/* * Copyright © 2012 Intel Corporation * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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. */ /** \file glthread_marshal.h * * Declarations of functions related to marshalling GL calls from a client * thread to a server thread. */ #ifndef MARSHAL_H #define MARSHAL_H #include "main/glthread.h" #include "main/context.h" #include "main/macros.h" #include "main/matrix.h" /* 32-bit signed integer clamped to 0..UINT16_MAX to compress parameters * for glthread. All values < 0 and >= UINT16_MAX are expected to throw * GL_INVALID_VALUE. Negative values are mapped to UINT16_MAX. */ typedef uint16_t GLpacked16i; /* 32-bit signed integer clamped to 16 bits. */ typedef int16_t GLclamped16i; struct marshal_cmd_base { /** * Type of command. See enum marshal_dispatch_cmd_id. */ uint16_t cmd_id; }; /* This must be included after "struct marshal_cmd_base" because it uses it. */ #include "marshal_generated.h" typedef uint32_t (*_mesa_unmarshal_func)(struct gl_context *ctx, const void *restrict cmd); extern const _mesa_unmarshal_func _mesa_unmarshal_dispatch[NUM_DISPATCH_CMD]; extern const char *_mesa_unmarshal_func_name[NUM_DISPATCH_CMD]; struct marshal_cmd_DrawElementsUserBuf { struct marshal_cmd_base cmd_base; GLenum8 mode; GLindextype type; uint16_t num_slots; GLsizei count; GLsizei instance_count; GLint basevertex; GLuint baseinstance; GLuint drawid; GLuint user_buffer_mask; const GLvoid *indices; struct gl_buffer_object *index_buffer; }; struct marshal_cmd_DrawElementsUserBufPacked { struct marshal_cmd_base cmd_base; GLenum8 mode; GLindextype type; uint16_t num_slots; GLushort count; GLuint user_buffer_mask; GLuint indices; struct gl_buffer_object *index_buffer; }; static inline void * _mesa_glthread_allocate_command(struct gl_context *ctx, uint16_t cmd_id, unsigned size) { struct glthread_state *glthread = &ctx->GLThread; const unsigned num_elements = align(size, 8) / 8; assert (num_elements <= MARSHAL_MAX_CMD_SIZE / 8); if (unlikely(glthread->used + num_elements > MARSHAL_MAX_CMD_SIZE / 8)) _mesa_glthread_flush_batch(ctx); struct glthread_batch *next = glthread->next_batch; struct marshal_cmd_base *cmd_base = (struct marshal_cmd_base *)&next->buffer[glthread->used]; glthread->used += num_elements; cmd_base->cmd_id = cmd_id; return cmd_base; } static inline GLenum _mesa_decode_index_type(GLindextype type) { return (GLenum)type.value + GL_UNSIGNED_BYTE - 1; } static inline struct marshal_cmd_base * _mesa_glthread_get_cmd(uint64_t *opaque_cmd) { return (struct marshal_cmd_base*)opaque_cmd; } static inline uint64_t * _mesa_glthread_next_cmd(uint64_t *opaque_cmd, unsigned cmd_size) { return opaque_cmd + cmd_size; } static inline bool _mesa_glthread_call_is_last(struct glthread_state *glthread, struct marshal_cmd_base *last, uint16_t num_slots) { return last && (uint64_t*)last + num_slots == &glthread->next_batch->buffer[glthread->used]; } static inline bool _mesa_glthread_has_pack_buffer(const struct gl_context *ctx) { return ctx->GLThread.CurrentPixelPackBufferName != 0; } static inline bool _mesa_glthread_has_unpack_buffer(const struct gl_context *ctx) { return ctx->GLThread.CurrentPixelUnpackBufferName != 0; } static inline unsigned _mesa_buffer_enum_to_count(GLenum buffer) { switch (buffer) { case GL_COLOR: return 4; case GL_DEPTH_STENCIL: return 2; case GL_STENCIL: case GL_DEPTH: return 1; default: return 0; } } static inline unsigned _mesa_tex_param_enum_to_count(GLenum pname) { switch (pname) { case GL_TEXTURE_MIN_FILTER: case GL_TEXTURE_MAG_FILTER: case GL_TEXTURE_WRAP_S: case GL_TEXTURE_WRAP_T: case GL_TEXTURE_WRAP_R: case GL_TEXTURE_BASE_LEVEL: case GL_TEXTURE_MAX_LEVEL: case GL_GENERATE_MIPMAP_SGIS: case GL_TEXTURE_COMPARE_MODE_ARB: case GL_TEXTURE_COMPARE_FUNC_ARB: case GL_DEPTH_TEXTURE_MODE_ARB: case GL_DEPTH_STENCIL_TEXTURE_MODE: case GL_TEXTURE_SRGB_DECODE_EXT: case GL_TEXTURE_REDUCTION_MODE_EXT: case GL_TEXTURE_CUBE_MAP_SEAMLESS: case GL_TEXTURE_SWIZZLE_R: case GL_TEXTURE_SWIZZLE_G: case GL_TEXTURE_SWIZZLE_B: case GL_TEXTURE_SWIZZLE_A: case GL_TEXTURE_MIN_LOD: case GL_TEXTURE_MAX_LOD: case GL_TEXTURE_PRIORITY: case GL_TEXTURE_MAX_ANISOTROPY_EXT: case GL_TEXTURE_LOD_BIAS: case GL_TEXTURE_TILING_EXT: case GL_TEXTURE_SPARSE_ARB: case GL_VIRTUAL_PAGE_SIZE_INDEX_ARB: case GL_NUM_SPARSE_LEVELS_ARB: return 1; case GL_TEXTURE_CROP_RECT_OES: case GL_TEXTURE_SWIZZLE_RGBA: case GL_TEXTURE_BORDER_COLOR: return 4; default: return 0; } } static inline unsigned _mesa_fog_enum_to_count(GLenum pname) { switch (pname) { case GL_FOG_MODE: case GL_FOG_DENSITY: case GL_FOG_START: case GL_FOG_END: case GL_FOG_INDEX: case GL_FOG_COORDINATE_SOURCE_EXT: case GL_FOG_DISTANCE_MODE_NV: return 1; case GL_FOG_COLOR: return 4; default: return 0; } } static inline unsigned _mesa_light_enum_to_count(GLenum pname) { switch (pname) { case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: case GL_POSITION: return 4; case GL_SPOT_DIRECTION: return 3; case GL_SPOT_EXPONENT: case GL_SPOT_CUTOFF: case GL_CONSTANT_ATTENUATION: case GL_LINEAR_ATTENUATION: case GL_QUADRATIC_ATTENUATION: return 1; default: return 0; } } static inline unsigned _mesa_light_model_enum_to_count(GLenum pname) { switch (pname) { case GL_LIGHT_MODEL_AMBIENT: return 4; case GL_LIGHT_MODEL_LOCAL_VIEWER: case GL_LIGHT_MODEL_TWO_SIDE: case GL_LIGHT_MODEL_COLOR_CONTROL: return 1; default: return 0; } } static inline unsigned _mesa_texenv_enum_to_count(GLenum pname) { switch (pname) { case GL_TEXTURE_ENV_MODE: case GL_COMBINE_RGB: case GL_COMBINE_ALPHA: case GL_SOURCE0_RGB: case GL_SOURCE1_RGB: case GL_SOURCE2_RGB: case GL_SOURCE3_RGB_NV: case GL_SOURCE0_ALPHA: case GL_SOURCE1_ALPHA: case GL_SOURCE2_ALPHA: case GL_SOURCE3_ALPHA_NV: case GL_OPERAND0_RGB: case GL_OPERAND1_RGB: case GL_OPERAND2_RGB: case GL_OPERAND3_RGB_NV: case GL_OPERAND0_ALPHA: case GL_OPERAND1_ALPHA: case GL_OPERAND2_ALPHA: case GL_OPERAND3_ALPHA_NV: case GL_RGB_SCALE: case GL_ALPHA_SCALE: case GL_TEXTURE_LOD_BIAS_EXT: case GL_COORD_REPLACE: return 1; case GL_TEXTURE_ENV_COLOR: return 4; default: return 0; } } static inline unsigned _mesa_texgen_enum_to_count(GLenum pname) { switch (pname) { case GL_TEXTURE_GEN_MODE: return 1; case GL_OBJECT_PLANE: case GL_EYE_PLANE: return 4; default: return 0; } } static inline unsigned _mesa_material_enum_to_count(GLenum pname) { switch (pname) { case GL_EMISSION: case GL_AMBIENT: case GL_DIFFUSE: case GL_SPECULAR: case GL_AMBIENT_AND_DIFFUSE: return 4; case GL_COLOR_INDEXES: return 3; case GL_SHININESS: return 1; default: return 0; } } static inline unsigned _mesa_point_param_enum_to_count(GLenum pname) { switch (pname) { case GL_DISTANCE_ATTENUATION_EXT: return 3; case GL_POINT_SIZE_MIN_EXT: case GL_POINT_SIZE_MAX_EXT: case GL_POINT_FADE_THRESHOLD_SIZE_EXT: case GL_POINT_SPRITE_COORD_ORIGIN: return 1; default: return 0; } } static inline unsigned _mesa_calllists_enum_to_count(GLenum type) { switch (type) { case GL_BYTE: case GL_UNSIGNED_BYTE: return 1; case GL_SHORT: case GL_UNSIGNED_SHORT: case GL_2_BYTES: return 2; case GL_3_BYTES: return 3; case GL_INT: case GL_UNSIGNED_INT: case GL_FLOAT: case GL_4_BYTES: return 4; default: return 0; } } static inline unsigned _mesa_patch_param_enum_to_count(GLenum pname) { switch (pname) { case GL_PATCH_DEFAULT_OUTER_LEVEL: return 4; case GL_PATCH_DEFAULT_INNER_LEVEL: return 2; default: return 0; } } static inline unsigned _mesa_memobj_enum_to_count(GLenum pname) { switch (pname) { case GL_DEDICATED_MEMORY_OBJECT_EXT: return 1; default: return 0; } } static inline unsigned _mesa_semaphore_enum_to_count(GLenum pname) { switch (pname) { /* EXT_semaphore and EXT_semaphore_fd define no parameters */ default: return 0; } } static inline gl_vert_attrib _mesa_array_to_attrib(struct gl_context *ctx, GLenum array) { switch (array) { case GL_VERTEX_ARRAY: return VERT_ATTRIB_POS; case GL_NORMAL_ARRAY: return VERT_ATTRIB_NORMAL; case GL_COLOR_ARRAY: return VERT_ATTRIB_COLOR0; case GL_INDEX_ARRAY: return VERT_ATTRIB_COLOR_INDEX; case GL_TEXTURE_COORD_ARRAY: return VERT_ATTRIB_TEX(ctx->GLThread.ClientActiveTexture); case GL_EDGE_FLAG_ARRAY: return VERT_ATTRIB_EDGEFLAG; case GL_FOG_COORDINATE_ARRAY: return VERT_ATTRIB_FOG; case GL_SECONDARY_COLOR_ARRAY: return VERT_ATTRIB_COLOR1; case GL_POINT_SIZE_ARRAY_OES: return VERT_ATTRIB_POINT_SIZE; case GL_PRIMITIVE_RESTART_NV: return VERT_ATTRIB_PRIMITIVE_RESTART_NV; default: if (array >= GL_TEXTURE0 && array <= GL_TEXTURE7) return VERT_ATTRIB_TEX(array - GL_TEXTURE0); return VERT_ATTRIB_MAX; } } static inline gl_matrix_index _mesa_get_matrix_index(struct gl_context *ctx, GLenum mode) { if (mode == GL_MODELVIEW || mode == GL_PROJECTION) return M_MODELVIEW + (mode - GL_MODELVIEW); if (mode == GL_TEXTURE) return M_TEXTURE0 + ctx->GLThread.ActiveTexture; if (mode >= GL_TEXTURE0 && mode <= GL_TEXTURE0 + MAX_TEXTURE_UNITS - 1) return M_TEXTURE0 + (mode - GL_TEXTURE0); if (mode >= GL_MATRIX0_ARB && mode <= GL_MATRIX0_ARB + MAX_PROGRAM_MATRICES - 1) return M_PROGRAM0 + (mode - GL_MATRIX0_ARB); return M_DUMMY; } static inline void _mesa_glthread_Enable(struct gl_context *ctx, GLenum cap) { if (ctx->GLThread.ListMode == GL_COMPILE) return; switch (cap) { case GL_PRIMITIVE_RESTART: case GL_PRIMITIVE_RESTART_FIXED_INDEX: _mesa_glthread_set_prim_restart(ctx, cap, true); break; case GL_BLEND: ctx->GLThread.Blend = true; break; case GL_DEBUG_OUTPUT_SYNCHRONOUS: _mesa_glthread_disable(ctx); ctx->GLThread.DebugOutputSynchronous = true; break; case GL_DEPTH_TEST: ctx->GLThread.DepthTest = true; break; case GL_CULL_FACE: ctx->GLThread.CullFace = true; break; case GL_LIGHTING: ctx->GLThread.Lighting = true; break; case GL_POLYGON_STIPPLE: ctx->GLThread.PolygonStipple = true; break; case GL_VERTEX_ARRAY: case GL_NORMAL_ARRAY: case GL_COLOR_ARRAY: case GL_TEXTURE_COORD_ARRAY: case GL_INDEX_ARRAY: case GL_EDGE_FLAG_ARRAY: case GL_FOG_COORDINATE_ARRAY: case GL_SECONDARY_COLOR_ARRAY: case GL_POINT_SIZE_ARRAY_OES: _mesa_glthread_ClientState(ctx, NULL, _mesa_array_to_attrib(ctx, cap), true); break; } } static inline void _mesa_glthread_Disable(struct gl_context *ctx, GLenum cap) { if (ctx->GLThread.ListMode == GL_COMPILE) return; switch (cap) { case GL_PRIMITIVE_RESTART: case GL_PRIMITIVE_RESTART_FIXED_INDEX: _mesa_glthread_set_prim_restart(ctx, cap, false); break; case GL_BLEND: ctx->GLThread.Blend = false; break; case GL_CULL_FACE: ctx->GLThread.CullFace = false; break; case GL_DEBUG_OUTPUT_SYNCHRONOUS: ctx->GLThread.DebugOutputSynchronous = false; _mesa_glthread_enable(ctx); break; case GL_DEPTH_TEST: ctx->GLThread.DepthTest = false; break; case GL_LIGHTING: ctx->GLThread.Lighting = false; break; case GL_POLYGON_STIPPLE: ctx->GLThread.PolygonStipple = false; break; case GL_VERTEX_ARRAY: case GL_NORMAL_ARRAY: case GL_COLOR_ARRAY: case GL_TEXTURE_COORD_ARRAY: case GL_INDEX_ARRAY: case GL_EDGE_FLAG_ARRAY: case GL_FOG_COORDINATE_ARRAY: case GL_SECONDARY_COLOR_ARRAY: case GL_POINT_SIZE_ARRAY_OES: _mesa_glthread_ClientState(ctx, NULL, _mesa_array_to_attrib(ctx, cap), false); break; } } static inline int _mesa_glthread_IsEnabled(struct gl_context *ctx, GLenum cap) { /* This will generate GL_INVALID_OPERATION, as it should. */ if (ctx->GLThread.inside_begin_end) return -1; switch (cap) { case GL_BLEND: return ctx->GLThread.Blend; case GL_CULL_FACE: return ctx->GLThread.CullFace; case GL_DEBUG_OUTPUT_SYNCHRONOUS: return ctx->GLThread.DebugOutputSynchronous; case GL_DEPTH_TEST: return ctx->GLThread.DepthTest; case GL_LIGHTING: return ctx->GLThread.Lighting; case GL_POLYGON_STIPPLE: return ctx->GLThread.PolygonStipple; case GL_VERTEX_ARRAY: return !!(ctx->GLThread.CurrentVAO->UserEnabled & VERT_BIT_POS); case GL_NORMAL_ARRAY: return !!(ctx->GLThread.CurrentVAO->UserEnabled & VERT_BIT_NORMAL); case GL_COLOR_ARRAY: return !!(ctx->GLThread.CurrentVAO->UserEnabled & VERT_BIT_COLOR0); case GL_TEXTURE_COORD_ARRAY: return !!(ctx->GLThread.CurrentVAO->UserEnabled & (1 << VERT_ATTRIB_TEX(ctx->GLThread.ClientActiveTexture))); default: return -1; /* sync and call _mesa_IsEnabled. */ } } static inline void _mesa_glthread_PushAttrib(struct gl_context *ctx, GLbitfield mask) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (ctx->GLThread.AttribStackDepth >= MAX_ATTRIB_STACK_DEPTH) return; struct glthread_attrib_node *attr = &ctx->GLThread.AttribStack[ctx->GLThread.AttribStackDepth++]; attr->Mask = mask; if (mask & GL_ENABLE_BIT) attr->Blend = ctx->GLThread.Blend; if (mask & (GL_POLYGON_BIT | GL_ENABLE_BIT)) { attr->CullFace = ctx->GLThread.CullFace; attr->PolygonStipple = ctx->GLThread.PolygonStipple; } if (mask & (GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT)) attr->DepthTest = ctx->GLThread.DepthTest; if (mask & (GL_LIGHTING_BIT | GL_ENABLE_BIT)) attr->Lighting = ctx->GLThread.Lighting; if (mask & GL_TEXTURE_BIT) attr->ActiveTexture = ctx->GLThread.ActiveTexture; if (mask & GL_TRANSFORM_BIT) attr->MatrixMode = ctx->GLThread.MatrixMode; } static inline void _mesa_glthread_PopAttrib(struct gl_context *ctx) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (ctx->GLThread.AttribStackDepth == 0) return; struct glthread_attrib_node *attr = &ctx->GLThread.AttribStack[--ctx->GLThread.AttribStackDepth]; unsigned mask = attr->Mask; if (mask & GL_ENABLE_BIT) ctx->GLThread.Blend = attr->Blend; if (mask & (GL_POLYGON_BIT | GL_ENABLE_BIT)) { ctx->GLThread.CullFace = attr->CullFace; ctx->GLThread.PolygonStipple = attr->PolygonStipple; } if (mask & (GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT)) ctx->GLThread.DepthTest = attr->DepthTest; if (mask & (GL_LIGHTING_BIT | GL_ENABLE_BIT)) ctx->GLThread.Lighting = attr->Lighting; if (mask & GL_TEXTURE_BIT) ctx->GLThread.ActiveTexture = attr->ActiveTexture; if (mask & GL_TRANSFORM_BIT) { ctx->GLThread.MatrixMode = attr->MatrixMode; ctx->GLThread.MatrixIndex = _mesa_get_matrix_index(ctx, attr->MatrixMode); } } static bool is_matrix_stack_full(struct gl_context *ctx, gl_matrix_index idx) { int max_stack_depth = 0; if (M_MODELVIEW == ctx->GLThread.MatrixIndex) { max_stack_depth = MAX_MODELVIEW_STACK_DEPTH; } else if (M_PROJECTION == ctx->GLThread.MatrixIndex) { max_stack_depth = MAX_PROJECTION_STACK_DEPTH; } else if (M_PROGRAM_LAST >= ctx->GLThread.MatrixIndex) { max_stack_depth = MAX_PROGRAM_MATRIX_STACK_DEPTH; } else if (M_TEXTURE_LAST >= ctx->GLThread.MatrixIndex) { max_stack_depth = MAX_TEXTURE_STACK_DEPTH; } assert(max_stack_depth); if (ctx->GLThread.MatrixStackDepth[idx] + 1 >= max_stack_depth) return true; return false; } static inline void _mesa_glthread_MatrixPushEXT(struct gl_context *ctx, GLenum matrixMode) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (is_matrix_stack_full(ctx, _mesa_get_matrix_index(ctx, matrixMode))) return; ctx->GLThread.MatrixStackDepth[_mesa_get_matrix_index(ctx, matrixMode)]++; } static inline void _mesa_glthread_MatrixPopEXT(struct gl_context *ctx, GLenum matrixMode) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (ctx->GLThread.MatrixStackDepth[_mesa_get_matrix_index(ctx, matrixMode)] == 0) return; ctx->GLThread.MatrixStackDepth[_mesa_get_matrix_index(ctx, matrixMode)]--; } static inline void _mesa_glthread_ActiveTexture(struct gl_context *ctx, GLenum texture) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.ActiveTexture = texture - GL_TEXTURE0; if (ctx->GLThread.MatrixMode == GL_TEXTURE) ctx->GLThread.MatrixIndex = _mesa_get_matrix_index(ctx, texture); } static inline void _mesa_glthread_PushMatrix(struct gl_context *ctx) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (is_matrix_stack_full(ctx, ctx->GLThread.MatrixIndex)) return; ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex]++; } static inline void _mesa_glthread_PopMatrix(struct gl_context *ctx) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex] == 0) return; ctx->GLThread.MatrixStackDepth[ctx->GLThread.MatrixIndex]--; } static inline void _mesa_glthread_MatrixMode(struct gl_context *ctx, GLenum mode) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.MatrixIndex = _mesa_get_matrix_index(ctx, mode); ctx->GLThread.MatrixMode = MIN2(mode, 0xffff); } static inline void _mesa_glthread_ListBase(struct gl_context *ctx, GLuint base) { if (ctx->GLThread.ListMode == GL_COMPILE) return; ctx->GLThread.ListBase = base; } static inline void _mesa_glthread_init_call_fence(int *last_batch_index_where_called) { *last_batch_index_where_called = -1; } static inline void _mesa_glthread_fence_call(struct gl_context *ctx, int *last_batch_index_where_called) { p_atomic_set(last_batch_index_where_called, ctx->GLThread.next); /* Flush, so that the fenced call is last in the batch. */ _mesa_glthread_flush_batch(ctx); } static inline void _mesa_glthread_signal_call(int *last_batch_index_where_called, int batch_index) { /* Atomically set this to -1 if it's equal to batch_index. */ p_atomic_cmpxchg(last_batch_index_where_called, batch_index, -1); } static inline void _mesa_glthread_wait_for_call(struct gl_context *ctx, int *last_batch_index_where_called) { int batch = p_atomic_read(last_batch_index_where_called); if (batch != -1) { util_queue_fence_wait(&ctx->GLThread.batches[batch].fence); assert(p_atomic_read(last_batch_index_where_called) == -1); } } static inline void _mesa_glthread_CallList(struct gl_context *ctx, GLuint list) { if (ctx->GLThread.ListMode == GL_COMPILE) return; /* Wait for all glEndList and glDeleteLists calls to finish to ensure that * all display lists are up to date and the driver thread is not * modifiying them. We will be executing them in the application thread. */ _mesa_glthread_wait_for_call(ctx, &ctx->GLThread.LastDListChangeBatchIndex); if (!ctx->Shared->DisplayListsAffectGLThread) return; /* Clear GL_COMPILE_AND_EXECUTE if needed. We only execute here. */ unsigned saved_mode = ctx->GLThread.ListMode; ctx->GLThread.ListMode = 0; _mesa_glthread_execute_list(ctx, list); ctx->GLThread.ListMode = saved_mode; } static inline void _mesa_glthread_CallLists(struct gl_context *ctx, GLsizei n, GLenum type, const GLvoid *lists) { if (ctx->GLThread.ListMode == GL_COMPILE) return; if (n <= 0 || !lists) return; /* Wait for all glEndList and glDeleteLists calls to finish to ensure that * all display lists are up to date and the driver thread is not * modifiying them. We will be executing them in the application thread. */ _mesa_glthread_wait_for_call(ctx, &ctx->GLThread.LastDListChangeBatchIndex); /* Clear GL_COMPILE_AND_EXECUTE if needed. We only execute here. */ unsigned saved_mode = ctx->GLThread.ListMode; ctx->GLThread.ListMode = 0; unsigned base = ctx->GLThread.ListBase; GLbyte *bptr; GLubyte *ubptr; GLshort *sptr; GLushort *usptr; GLint *iptr; GLuint *uiptr; GLfloat *fptr; switch (type) { case GL_BYTE: bptr = (GLbyte *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + bptr[i]); break; case GL_UNSIGNED_BYTE: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + ubptr[i]); break; case GL_SHORT: sptr = (GLshort *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + sptr[i]); break; case GL_UNSIGNED_SHORT: usptr = (GLushort *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + usptr[i]); break; case GL_INT: iptr = (GLint *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + iptr[i]); break; case GL_UNSIGNED_INT: uiptr = (GLuint *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + uiptr[i]); break; case GL_FLOAT: fptr = (GLfloat *) lists; for (unsigned i = 0; i < n; i++) _mesa_glthread_CallList(ctx, base + fptr[i]); break; case GL_2_BYTES: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) { _mesa_glthread_CallList(ctx, base + (GLint)ubptr[2 * i] * 256 + (GLint)ubptr[2 * i + 1]); } break; case GL_3_BYTES: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) { _mesa_glthread_CallList(ctx, base + (GLint)ubptr[3 * i] * 65536 + (GLint)ubptr[3 * i + 1] * 256 + (GLint)ubptr[3 * i + 2]); } break; case GL_4_BYTES: ubptr = (GLubyte *) lists; for (unsigned i = 0; i < n; i++) { _mesa_glthread_CallList(ctx, base + (GLint)ubptr[4 * i] * 16777216 + (GLint)ubptr[4 * i + 1] * 65536 + (GLint)ubptr[4 * i + 2] * 256 + (GLint)ubptr[4 * i + 3]); } break; } ctx->GLThread.ListMode = saved_mode; } static inline void _mesa_glthread_NewList(struct gl_context *ctx, GLuint list, GLenum mode) { if (!ctx->GLThread.ListMode) ctx->GLThread.ListMode = MIN2(mode, 0xffff); } static inline void _mesa_glthread_EndList(struct gl_context *ctx) { if (!ctx->GLThread.ListMode) return; ctx->GLThread.ListMode = 0; /* Track the last display list change. */ _mesa_glthread_fence_call(ctx, &ctx->GLThread.LastDListChangeBatchIndex); } static inline void _mesa_glthread_DeleteLists(struct gl_context *ctx, GLsizei range) { if (range < 0) return; /* Track the last display list change. */ _mesa_glthread_fence_call(ctx, &ctx->GLThread.LastDListChangeBatchIndex); } static inline void _mesa_glthread_BindFramebuffer(struct gl_context *ctx, GLenum target, GLuint id) { switch (target) { case GL_FRAMEBUFFER: ctx->GLThread.CurrentDrawFramebuffer = id; ctx->GLThread.CurrentReadFramebuffer = id; break; case GL_DRAW_FRAMEBUFFER: ctx->GLThread.CurrentDrawFramebuffer = id; break; case GL_READ_FRAMEBUFFER: ctx->GLThread.CurrentReadFramebuffer = id; break; } } static inline void _mesa_glthread_DeleteFramebuffers(struct gl_context *ctx, GLsizei n, const GLuint *ids) { if (ctx->GLThread.CurrentDrawFramebuffer) { for (int i = 0; i < n; i++) { if (ctx->GLThread.CurrentDrawFramebuffer == ids[i]) ctx->GLThread.CurrentDrawFramebuffer = 0; if (ctx->GLThread.CurrentReadFramebuffer == ids[i]) ctx->GLThread.CurrentReadFramebuffer = 0; } } } #endif /* MARSHAL_H */