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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4124>
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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4124>
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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4124>
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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4124>
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and also remove the useless forward declaration of enum marshal_dispatch_cmd_id.
Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4124>
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This was changed when I switched to types from size_t to int.
Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4251>
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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>
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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3948>
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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3948>
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Reviewed-by: Timothy Arceri <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3948>
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If you insert printf there, you'll know why glthread was disabled.
Reviewed-by: Timothy Arceri <[email protected]>
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- remove mtypes.h from most header files
- add main/menums.h for often used definitions
- remove main/core.h
v2: fix radv build
Reviewed-by: Brian Paul <[email protected]>
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Not needed. This fixes the Windows build.
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This is the key to better performance.
Reviewed-by: Timothy Arceri <[email protected]>
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for HUD integration in following commits. This valuable profiling data
will allow us to see on the HUD how well glthread is able to utilize
parallelism. This is better than benchmarking, because you can see
exactly what's happening and you don't have to be CPU-bound.
u_threaded_context has the same counters.
Reviewed-by: Timothy Arceri <[email protected]>
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This mirrors exactly how u_threaded_context works.
If you understand this, you also understand u_threaded_context.
Reviewed-by: Timothy Arceri <[email protected]>
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we are switching to util_queue.
Reviewed-by: Timothy Arceri <[email protected]>
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detected
While a context only has a single glthread, the context itself can be
attached to several threads. Therefore the dispatch table must be
updated in all threads before the destruction of glthread. In others
words, glthread can only be destroyed safely when the context is deleted.
Fixes remaining crashes in the glx-multithread-makecurrent* tests.
V2: (Timothy Arceri) updated gl_API.dtd marshal_fail description.
Signed-off-by: Gregory Hainaut <[email protected]>
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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We want to support glthread on GLES contexts with reasonable apps, and on
desktop for apps that use VBOs but haven't completely moved to core GL.
To do so, we have to deal with the "the user may or may not pass user
pointers to draw calls" problem.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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This avoids an extra pointer dereference in the marshalling functions,
which, with the instruction count doing in the low 30s, could actually
matter for main-thread performance.
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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v2: Keep an allocated buffer around instead of checking for one at the
start of every GL command. Inline the now-small space allocation
function.
v3: Remove duplicate !glthread->shutdown check, process remaining work
before shutdown.
v4: Fix leaks on destroy.
V5: (Timothy Arceri) fix order of source files in makefile
Acked-by: Timothy Arceri <[email protected]>
Acked-by: Marek Olšák <[email protected]>
Tested-by: Dieter Nützel <[email protected]>
Tested-by: Mike Lothian <[email protected]>
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