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-rw-r--r--src/mesa/main/glthread.h12
-rw-r--r--src/mesa/main/marshal.c103
-rw-r--r--src/mesa/main/marshal.h57
3 files changed, 172 insertions, 0 deletions
diff --git a/src/mesa/main/glthread.h b/src/mesa/main/glthread.h
index 98ae11509a6..04eb5ffabc4 100644
--- a/src/mesa/main/glthread.h
+++ b/src/mesa/main/glthread.h
@@ -79,6 +79,18 @@ struct glthread_state
* be accessed.
*/
struct glthread_batch *batch;
+
+ /**
+ * Tracks on the main thread side whether the current vertex array binding
+ * is in a VBO.
+ */
+ bool vertex_array_is_vbo;
+
+ /**
+ * Tracks on the main thread side whether the current element array (index
+ * buffer) binding is in a VBO.
+ */
+ bool element_array_is_vbo;
};
/**
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));
+ }
+}
+
diff --git a/src/mesa/main/marshal.h b/src/mesa/main/marshal.h
index 0e0e9b280c6..23b33002e42 100644
--- a/src/mesa/main/marshal.h
+++ b/src/mesa/main/marshal.h
@@ -109,8 +109,58 @@ _mesa_post_marshal_hook(struct gl_context *ctx)
_mesa_glthread_finish(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;
+}
+
+/**
+ * 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.
+ */
+static inline bool
+_mesa_glthread_is_non_vbo_vertex_attrib_pointer(const struct gl_context *ctx)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->vertex_array_is_vbo;
+}
+
+/**
+ * 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)
+{
+ struct glthread_state *glthread = ctx->GLThread;
+
+ return ctx->API != API_OPENGL_CORE && !glthread->element_array_is_vbo;
+}
+
struct marshal_cmd_ShaderSource;
struct marshal_cmd_Flush;
+struct marshal_cmd_BindBuffer;
void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
@@ -127,4 +177,11 @@ void
_mesa_unmarshal_Flush(struct gl_context *ctx,
const struct marshal_cmd_Flush *cmd);
+void GLAPIENTRY
+_mesa_marshal_BindBuffer(GLenum target, GLuint buffer);
+
+void
+_mesa_unmarshal_BindBuffer(struct gl_context *ctx,
+ const struct marshal_cmd_BindBuffer *cmd);
+
#endif /* MARSHAL_H */