/************************************************************************** * * Copyright 2007 VMware, Inc. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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. * **************************************************************************/ #include "main/imports.h" #include "main/accum.h" #include "main/api_exec.h" #include "main/context.h" #include "main/glthread.h" #include "main/samplerobj.h" #include "main/shaderobj.h" #include "main/version.h" #include "main/vtxfmt.h" #include "main/hash.h" #include "program/prog_cache.h" #include "vbo/vbo.h" #include "glapi/glapi.h" #include "st_manager.h" #include "st_context.h" #include "st_debug.h" #include "st_cb_bitmap.h" #include "st_cb_blit.h" #include "st_cb_bufferobjects.h" #include "st_cb_clear.h" #include "st_cb_compute.h" #include "st_cb_condrender.h" #include "st_cb_copyimage.h" #include "st_cb_drawpixels.h" #include "st_cb_rasterpos.h" #include "st_cb_drawtex.h" #include "st_cb_eglimage.h" #include "st_cb_fbo.h" #include "st_cb_feedback.h" #include "st_cb_memoryobjects.h" #include "st_cb_msaa.h" #include "st_cb_perfmon.h" #include "st_cb_program.h" #include "st_cb_queryobj.h" #include "st_cb_readpixels.h" #include "st_cb_semaphoreobjects.h" #include "st_cb_texture.h" #include "st_cb_xformfb.h" #include "st_cb_flush.h" #include "st_cb_syncobj.h" #include "st_cb_strings.h" #include "st_cb_texturebarrier.h" #include "st_cb_viewport.h" #include "st_atom.h" #include "st_draw.h" #include "st_extensions.h" #include "st_gen_mipmap.h" #include "st_pbo.h" #include "st_program.h" #include "st_sampler_view.h" #include "st_shader_cache.h" #include "st_vdpau.h" #include "st_texture.h" #include "st_util.h" #include "pipe/p_context.h" #include "util/u_cpu_detect.h" #include "util/u_inlines.h" #include "util/u_upload_mgr.h" #include "util/u_vbuf.h" #include "cso_cache/cso_context.h" #include "compiler/glsl/glsl_parser_extras.h" DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE) /** * Called via ctx->Driver.Enable() */ static void st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state) { struct st_context *st = st_context(ctx); switch (cap) { case GL_DEBUG_OUTPUT: case GL_DEBUG_OUTPUT_SYNCHRONOUS: st_update_debug_callback(st); break; default: break; } } /** * Called via ctx->Driver.QueryMemoryInfo() */ static void st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out) { struct pipe_screen *screen = st_context(ctx)->pipe->screen; struct pipe_memory_info info; assert(screen->query_memory_info); if (!screen->query_memory_info) return; screen->query_memory_info(screen, &info); out->total_device_memory = info.total_device_memory; out->avail_device_memory = info.avail_device_memory; out->total_staging_memory = info.total_staging_memory; out->avail_staging_memory = info.avail_staging_memory; out->device_memory_evicted = info.device_memory_evicted; out->nr_device_memory_evictions = info.nr_device_memory_evictions; } static uint64_t st_get_active_states(struct gl_context *ctx) { struct st_vertex_program *vp = st_vertex_program(ctx->VertexProgram._Current); struct st_common_program *tcp = st_common_program(ctx->TessCtrlProgram._Current); struct st_common_program *tep = st_common_program(ctx->TessEvalProgram._Current); struct st_common_program *gp = st_common_program(ctx->GeometryProgram._Current); struct st_fragment_program *fp = st_fragment_program(ctx->FragmentProgram._Current); struct st_common_program *cp = st_common_program(ctx->ComputeProgram._Current); uint64_t active_shader_states = 0; if (vp) active_shader_states |= vp->affected_states; if (tcp) active_shader_states |= tcp->affected_states; if (tep) active_shader_states |= tep->affected_states; if (gp) active_shader_states |= gp->affected_states; if (fp) active_shader_states |= fp->affected_states; if (cp) active_shader_states |= cp->affected_states; /* Mark non-shader-resource shader states as "always active". */ return active_shader_states | ~ST_ALL_SHADER_RESOURCES; } void st_invalidate_buffers(struct st_context *st) { st->dirty |= ST_NEW_BLEND | ST_NEW_DSA | ST_NEW_FB_STATE | ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING | ST_NEW_FS_STATE | ST_NEW_POLY_STIPPLE | ST_NEW_VIEWPORT | ST_NEW_RASTERIZER | ST_NEW_SCISSOR | ST_NEW_WINDOW_RECTANGLES; } static inline bool st_vp_uses_current_values(const struct gl_context *ctx) { const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read; return _mesa_draw_current_bits(ctx) & inputs; } /** * Called via ctx->Driver.UpdateState() */ static void st_invalidate_state(struct gl_context *ctx) { GLbitfield new_state = ctx->NewState; struct st_context *st = st_context(ctx); if (new_state & _NEW_BUFFERS) { st_invalidate_buffers(st); } else { /* These set a subset of flags set by _NEW_BUFFERS, so we only have to * check them when _NEW_BUFFERS isn't set. */ if (new_state & _NEW_PROGRAM) st->dirty |= ST_NEW_RASTERIZER; if (new_state & _NEW_FOG) st->dirty |= ST_NEW_FS_STATE; if (new_state & _NEW_FRAG_CLAMP) { if (st->clamp_frag_color_in_shader) st->dirty |= ST_NEW_FS_STATE; else st->dirty |= ST_NEW_RASTERIZER; } } if (new_state & (_NEW_LIGHT | _NEW_POINT)) st->dirty |= ST_NEW_RASTERIZER; if ((new_state & _NEW_LIGHT) && st->lower_flatshade) st->dirty |= ST_NEW_FS_STATE; if (new_state & _NEW_PROJECTION && st_user_clip_planes_enabled(ctx)) st->dirty |= ST_NEW_CLIP_STATE; if (new_state & _NEW_PIXEL) st->dirty |= ST_NEW_PIXEL_TRANSFER; if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx)) st->dirty |= ST_NEW_VERTEX_ARRAYS; if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) { if (ctx->GeometryProgram._Current) st->dirty |= ST_NEW_GS_CONSTANTS; else if (ctx->TessEvalProgram._Current) st->dirty |= ST_NEW_TES_CONSTANTS; else st->dirty |= ST_NEW_VS_CONSTANTS; st->dirty |= ST_NEW_FS_CONSTANTS; } /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */ if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) { st->dirty |= ST_NEW_VS_STATE; if (st->ctx->API == API_OPENGL_COMPAT && ctx->Version >= 32) { st->dirty |= ST_NEW_GS_STATE | ST_NEW_TES_STATE; } } /* Which shaders are dirty will be determined manually. */ if (new_state & _NEW_PROGRAM) { st->gfx_shaders_may_be_dirty = true; st->compute_shader_may_be_dirty = true; /* This will mask out unused shader resources. */ st->active_states = st_get_active_states(ctx); } if (new_state & _NEW_TEXTURE_OBJECT) { st->dirty |= st->active_states & (ST_NEW_SAMPLER_VIEWS | ST_NEW_SAMPLERS | ST_NEW_IMAGE_UNITS); if (ctx->FragmentProgram._Current && ctx->FragmentProgram._Current->ExternalSamplersUsed) { st->dirty |= ST_NEW_FS_STATE; } } } /* * In some circumstances (such as running google-chrome) the state * tracker may try to delete a resource view from a context different * than when it was created. We don't want to do that. * * In that situation, st_texture_release_all_sampler_views() calls this * function to transfer the sampler view reference to this context (expected * to be the context which created the view.) */ void st_save_zombie_sampler_view(struct st_context *st, struct pipe_sampler_view *view) { struct st_zombie_sampler_view_node *entry; assert(view->context == st->pipe); entry = MALLOC_STRUCT(st_zombie_sampler_view_node); if (!entry) return; entry->view = view; /* We need a mutex since this function may be called from one thread * while free_zombie_resource_views() is called from another. */ simple_mtx_lock(&st->zombie_sampler_views.mutex); LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node); simple_mtx_unlock(&st->zombie_sampler_views.mutex); } /* * Since OpenGL shaders may be shared among contexts, we can wind up * with variants of a shader created with different contexts. * When we go to destroy a gallium shader, we want to free it with the * same context that it was created with, unless the driver reports * PIPE_CAP_SHAREABLE_SHADERS = TRUE. */ void st_save_zombie_shader(struct st_context *st, enum pipe_shader_type type, struct pipe_shader_state *shader) { struct st_zombie_shader_node *entry; /* we shouldn't be here if the driver supports shareable shaders */ assert(!st->has_shareable_shaders); entry = MALLOC_STRUCT(st_zombie_shader_node); if (!entry) return; entry->shader = shader; entry->type = type; /* We need a mutex since this function may be called from one thread * while free_zombie_shaders() is called from another. */ simple_mtx_lock(&st->zombie_shaders.mutex); LIST_ADDTAIL(&entry->node, &st->zombie_shaders.list.node); simple_mtx_unlock(&st->zombie_shaders.mutex); } /* * Free any zombie sampler views that may be attached to this context. */ static void free_zombie_sampler_views(struct st_context *st) { struct st_zombie_sampler_view_node *entry, *next; if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) { return; } simple_mtx_lock(&st->zombie_sampler_views.mutex); LIST_FOR_EACH_ENTRY_SAFE(entry, next, &st->zombie_sampler_views.list.node, node) { LIST_DEL(&entry->node); // remove this entry from the list assert(entry->view->context == st->pipe); pipe_sampler_view_reference(&entry->view, NULL); free(entry); } assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)); simple_mtx_unlock(&st->zombie_sampler_views.mutex); } /* * Free any zombie shaders that may be attached to this context. */ static void free_zombie_shaders(struct st_context *st) { struct st_zombie_shader_node *entry, *next; if (LIST_IS_EMPTY(&st->zombie_shaders.list.node)) { return; } simple_mtx_lock(&st->zombie_shaders.mutex); LIST_FOR_EACH_ENTRY_SAFE(entry, next, &st->zombie_shaders.list.node, node) { LIST_DEL(&entry->node); // remove this entry from the list switch (entry->type) { case PIPE_SHADER_VERTEX: cso_delete_vertex_shader(st->cso_context, entry->shader); break; case PIPE_SHADER_FRAGMENT: cso_delete_fragment_shader(st->cso_context, entry->shader); break; case PIPE_SHADER_GEOMETRY: cso_delete_geometry_shader(st->cso_context, entry->shader); break; case PIPE_SHADER_TESS_CTRL: cso_delete_tessctrl_shader(st->cso_context, entry->shader); break; case PIPE_SHADER_TESS_EVAL: cso_delete_tesseval_shader(st->cso_context, entry->shader); break; case PIPE_SHADER_COMPUTE: cso_delete_compute_shader(st->cso_context, entry->shader); break; default: unreachable("invalid shader type in free_zombie_shaders()"); } free(entry); } assert(LIST_IS_EMPTY(&st->zombie_shaders.list.node)); simple_mtx_unlock(&st->zombie_shaders.mutex); } /* * This function is called periodically to free any zombie objects * which are attached to this context. */ void st_context_free_zombie_objects(struct st_context *st) { free_zombie_sampler_views(st); free_zombie_shaders(st); } static void st_destroy_context_priv(struct st_context *st, bool destroy_pipe) { uint i; st_destroy_atoms(st); st_destroy_draw(st); st_destroy_clear(st); st_destroy_bitmap(st); st_destroy_drawpix(st); st_destroy_drawtex(st); st_destroy_perfmon(st); st_destroy_pbo_helpers(st); st_destroy_bound_texture_handles(st); st_destroy_bound_image_handles(st); for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) { pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL); } /* free glReadPixels cache data */ st_invalidate_readpix_cache(st); util_throttle_deinit(st->pipe->screen, &st->throttle); cso_destroy_context(st->cso_context); if (st->pipe && destroy_pipe) st->pipe->destroy(st->pipe); free(st); } static void st_init_driver_flags(struct st_context *st) { struct gl_driver_flags *f = &st->ctx->DriverFlags; f->NewArray = ST_NEW_VERTEX_ARRAYS; f->NewRasterizerDiscard = ST_NEW_RASTERIZER; f->NewTileRasterOrder = ST_NEW_RASTERIZER; f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER; f->NewDefaultTessLevels = ST_NEW_TESS_STATE; /* Shader resources */ f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS; if (st->has_hw_atomics) f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS; else f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER; f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER; f->NewImageUnits = ST_NEW_IMAGE_UNITS; f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS; f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS; f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES; f->NewFramebufferSRGB = ST_NEW_FB_STATE; f->NewScissorRect = ST_NEW_SCISSOR; f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER; if (st->lower_alpha_test) f->NewAlphaTest = ST_NEW_FS_STATE; else f->NewAlphaTest = ST_NEW_DSA; f->NewBlend = ST_NEW_BLEND; f->NewBlendColor = ST_NEW_BLEND_COLOR; f->NewColorMask = ST_NEW_BLEND; f->NewDepth = ST_NEW_DSA; f->NewLogicOp = ST_NEW_BLEND; f->NewStencil = ST_NEW_DSA; f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER | ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING; f->NewSampleAlphaToXEnable = ST_NEW_BLEND; f->NewSampleMask = ST_NEW_SAMPLE_STATE; f->NewSampleLocations = ST_NEW_SAMPLE_STATE; f->NewSampleShading = ST_NEW_SAMPLE_SHADING; /* This depends on what the gallium driver wants. */ if (st->force_persample_in_shader) { f->NewMultisampleEnable |= ST_NEW_FS_STATE; f->NewSampleShading |= ST_NEW_FS_STATE; } else { f->NewSampleShading |= ST_NEW_RASTERIZER; } f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER; f->NewClipPlane = ST_NEW_CLIP_STATE; f->NewClipPlaneEnable = ST_NEW_RASTERIZER; if (st->clamp_frag_depth_in_shader) { f->NewClipControl |= ST_NEW_VS_STATE | ST_NEW_GS_STATE | ST_NEW_TES_STATE; f->NewDepthClamp = ST_NEW_FS_STATE | ST_NEW_VS_STATE | ST_NEW_GS_STATE | ST_NEW_TES_STATE; } else { f->NewDepthClamp = ST_NEW_RASTERIZER; } f->NewLineState = ST_NEW_RASTERIZER; f->NewPolygonState = ST_NEW_RASTERIZER; f->NewPolygonStipple = ST_NEW_POLY_STIPPLE; f->NewViewport = ST_NEW_VIEWPORT; f->NewNvConservativeRasterization = ST_NEW_RASTERIZER; f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER; f->NewIntelConservativeRasterization = ST_NEW_RASTERIZER; } static struct st_context * st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe, const struct st_config_options *options, bool no_error) { struct pipe_screen *screen = pipe->screen; uint i; struct st_context *st = ST_CALLOC_STRUCT( st_context); st->options = *options; ctx->st = st; st->ctx = ctx; st->pipe = pipe; /* state tracker needs the VBO module */ _vbo_CreateContext(ctx); st->dirty = ST_ALL_STATES_MASK; st->can_bind_const_buffer_as_vertex = screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX); /* st/mesa always uploads zero-stride vertex attribs, and other user * vertex buffers are only possible with a compatibility profile. * So tell the u_vbuf module that user VBOs are not possible with the Core * profile, so that u_vbuf is bypassed completely if there is nothing else * to do. */ unsigned vbuf_flags = ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0; st->cso_context = cso_create_context(pipe, vbuf_flags); st_init_atoms(st); st_init_clear(st); st_init_pbo_helpers(st); /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */ if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) st->internal_target = PIPE_TEXTURE_2D; else st->internal_target = PIPE_TEXTURE_RECT; /* Setup vertex element info for 'struct st_util_vertex'. */ { STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float)); memset(&st->util_velems, 0, sizeof(st->util_velems)); st->util_velems[0].src_offset = 0; st->util_velems[0].vertex_buffer_index = 0; st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT; st->util_velems[1].src_offset = 3 * sizeof(float); st->util_velems[1].vertex_buffer_index = 0; st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; st->util_velems[2].src_offset = 7 * sizeof(float); st->util_velems[2].vertex_buffer_index = 0; st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT; } /* we want all vertex data to be placed in buffer objects */ vbo_use_buffer_objects(ctx); /* make sure that no VBOs are left mapped when we're drawing. */ vbo_always_unmap_buffers(ctx); /* Need these flags: */ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; if (no_error) ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR; ctx->Const.PackedDriverUniformStorage = screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS); ctx->Const.BitmapUsesRed = screen->is_format_supported(screen, PIPE_FORMAT_R8_UNORM, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW); st->has_stencil_export = screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT); st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW); st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW); st->has_astc_2d_ldr = screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB, PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW); st->prefer_blit_based_texture_transfer = screen->get_param(screen, PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER); st->force_persample_in_shader = screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) && !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP); st->has_shareable_shaders = screen->get_param(screen, PIPE_CAP_SHAREABLE_SHADERS); st->needs_texcoord_semantic = screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD); st->apply_texture_swizzle_to_border_color = !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) & (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 | PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600)); st->has_time_elapsed = screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED); st->has_half_float_packing = screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT); st->has_multi_draw_indirect = screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT); st->has_single_pipe_stat = screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE); st->has_indep_blend_func = screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC); st->needs_rgb_dst_alpha_override = screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND); st->has_signed_vertex_buffer_offset = screen->get_param(screen, PIPE_CAP_SIGNED_VERTEX_BUFFER_OFFSET); st->lower_flatshade = !screen->get_param(screen, PIPE_CAP_FLATSHADE); st->lower_alpha_test = !screen->get_param(screen, PIPE_CAP_ALPHA_TEST); st->has_hw_atomics = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS) ? true : false; util_throttle_init(&st->throttle, screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET)); /* GL limits and extensions */ st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions); st_init_extensions(pipe->screen, &ctx->Const, &ctx->Extensions, &st->options, ctx->API); if (st_have_perfmon(st)) { ctx->Extensions.AMD_performance_monitor = GL_TRUE; } /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */ if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) { if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) { st->clamp_vert_color_in_shader = GL_TRUE; } if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) { st->clamp_frag_color_in_shader = GL_TRUE; } /* For drivers which cannot do color clamping, it's better to just * disable ARB_color_buffer_float in the core profile, because * the clamping is deprecated there anyway. */ if (ctx->API == API_OPENGL_CORE && (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) { st->clamp_vert_color_in_shader = GL_FALSE; st->clamp_frag_color_in_shader = GL_FALSE; ctx->Extensions.ARB_color_buffer_float = GL_FALSE; } } if (screen->get_param(screen, PIPE_CAP_DEPTH_CLIP_DISABLE) == 2) st->clamp_frag_depth_in_shader = true; /* called after _mesa_create_context/_mesa_init_point, fix default user * settable max point size up */ ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize, ctx->Const.MaxPointSizeAA); /* For vertex shaders, make sure not to emit saturate when SM 3.0 * is not supported */ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !screen->get_param(screen, PIPE_CAP_VERTEX_SHADER_SATURATE); if (ctx->Const.GLSLVersion < 400) { for (i = 0; i < MESA_SHADER_STAGES; i++) ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true; } /* Set which shader types can be compiled at link time. */ st->shader_has_one_variant[MESA_SHADER_VERTEX] = st->has_shareable_shaders && !st->clamp_frag_depth_in_shader && !st->clamp_vert_color_in_shader; st->shader_has_one_variant[MESA_SHADER_FRAGMENT] = st->has_shareable_shaders && !st->lower_flatshade && !st->lower_alpha_test && !st->clamp_frag_color_in_shader && !st->clamp_frag_depth_in_shader && !st->force_persample_in_shader; st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders; st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders && !st->clamp_frag_depth_in_shader && !st->clamp_vert_color_in_shader; st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders && !st->clamp_frag_depth_in_shader && !st->clamp_vert_color_in_shader; st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders; st->bitmap.cache.empty = true; _mesa_override_extensions(ctx); _mesa_compute_version(ctx); if (ctx->Version == 0) { /* This can happen when a core profile was requested, but the driver * does not support some features of GL 3.1 or later. */ st_destroy_context_priv(st, false); return NULL; } _mesa_initialize_dispatch_tables(ctx); _mesa_initialize_vbo_vtxfmt(ctx); st_init_driver_flags(st); /* Initialize context's winsys buffers list */ LIST_INITHEAD(&st->winsys_buffers); LIST_INITHEAD(&st->zombie_sampler_views.list.node); simple_mtx_init(&st->zombie_sampler_views.mutex, mtx_plain); LIST_INITHEAD(&st->zombie_shaders.list.node); simple_mtx_init(&st->zombie_shaders.mutex, mtx_plain); return st; } static void st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len) { struct st_context *st = ctx->st; st->pipe->emit_string_marker(st->pipe, string, len); } static void st_set_background_context(struct gl_context *ctx, struct util_queue_monitoring *queue_info) { struct st_context *st = ctx->st; struct st_manager *smapi = (struct st_manager *) st->iface.st_context_private; assert(smapi->set_background_context); smapi->set_background_context(&st->iface, queue_info); } static void st_get_device_uuid(struct gl_context *ctx, char *uuid) { struct pipe_screen *screen = st_context(ctx)->pipe->screen; assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE); memset(uuid, 0, GL_UUID_SIZE_EXT); screen->get_device_uuid(screen, uuid); } static void st_get_driver_uuid(struct gl_context *ctx, char *uuid) { struct pipe_screen *screen = st_context(ctx)->pipe->screen; assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE); memset(uuid, 0, GL_UUID_SIZE_EXT); screen->get_driver_uuid(screen, uuid); } static void st_init_driver_functions(struct pipe_screen *screen, struct dd_function_table *functions) { _mesa_init_sampler_object_functions(functions); st_init_draw_functions(functions); st_init_blit_functions(functions); st_init_bufferobject_functions(screen, functions); st_init_clear_functions(functions); st_init_bitmap_functions(functions); st_init_copy_image_functions(functions); st_init_drawpixels_functions(functions); st_init_rasterpos_functions(functions); st_init_drawtex_functions(functions); st_init_eglimage_functions(functions); st_init_fbo_functions(functions); st_init_feedback_functions(functions); st_init_memoryobject_functions(functions); st_init_msaa_functions(functions); st_init_perfmon_functions(functions); st_init_program_functions(functions); st_init_query_functions(functions); st_init_cond_render_functions(functions); st_init_readpixels_functions(functions); st_init_semaphoreobject_functions(functions); st_init_texture_functions(functions); st_init_texture_barrier_functions(functions); st_init_flush_functions(screen, functions); st_init_string_functions(functions); st_init_viewport_functions(functions); st_init_compute_functions(functions); st_init_xformfb_functions(functions); st_init_syncobj_functions(functions); st_init_vdpau_functions(functions); if (screen->get_param(screen, PIPE_CAP_STRING_MARKER)) functions->EmitStringMarker = st_emit_string_marker; functions->Enable = st_Enable; functions->UpdateState = st_invalidate_state; functions->QueryMemoryInfo = st_query_memory_info; functions->SetBackgroundContext = st_set_background_context; functions->GetDriverUuid = st_get_driver_uuid; functions->GetDeviceUuid = st_get_device_uuid; /* GL_ARB_get_program_binary */ functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1; enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir) screen->get_shader_param(screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_PREFERRED_IR); if (preferred_ir == PIPE_SHADER_IR_NIR) { functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program; functions->ProgramBinarySerializeDriverBlob = st_serialise_nir_program_binary; functions->ProgramBinaryDeserializeDriverBlob = st_deserialise_nir_program; } else { functions->ShaderCacheSerializeDriverBlob = st_serialise_tgsi_program; functions->ProgramBinarySerializeDriverBlob = st_serialise_tgsi_program_binary; functions->ProgramBinaryDeserializeDriverBlob = st_deserialise_tgsi_program; } } struct st_context * st_create_context(gl_api api, struct pipe_context *pipe, const struct gl_config *visual, struct st_context *share, const struct st_config_options *options, bool no_error) { struct gl_context *ctx; struct gl_context *shareCtx = share ? share->ctx : NULL; struct dd_function_table funcs; struct st_context *st; util_cpu_detect(); memset(&funcs, 0, sizeof(funcs)); st_init_driver_functions(pipe->screen, &funcs); ctx = calloc(1, sizeof(struct gl_context)); if (!ctx) return NULL; if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) { free(ctx); return NULL; } st_debug_init(); if (pipe->screen->get_disk_shader_cache && !(ST_DEBUG & DEBUG_TGSI)) ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen); /* XXX: need a capability bit in gallium to query if the pipe * driver prefers DP4 or MUL/MAD for vertex transformation. */ if (debug_get_option_mesa_mvp_dp4()) ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE; st = st_create_context_priv(ctx, pipe, options, no_error); if (!st) { _mesa_destroy_context(ctx); } return st; } /** * When we destroy a context, we must examine all texture objects to * find/release any sampler views created by that context. * * This callback is called per-texture object. It releases all the * texture's sampler views which belong to the context. */ static void destroy_tex_sampler_cb(GLuint id, void *data, void *userData) { struct gl_texture_object *texObj = (struct gl_texture_object *) data; struct st_context *st = (struct st_context *) userData; st_texture_release_context_sampler_view(st, st_texture_object(texObj)); } static void destroy_framebuffer_attachment_sampler_cb(GLuint id, void *data, void *userData) { struct gl_framebuffer* glfb = (struct gl_framebuffer*) data; struct st_context *st = (struct st_context *) userData; for (unsigned i = 0; i < BUFFER_COUNT; i++) { struct gl_renderbuffer_attachment *att = &glfb->Attachment[i]; if (att->Texture) { st_texture_release_context_sampler_view(st, st_texture_object(att->Texture)); } } } void st_destroy_context(struct st_context *st) { struct gl_context *ctx = st->ctx; struct st_framebuffer *stfb, *next; struct gl_framebuffer *save_drawbuffer; struct gl_framebuffer *save_readbuffer; /* Save the current context and draw/read buffers*/ GET_CURRENT_CONTEXT(save_ctx); if (save_ctx) { save_drawbuffer = save_ctx->WinSysDrawBuffer; save_readbuffer = save_ctx->WinSysReadBuffer; } else { save_drawbuffer = save_readbuffer = NULL; } /* * We need to bind the context we're deleting so that * _mesa_reference_texobj_() uses this context when deleting textures. * Similarly for framebuffer objects, etc. */ _mesa_make_current(ctx, NULL, NULL); /* This must be called first so that glthread has a chance to finish */ _mesa_glthread_destroy(ctx); _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st); /* For the fallback textures, free any sampler views belonging to this * context. */ for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) { struct st_texture_object *stObj = st_texture_object(ctx->Shared->FallbackTex[i]); if (stObj) { st_texture_release_context_sampler_view(st, stObj); } } st_context_free_zombie_objects(st); simple_mtx_destroy(&st->zombie_sampler_views.mutex); simple_mtx_destroy(&st->zombie_shaders.mutex); st_reference_fragprog(st, &st->fp, NULL); st_reference_prog(st, &st->gp, NULL); st_reference_vertprog(st, &st->vp, NULL); st_reference_prog(st, &st->tcp, NULL); st_reference_prog(st, &st->tep, NULL); st_reference_compprog(st, &st->cp, NULL); /* release framebuffer in the winsys buffers list */ LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) { st_framebuffer_reference(&stfb, NULL); } _mesa_HashWalk(ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st); pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL); pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL); _vbo_DestroyContext(ctx); st_destroy_program_variants(st); _mesa_free_context_data(ctx, false); /* This will free the st_context too, so 'st' must not be accessed * afterwards. */ st_destroy_context_priv(st, true); st = NULL; free(ctx); if (save_ctx == ctx) { /* unbind the context we just deleted */ _mesa_make_current(NULL, NULL, NULL); } else { /* Restore the current context and draw/read buffers (may be NULL) */ _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer); } }