diff options
Diffstat (limited to 'src/mesa/main')
-rw-r--r-- | src/mesa/main/glthread.h | 12 | ||||
-rw-r--r-- | src/mesa/main/marshal.c | 103 | ||||
-rw-r--r-- | src/mesa/main/marshal.h | 57 |
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 */ |