glthread: handle buffer unbinding via glDeleteBuffers

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4124>
This commit is contained in:
Marek Olšák 2020-03-04 16:18:28 -05:00
parent 15b0719ae2
commit bde4505f61
5 changed files with 43 additions and 29 deletions

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@ -5078,7 +5078,8 @@
<glx ignore="true"/>
</function>
<function name="DeleteBuffers" es1="1.1" es2="2.0" no_error="true">
<function name="DeleteBuffers" es1="1.1" es2="2.0" no_error="true"
marshal_call_after="if (COMPAT) _mesa_glthread_DeleteBuffers(ctx, n, buffer);">
<param name="n" type="GLsizei" counter="true"/>
<param name="buffer" type="const GLuint *" count="n"/>
<glx ignore="true"/>

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@ -54,7 +54,7 @@ struct _mesa_HashTable;
struct glthread_vao {
GLuint Name;
bool HasUserPointer;
bool IndexBufferIsUserPointer;
GLuint CurrentElementBufferName;
};
/** A single batch of commands queued up for execution. */
@ -104,17 +104,9 @@ struct glthread_state
struct glthread_vao *LastLookedUpVAO;
struct glthread_vao DefaultVAO;
/**
* Tracks on the main thread side whether the current vertex array binding
* is in a VBO.
*/
bool vertex_array_is_vbo;
/**
* Tracks on the main thread side whether the current element array (index
* buffer) binding is in a VBO.
*/
bool draw_indirect_buffer_is_vbo;
/** Currently-bound buffer object IDs. */
GLuint CurrentArrayBufferName;
GLuint CurrentDrawIndirectBufferName;
};
void _mesa_glthread_init(struct gl_context *ctx);
@ -126,6 +118,11 @@ 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);

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@ -54,21 +54,41 @@ _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target, GLuint buffer)
switch (target) {
case GL_ARRAY_BUFFER:
glthread->vertex_array_is_vbo = (buffer != 0);
glthread->CurrentArrayBufferName = buffer;
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->CurrentVAO->IndexBufferIsUserPointer = buffer != 0;
glthread->CurrentVAO->CurrentElementBufferName = buffer;
break;
case GL_DRAW_INDIRECT_BUFFER:
glthread->draw_indirect_buffer_is_vbo = buffer != 0;
glthread->CurrentDrawIndirectBufferName = buffer;
break;
}
}
void
_mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
const GLuint *buffers)
{
struct glthread_state *glthread = &ctx->GLThread;
if (!buffers)
return;
for (unsigned i = 0; i < n; i++) {
GLuint id = buffers[i];
if (id == glthread->CurrentArrayBufferName)
_mesa_glthread_BindBuffer(ctx, GL_ARRAY_BUFFER, 0);
if (id == glthread->CurrentVAO->CurrentElementBufferName)
_mesa_glthread_BindBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER, 0);
if (id == glthread->CurrentDrawIndirectBufferName)
_mesa_glthread_BindBuffer(ctx, GL_DRAW_INDIRECT_BUFFER, 0);
}
}
/* BufferData: marshalled asynchronously */
struct marshal_cmd_BufferData

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@ -81,10 +81,10 @@ static inline bool
_mesa_glthread_is_non_vbo_draw_elements(const struct gl_context *ctx)
{
const struct glthread_state *glthread = &ctx->GLThread;
struct glthread_vao *vao = glthread->CurrentVAO;
return ctx->API != API_OPENGL_CORE &&
(glthread->CurrentVAO->IndexBufferIsUserPointer ||
glthread->CurrentVAO->HasUserPointer);
(vao->CurrentElementBufferName == 0 || vao->HasUserPointer);
}
static inline bool
@ -101,28 +101,25 @@ _mesa_glthread_is_non_vbo_draw_arrays_indirect(const struct gl_context *ctx)
const struct glthread_state *glthread = &ctx->GLThread;
return ctx->API != API_OPENGL_CORE &&
(!glthread->draw_indirect_buffer_is_vbo ||
glthread->CurrentVAO->HasUserPointer );
(glthread->CurrentDrawIndirectBufferName == 0 ||
glthread->CurrentVAO->HasUserPointer);
}
static inline bool
_mesa_glthread_is_non_vbo_draw_elements_indirect(const struct gl_context *ctx)
{
const struct glthread_state *glthread = &ctx->GLThread;
struct glthread_vao *vao = glthread->CurrentVAO;
return ctx->API != API_OPENGL_CORE &&
(!glthread->draw_indirect_buffer_is_vbo ||
glthread->CurrentVAO->IndexBufferIsUserPointer ||
glthread->CurrentVAO->HasUserPointer);
(glthread->CurrentDrawIndirectBufferName == 0 ||
vao->CurrentElementBufferName == 0 || vao->HasUserPointer);
}
struct _glapi_table *
_mesa_create_marshal_table(const struct gl_context *ctx);
void
_mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target, GLuint buffer);
static inline unsigned
_mesa_buffer_enum_to_count(GLenum buffer)
{

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@ -124,12 +124,11 @@ _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
GLuint id = arrays[i];
struct glthread_vao *vao;
vao = malloc(sizeof(*vao));
vao = calloc(1, sizeof(*vao));
if (!vao)
continue; /* Is that all we can do? */
vao->Name = id;
vao->HasUserPointer = false;
_mesa_HashInsertLocked(glthread->VAOs, id, vao);
}
}
@ -139,6 +138,6 @@ _mesa_glthread_AttribPointer(struct gl_context *ctx)
{
struct glthread_state *glthread = &ctx->GLThread;
if (!glthread->vertex_array_is_vbo)
if (glthread->CurrentArrayBufferName == 0)
glthread->CurrentVAO->HasUserPointer = true;
}