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|
/**************************************************************************
*
* 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_compute_program *cp =
st_compute_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_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;
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->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->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);
}
}
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