/* * 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. */ /** \file marshal.c * * Custom functions for marshalling GL calls from the main thread to a worker * thread when automatic code generation isn't appropriate. */ #include "marshal.h" #include "dispatch.h" #include "marshal_generated.h" #ifdef HAVE_PTHREAD struct marshal_cmd_Flush { struct marshal_cmd_base cmd_base; }; void _mesa_unmarshal_Flush(struct gl_context *ctx, const struct marshal_cmd_Flush *cmd) { CALL_Flush(ctx->CurrentServerDispatch, ()); } void GLAPIENTRY _mesa_marshal_Flush(void) { GET_CURRENT_CONTEXT(ctx); struct marshal_cmd_Flush *cmd = _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_Flush, sizeof(struct marshal_cmd_Flush)); (void) cmd; _mesa_post_marshal_hook(ctx); /* Flush() needs to be handled specially. In addition to telling the * background thread to flush, we need to ensure that our own buffer is * submitted to the background thread so that it will complete in a finite * amount of time. */ _mesa_glthread_flush_batch(ctx); } struct marshal_cmd_ShaderSource { struct marshal_cmd_base cmd_base; GLuint shader; GLsizei count; /* Followed by GLint length[count], then the contents of all strings, * concatenated. */ }; void _mesa_unmarshal_ShaderSource(struct gl_context *ctx, const struct marshal_cmd_ShaderSource *cmd) { const GLint *cmd_length = (const GLint *) (cmd + 1); const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count); /* TODO: how to deal with malloc failure? */ const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *)); int i; for (i = 0; i < cmd->count; ++i) { string[i] = cmd_strings; cmd_strings += cmd_length[i]; } CALL_ShaderSource(ctx->CurrentServerDispatch, (cmd->shader, cmd->count, string, cmd_length)); free(string); } static size_t measure_ShaderSource_strings(GLsizei count, const GLchar * const *string, const GLint *length_in, GLint *length_out) { int i; size_t total_string_length = 0; for (i = 0; i < count; ++i) { if (length_in == NULL || length_in[i] < 0) { if (string[i]) length_out[i] = strlen(string[i]); } else { length_out[i] = length_in[i]; } total_string_length += length_out[i]; } return total_string_length; } void GLAPIENTRY _mesa_marshal_ShaderSource(GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length) { /* TODO: how to report an error if count < 0? */ GET_CURRENT_CONTEXT(ctx); /* TODO: how to deal with malloc failure? */ const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource); STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0); size_t length_size = count * sizeof(GLint); GLint *length_tmp = malloc(length_size); size_t total_string_length = measure_ShaderSource_strings(count, string, length, length_tmp); size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length; if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE) { struct marshal_cmd_ShaderSource *cmd = _mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource, total_cmd_size); GLint *cmd_length = (GLint *) (cmd + 1); GLchar *cmd_strings = (GLchar *) (cmd_length + count); int i; cmd->shader = shader; cmd->count = count; memcpy(cmd_length, length_tmp, length_size); for (i = 0; i < count; ++i) { memcpy(cmd_strings, string[i], cmd_length[i]); cmd_strings += cmd_length[i]; } _mesa_post_marshal_hook(ctx); } else { _mesa_glthread_finish(ctx); CALL_ShaderSource(ctx->CurrentServerDispatch, (shader, count, string, length_tmp)); } 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)); } } #endif