mesa/src/mesa/state_tracker/st_context.h

443 lines
12 KiB
C

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