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-rw-r--r--src/mesa/main/marshal.c103
1 files changed, 103 insertions, 0 deletions
diff --git a/src/mesa/main/marshal.c b/src/mesa/main/marshal.c
index 14577dd4cb4..37c7b1b3dde 100644
--- a/src/mesa/main/marshal.c
+++ b/src/mesa/main/marshal.c
@@ -154,3 +154,106 @@ _mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
}
free(length_tmp);
}
+
+
+/* BindBufferBase: marshalled asynchronously */
+struct marshal_cmd_BindBufferBase
+{
+ struct marshal_cmd_base cmd_base;
+ GLenum target;
+ GLuint index;
+ GLuint buffer;
+};
+static inline void
+_mesa_unmarshal_BindBufferBase(struct gl_context *ctx, const struct marshal_cmd_BindBufferBase *cmd)
+{
+ const GLenum target = cmd->target;
+ const GLuint index = cmd->index;
+ const GLuint buffer = cmd->buffer;
+ CALL_BindBufferBase(ctx->CurrentServerDispatch, (target, index, buffer));
+}
+
+/** Tracks the current bindings for the vertex array and index array buffers.
+ *
+ * This is part of what we need to enable glthread on compat-GL contexts that
+ * happen to use VBOs, without also supporting the full tracking of VBO vs
+ * user vertex array bindings per attribute on each vertex array for
+ * determining what to upload at draw call time.
+ *
+ * Note that GL core makes it so that a buffer binding with an invalid handle
+ * in the "buffer" parameter will throw an error, and then a
+ * glVertexAttribPointer() that followsmight not end up pointing at a VBO.
+ * However, in GL core the draw call would throw an error as well, so we don't
+ * really care if our tracking is wrong for this case -- we never need to
+ * marshal user data for draw calls, and the unmarshal will just generate an
+ * error or not as appropriate.
+ *
+ * For compatibility GL, we do need to accurately know whether the draw call
+ * on the unmarshal side will dereference a user pointer or load data from a
+ * VBO per vertex. That would make it seem like we need to track whether a
+ * "buffer" is valid, so that we can know when an error will be generated
+ * instead of updating the binding. However, compat GL has the ridiculous
+ * feature that if you pass a bad name, it just gens a buffer object for you,
+ * so we escape without having to know if things are valid or not.
+ */
+static void
+track_vbo_binding(struct gl_context *ctx, GLenum target, GLuint buffer)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ switch (target) {
+ case GL_ARRAY_BUFFER:
+ glthread->vertex_array_is_vbo = (buffer != 0);
+ break;
+ case GL_ELEMENT_ARRAY_BUFFER:
+ /* The current element array buffer binding is actually tracked in the
+ * 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);
+ break;
+ }
+}
+
+
+struct marshal_cmd_BindBuffer
+{
+ struct marshal_cmd_base cmd_base;
+ GLenum target;
+ GLuint buffer;
+};
+
+/**
+ * This is just like the code-generated glBindBuffer() support, except that we
+ * call track_vbo_binding().
+ */
+void
+_mesa_unmarshal_BindBuffer(struct gl_context *ctx,
+ const struct marshal_cmd_BindBuffer *cmd)
+{
+ const GLenum target = cmd->target;
+ const GLuint buffer = cmd->buffer;
+ CALL_BindBuffer(ctx->CurrentServerDispatch, (target, buffer));
+}
+void GLAPIENTRY
+_mesa_marshal_BindBuffer(GLenum target, GLuint buffer)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ size_t cmd_size = sizeof(struct marshal_cmd_BindBuffer);
+ struct marshal_cmd_BindBuffer *cmd;
+ debug_print_marshal("BindBuffer");
+
+ track_vbo_binding(ctx, target, buffer);
+
+ if (cmd_size <= MARSHAL_MAX_CMD_SIZE) {
+ cmd = _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_BindBuffer,
+ cmd_size);
+ cmd->target = target;
+ cmd->buffer = buffer;
+ _mesa_post_marshal_hook(ctx);
+ } else {
+ _mesa_glthread_finish(ctx);
+ CALL_BindBuffer(ctx->CurrentServerDispatch, (target, buffer));
+ }
+}
+