/* * Copyright © 2020 Advanced Micro Devices, Inc. * * 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. */ /* This implements vertex array state tracking for glthread. It's separate * from the rest of Mesa. Only minimum functionality is implemented here * to serve glthread. */ #include "main/glthread.h" #include "main/mtypes.h" #include "main/hash.h" #include "main/dispatch.h" /* TODO: * - Implement better tracking of user pointers * - These can unbind user pointers: * ARB_vertex_attrib_binding * ARB_direct_state_access * EXT_direct_state_access */ static struct glthread_vao * lookup_vao(struct gl_context *ctx, GLuint id) { struct glthread_state *glthread = &ctx->GLThread; struct glthread_vao *vao; assert(id != 0); if (glthread->LastLookedUpVAO && glthread->LastLookedUpVAO->Name == id) { vao = glthread->LastLookedUpVAO; } else { vao = _mesa_HashLookupLocked(glthread->VAOs, id); if (!vao) return NULL; glthread->LastLookedUpVAO = vao; } return vao; } void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id) { struct glthread_state *glthread = &ctx->GLThread; if (id == 0) { glthread->CurrentVAO = &glthread->DefaultVAO; } else { struct glthread_vao *vao = lookup_vao(ctx, id); if (vao) glthread->CurrentVAO = vao; } } void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx, GLsizei n, const GLuint *ids) { struct glthread_state *glthread = &ctx->GLThread; if (!ids) return; for (int i = 0; i < n; i++) { /* IDs equal to 0 should be silently ignored. */ if (!ids[i]) continue; struct glthread_vao *vao = lookup_vao(ctx, ids[i]); if (!vao) continue; /* If the array object is currently bound, the spec says "the binding * for that object reverts to zero and the default vertex array * becomes current." */ if (glthread->CurrentVAO == vao) glthread->CurrentVAO = &glthread->DefaultVAO; if (glthread->LastLookedUpVAO == vao) glthread->LastLookedUpVAO = NULL; /* The ID is immediately freed for re-use */ _mesa_HashRemoveLocked(glthread->VAOs, vao->Name); free(vao); } } void _mesa_glthread_GenVertexArrays(struct gl_context *ctx, GLsizei n, GLuint *arrays) { struct glthread_state *glthread = &ctx->GLThread; if (!arrays) return; /* The IDs have been generated at this point. Create VAOs for glthread. */ for (int i = 0; i < n; i++) { GLuint id = arrays[i]; struct glthread_vao *vao; vao = calloc(1, sizeof(*vao)); if (!vao) continue; /* Is that all we can do? */ vao->Name = id; _mesa_HashInsertLocked(glthread->VAOs, id, vao); } } void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj, gl_vert_attrib attrib, bool enable) { struct glthread_state *glthread = &ctx->GLThread; struct glthread_vao *vao; if (attrib >= VERT_ATTRIB_MAX) return; if (vaobj) { vao = lookup_vao(ctx, *vaobj); if (!vao) return; } else { vao = glthread->CurrentVAO; } if (enable) vao->Enabled |= 1u << attrib; else vao->Enabled &= ~(1u << attrib); } void _mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib) { struct glthread_state *glthread = &ctx->GLThread; struct glthread_vao *vao = glthread->CurrentVAO; if (glthread->CurrentArrayBufferName != 0) vao->UserPointerMask &= ~(1u << attrib); else vao->UserPointerMask |= 1u << attrib; }