/**
- * Checks whether we're on a compat context for code-generated
- * glBindVertexArray().
- *
- * In order to decide whether a draw call uses only VBOs for vertex and index
- * buffers, we track the current vertex and index buffer bindings by
- * glBindBuffer(). However, the index buffer binding is stored in the vertex
- * array as opposed to the context. If we were to accurately track whether
- * the index buffer was a user pointer ot not, we'd have to track it per
- * vertex array, which would mean synchronizing with the client thread and
- * looking into the hash table to find the actual vertex array object. That's
- * more tracking than we'd like to do in the main thread, if possible.
- *
- * Instead, just punt for now and disable threading on apps using vertex
- * arrays and compat contexts. Apps using vertex arrays can probably use a
- * core context.
- */
-static inline bool
-_mesa_glthread_is_compat_bind_vertex_array(const struct gl_context *ctx)
-{
- return ctx->API != API_OPENGL_CORE;
-}
-
struct marshal_cmd_ShaderSource;
struct marshal_cmd_BindBuffer;
struct marshal_cmd_BufferData;