443 lines
12 KiB
C
443 lines
12 KiB
C
/**************************************************************************
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*
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* Copyright 2003 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#ifndef ST_CONTEXT_H
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#define ST_CONTEXT_H
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#include "main/arrayobj.h"
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#include "main/mtypes.h"
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#include "frontend/api.h"
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#include "main/fbobject.h"
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#include "state_tracker/st_atom.h"
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#include "util/u_helpers.h"
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#include "util/u_inlines.h"
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#include "util/list.h"
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#include "vbo/vbo.h"
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#include "util/list.h"
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#include "cso_cache/cso_context.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct draw_context;
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struct draw_stage;
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struct gen_mipmap_state;
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struct st_context;
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struct st_program;
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struct u_upload_mgr;
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#define ST_L3_PINNING_DISABLED 0xffffffff
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struct st_bitmap_cache
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{
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/** Window pos to render the cached image */
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GLint xpos, ypos;
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/** Bounds of region used in window coords */
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GLint xmin, ymin, xmax, ymax;
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GLfloat color[4];
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/** Bitmap's Z position */
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GLfloat zpos;
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struct pipe_resource *texture;
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struct pipe_transfer *trans;
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GLboolean empty;
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/** An I8 texture image: */
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ubyte *buffer;
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};
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struct st_bound_handles
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{
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unsigned num_handles;
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uint64_t *handles;
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};
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#define NUM_DRAWPIX_CACHE_ENTRIES 4
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struct drawpix_cache_entry
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{
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GLsizei width, height;
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GLenum format, type;
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const void *user_pointer; /**< Last user 'pixels' pointer */
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void *image; /**< Copy of the glDrawPixels image data */
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struct pipe_resource *texture;
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unsigned age;
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};
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/*
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* Node for a linked list of dead sampler views.
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*/
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struct st_zombie_sampler_view_node
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{
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struct pipe_sampler_view *view;
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struct list_head node;
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};
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/*
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* Node for a linked list of dead shaders.
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*/
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struct st_zombie_shader_node
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{
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void *shader;
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enum pipe_shader_type type;
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struct list_head node;
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};
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struct st_context
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{
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struct st_context_iface iface;
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struct gl_context *ctx;
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struct pipe_screen *screen;
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struct pipe_context *pipe;
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struct cso_context *cso_context;
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struct draw_context *draw; /**< For selection/feedback/rastpos only */
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struct draw_stage *feedback_stage; /**< For GL_FEEDBACK rendermode */
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struct draw_stage *selection_stage; /**< For GL_SELECT rendermode */
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struct draw_stage *rastpos_stage; /**< For glRasterPos */
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unsigned pin_thread_counter; /* for L3 thread pinning on AMD Zen */
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GLboolean clamp_frag_color_in_shader;
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GLboolean clamp_vert_color_in_shader;
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boolean has_stencil_export; /**< can do shader stencil export? */
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boolean has_time_elapsed;
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boolean has_etc1;
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boolean has_etc2;
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boolean transcode_etc;
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boolean transcode_astc;
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boolean has_astc_2d_ldr;
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boolean has_astc_5x5_ldr;
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boolean prefer_blit_based_texture_transfer;
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boolean allow_compute_based_texture_transfer;
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boolean force_persample_in_shader;
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boolean has_shareable_shaders;
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boolean has_half_float_packing;
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boolean has_multi_draw_indirect;
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boolean has_indirect_partial_stride;
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boolean has_single_pipe_stat;
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boolean has_indep_blend_func;
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boolean needs_rgb_dst_alpha_override;
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boolean can_dither;
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boolean can_bind_const_buffer_as_vertex;
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boolean lower_flatshade;
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boolean lower_alpha_test;
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boolean lower_point_size;
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boolean lower_two_sided_color;
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boolean lower_ucp;
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boolean prefer_real_buffer_in_constbuf0;
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boolean has_conditional_render;
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boolean lower_texcoord_replace;
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boolean lower_rect_tex;
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/* There are consequences for drivers wanting to call st_finalize_nir
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* twice, once before shader caching and once after lowering for shader
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* variants. If shader variants use lowering passes that are not ready
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* for that, things can blow up.
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*
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* If this is true, st_finalize_nir and pipe_screen::finalize_nir will be
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* called before the result is stored in the shader cache. If lowering for
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* shader variants is invoked, the functions will be called again.
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*/
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boolean allow_st_finalize_nir_twice;
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/**
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* If a shader can be created when we get its source.
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* This means it has only 1 variant, not counting glBitmap and
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* glDrawPixels.
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*/
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boolean shader_has_one_variant[MESA_SHADER_STAGES];
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boolean needs_texcoord_semantic;
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boolean apply_texture_swizzle_to_border_color;
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boolean use_format_with_border_color;
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boolean emulate_gl_clamp;
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boolean texture_buffer_sampler;
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boolean draw_needs_minmax_index;
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boolean has_hw_atomics;
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/* driver supports scissored clears */
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boolean can_scissor_clear;
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/* Some state is contained in constant objects.
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* Other state is just parameter values.
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*/
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struct {
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struct pipe_blend_state blend;
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struct pipe_depth_stencil_alpha_state depth_stencil;
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struct pipe_rasterizer_state rasterizer;
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struct pipe_sampler_state vert_samplers[PIPE_MAX_SAMPLERS];
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struct pipe_sampler_state frag_samplers[PIPE_MAX_SAMPLERS];
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GLuint num_vert_samplers;
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GLuint num_frag_samplers;
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GLuint num_sampler_views[PIPE_SHADER_TYPES];
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unsigned num_images[PIPE_SHADER_TYPES];
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struct pipe_clip_state clip;
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unsigned constbuf0_enabled_shader_mask;
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unsigned fb_width;
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unsigned fb_height;
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unsigned fb_num_samples;
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unsigned fb_num_layers;
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unsigned fb_num_cb;
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unsigned num_viewports;
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struct pipe_scissor_state scissor[PIPE_MAX_VIEWPORTS];
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struct pipe_viewport_state viewport[PIPE_MAX_VIEWPORTS];
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struct {
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unsigned num;
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boolean include;
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struct pipe_scissor_state rects[PIPE_MAX_WINDOW_RECTANGLES];
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} window_rects;
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GLuint poly_stipple[32]; /**< In OpenGL's bottom-to-top order */
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GLuint fb_orientation;
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bool enable_sample_locations;
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unsigned sample_locations_samples;
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uint8_t sample_locations[
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PIPE_MAX_SAMPLE_LOCATION_GRID_SIZE *
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PIPE_MAX_SAMPLE_LOCATION_GRID_SIZE * 32];
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} state;
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uint64_t dirty; /**< dirty states */
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/** This masks out unused shader resources. Only valid in draw calls. */
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uint64_t active_states;
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/* If true, further analysis of states is required to know if something
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* has changed. Used mainly for shaders.
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*/
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bool gfx_shaders_may_be_dirty;
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bool compute_shader_may_be_dirty;
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GLboolean vertdata_edgeflags;
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GLboolean edgeflag_culls_prims;
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/**
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* The number of currently active queries (excluding timer queries).
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* This is used to know if we need to pause any queries for meta ops.
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*/
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unsigned active_queries;
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union {
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struct {
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struct gl_program *vp; /**< Currently bound vertex program */
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struct gl_program *tcp; /**< Currently bound tess control program */
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struct gl_program *tep; /**< Currently bound tess eval program */
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struct gl_program *gp; /**< Currently bound geometry program */
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struct gl_program *fp; /**< Currently bound fragment program */
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struct gl_program *cp; /**< Currently bound compute program */
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};
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struct gl_program *current_program[MESA_SHADER_STAGES];
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};
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struct st_common_variant *vp_variant;
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struct {
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struct pipe_resource *pixelmap_texture;
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struct pipe_sampler_view *pixelmap_sampler_view;
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} pixel_xfer;
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/** for glBitmap */
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struct {
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struct pipe_rasterizer_state rasterizer;
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struct pipe_sampler_state sampler;
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struct pipe_sampler_state atlas_sampler;
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enum pipe_format tex_format;
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struct st_bitmap_cache cache;
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} bitmap;
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/** for glDraw/CopyPixels */
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struct {
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void *zs_shaders[6];
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} drawpix;
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/** Cache of glDrawPixels images */
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struct {
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struct drawpix_cache_entry entries[NUM_DRAWPIX_CACHE_ENTRIES];
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unsigned age;
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} drawpix_cache;
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/** for glReadPixels */
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struct {
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struct pipe_resource *src;
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struct pipe_resource *cache;
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enum pipe_format dst_format;
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unsigned level;
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unsigned layer;
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unsigned hits;
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} readpix_cache;
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/** for glClear */
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struct {
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struct pipe_rasterizer_state raster;
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struct pipe_viewport_state viewport;
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void *vs;
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void *fs;
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void *vs_layered;
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void *gs_layered;
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} clear;
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/* For gl(Compressed)Tex(Sub)Image */
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struct {
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struct pipe_rasterizer_state raster;
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struct pipe_blend_state upload_blend;
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void *vs;
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void *gs;
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void *upload_fs[5][2];
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/**
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* For drivers supporting formatless storing
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* (PIPE_CAP_IMAGE_STORE_FORMATTED) it is a pointer to the download FS;
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* for those not supporting it, it is a pointer to an array of
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* PIPE_FORMAT_COUNT elements, where each element is a pointer to the
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* download FS using that PIPE_FORMAT as the storing format.
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*/
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void *download_fs[5][PIPE_MAX_TEXTURE_TYPES][2];
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struct hash_table *shaders;
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bool upload_enabled;
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bool download_enabled;
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bool rgba_only;
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bool layers;
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bool use_gs;
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} pbo;
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/** for drawing with st_util_vertex */
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struct cso_velems_state util_velems;
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/** passthrough vertex shader matching the util_velem attributes */
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void *passthrough_vs;
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enum pipe_texture_target internal_target;
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void *winsys_drawable_handle;
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/* The number of vertex buffers from the last call of validate_arrays. */
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unsigned last_num_vbuffers;
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bool uses_user_vertex_buffers;
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unsigned last_used_atomic_bindings[PIPE_SHADER_TYPES];
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unsigned last_num_ssbos[PIPE_SHADER_TYPES];
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int32_t draw_stamp;
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int32_t read_stamp;
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struct st_config_options options;
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enum pipe_reset_status reset_status;
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/* Array of bound texture/image handles which are resident in the context.
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*/
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struct st_bound_handles bound_texture_handles[PIPE_SHADER_TYPES];
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struct st_bound_handles bound_image_handles[PIPE_SHADER_TYPES];
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/* Winsys buffers */
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struct list_head winsys_buffers;
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/* Throttling for texture uploads and similar operations to limit memory
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* usage by limiting the number of in-flight operations based on
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* the estimated allocated size needed to execute those operations.
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*/
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struct util_throttle throttle;
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struct {
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struct st_zombie_sampler_view_node list;
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simple_mtx_t mutex;
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} zombie_sampler_views;
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struct {
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struct st_zombie_shader_node list;
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simple_mtx_t mutex;
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} zombie_shaders;
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struct hash_table *hw_select_shaders;
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};
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/*
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* Get the state tracker context for the given Mesa context.
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*/
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static inline struct st_context *
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st_context(struct gl_context *ctx)
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{
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return ctx->st;
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}
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extern struct st_context *
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st_create_context(gl_api api, struct pipe_context *pipe,
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const struct gl_config *visual,
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struct st_context *share,
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const struct st_config_options *options,
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bool no_error, bool has_egl_image_validate);
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extern void
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st_destroy_context(struct st_context *st);
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extern void
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st_invalidate_buffers(struct st_context *st);
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extern void
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st_save_zombie_sampler_view(struct st_context *st,
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struct pipe_sampler_view *view);
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extern void
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st_save_zombie_shader(struct st_context *st,
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enum pipe_shader_type type,
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struct pipe_shader_state *shader);
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void
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st_context_free_zombie_objects(struct st_context *st);
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const struct nir_shader_compiler_options *
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st_get_nir_compiler_options(struct st_context *st, gl_shader_stage stage);
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void st_invalidate_state(struct gl_context *ctx);
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void st_set_background_context(struct gl_context *ctx,
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struct util_queue_monitoring *queue_info);
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#ifdef __cplusplus
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}
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#endif
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#endif
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