/* * Copyright © 2012 Intel Corporation * * 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. */ #ifndef _GLTHREAD_H #define _GLTHREAD_H /* The size of one batch and the maximum size of one call. * * This should be as low as possible, so that: * - multiple synchronizations within a frame don't slow us down much * - a smaller number of calls per frame can still get decent parallelism * - the memory footprint of the queue is low, and with that comes a lower * chance of experiencing CPU cache thrashing * but it should be high enough so that u_queue overhead remains negligible. */ #define MARSHAL_MAX_CMD_SIZE (8 * 1024) /* The number of batch slots in memory. * * One batch is being executed, one batch is being filled, the rest are * waiting batches. There must be at least 1 slot for a waiting batch, * so the minimum number of batches is 3. */ #define MARSHAL_MAX_BATCHES 8 #include #include #include "util/u_queue.h" #include "GL/gl.h" #include "compiler/shader_enums.h" struct gl_context; struct _mesa_HashTable; struct glthread_vao { GLuint Name; GLuint CurrentElementBufferName; GLbitfield Enabled; GLbitfield UserPointerMask; }; /** A single batch of commands queued up for execution. */ struct glthread_batch { /** Batch fence for waiting for the execution to finish. */ struct util_queue_fence fence; /** The worker thread will access the context with this. */ struct gl_context *ctx; /** Amount of data used by batch commands, in bytes. */ int used; /** Data contained in the command buffer. */ #ifdef _MSC_VER __declspec(align(8)) #else __attribute__((aligned(8))) #endif uint8_t buffer[MARSHAL_MAX_CMD_SIZE]; }; struct glthread_state { /** Multithreaded queue. */ struct util_queue queue; /** This is sent to the driver for framebuffer overlay / HUD. */ struct util_queue_monitoring stats; /** Whether GLThread is enabled. */ bool enabled; /** The ring of batches in memory. */ struct glthread_batch batches[MARSHAL_MAX_BATCHES]; /** Index of the last submitted batch. */ unsigned last; /** 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; int ClientActiveTexture; /** Currently-bound buffer object IDs. */ GLuint CurrentArrayBufferName; GLuint CurrentDrawIndirectBufferName; }; void _mesa_glthread_init(struct gl_context *ctx); void _mesa_glthread_destroy(struct gl_context *ctx); void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func); void _mesa_glthread_disable(struct gl_context *ctx, const char *func); 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_BindBuffer(struct gl_context *ctx, GLenum target, GLuint buffer); void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n, const GLuint *buffers); 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_ClientState(struct gl_context *ctx, GLuint *vaobj, gl_vert_attrib attrib, bool enable); void _mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib); #endif /* _GLTHREAD_H*/