1 /**************************************************************************
2 *
3 * Copyright 2007 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28
29 #include "main/accum.h"
30 #include "main/context.h"
31 #include "main/debug_output.h"
32 #include "main/framebuffer.h"
33 #include "main/glthread.h"
34 #include "main/shaderobj.h"
35 #include "main/state.h"
36 #include "main/version.h"
37 #include "main/hash.h"
38 #include "program/prog_cache.h"
39 #include "vbo/vbo.h"
40 #include "glapi/glapi.h"
41 #include "st_manager.h"
42 #include "st_context.h"
43 #include "st_debug.h"
44 #include "st_cb_bitmap.h"
45 #include "st_cb_clear.h"
46 #include "st_cb_drawpixels.h"
47 #include "st_cb_drawtex.h"
48 #include "st_cb_eglimage.h"
49 #include "st_cb_feedback.h"
50 #include "st_cb_flush.h"
51 #include "st_atom.h"
52 #include "st_draw.h"
53 #include "st_extensions.h"
54 #include "st_gen_mipmap.h"
55 #include "st_pbo.h"
56 #include "st_program.h"
57 #include "st_sampler_view.h"
58 #include "st_shader_cache.h"
59 #include "st_texcompress_compute.h"
60 #include "st_texture.h"
61 #include "st_util.h"
62 #include "pipe/p_context.h"
63 #include "util/u_cpu_detect.h"
64 #include "util/u_inlines.h"
65 #include "util/u_upload_mgr.h"
66 #include "util/u_vbuf.h"
67 #include "util/u_memory.h"
68 #include "util/hash_table.h"
69 #include "util/thread_sched.h"
70 #include "cso_cache/cso_context.h"
71 #include "compiler/glsl/glsl_parser_extras.h"
72
73 DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", false)
74
75 void
st_invalidate_buffers(struct st_context * st)76 st_invalidate_buffers(struct st_context *st)
77 {
78 st->ctx->NewDriverState |= ST_NEW_BLEND |
79 ST_NEW_DSA |
80 ST_NEW_FB_STATE |
81 ST_NEW_SAMPLE_STATE |
82 ST_NEW_SAMPLE_SHADING |
83 ST_NEW_FS_STATE |
84 ST_NEW_POLY_STIPPLE |
85 ST_NEW_VIEWPORT |
86 ST_NEW_RASTERIZER |
87 ST_NEW_SCISSOR |
88 ST_NEW_WINDOW_RECTANGLES;
89 }
90
91
92 static inline bool
st_vp_uses_current_values(const struct gl_context * ctx)93 st_vp_uses_current_values(const struct gl_context *ctx)
94 {
95 const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
96
97 return ~_mesa_get_enabled_vertex_arrays(ctx) & inputs;
98 }
99
100
101 void
st_invalidate_state(struct gl_context * ctx)102 st_invalidate_state(struct gl_context *ctx)
103 {
104 GLbitfield new_state = ctx->NewState;
105 struct st_context *st = st_context(ctx);
106
107 if (new_state & _NEW_BUFFERS) {
108 st_invalidate_buffers(st);
109 } else {
110 /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
111 * check them when _NEW_BUFFERS isn't set.
112 */
113 if (new_state & _NEW_FOG)
114 ctx->NewDriverState |= ST_NEW_FS_STATE;
115 }
116
117 if (new_state & (_NEW_LIGHT_STATE |
118 _NEW_POINT))
119 ctx->NewDriverState |= ST_NEW_RASTERIZER;
120
121 if ((new_state & _NEW_LIGHT_STATE) &&
122 (st->lower_flatshade || st->lower_two_sided_color))
123 ctx->NewDriverState |= ST_NEW_FS_STATE;
124
125 if (new_state & _NEW_PROJECTION &&
126 st_user_clip_planes_enabled(ctx))
127 ctx->NewDriverState |= ST_NEW_CLIP_STATE;
128
129 if (new_state & _NEW_PIXEL)
130 ctx->NewDriverState |= ST_NEW_PIXEL_TRANSFER;
131
132 if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx)) {
133 ctx->NewDriverState |= ST_NEW_VERTEX_ARRAYS;
134 /* glColor3f -> glColor4f changes the vertex format. */
135 ctx->Array.NewVertexElements = true;
136 }
137
138 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
139 if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT_STATE)) {
140 ctx->NewDriverState |= ST_NEW_VS_STATE;
141 if (_mesa_is_desktop_gl_compat(st->ctx) && ctx->Version >= 32) {
142 ctx->NewDriverState |= ST_NEW_GS_STATE | ST_NEW_TES_STATE;
143 }
144 }
145
146 /* Update the vertex shader if ctx->Point was changed. */
147 if (st->lower_point_size && new_state & _NEW_POINT) {
148 if (ctx->GeometryProgram._Current)
149 ctx->NewDriverState |= ST_NEW_GS_STATE | ST_NEW_GS_CONSTANTS;
150 else if (ctx->TessEvalProgram._Current)
151 ctx->NewDriverState |= ST_NEW_TES_STATE | ST_NEW_TES_CONSTANTS;
152 else
153 ctx->NewDriverState |= ST_NEW_VS_STATE | ST_NEW_VS_CONSTANTS;
154 }
155
156 if (new_state & _NEW_TEXTURE_OBJECT) {
157 ctx->NewDriverState |= st->active_states &
158 (ST_NEW_SAMPLER_VIEWS |
159 ST_NEW_SAMPLERS |
160 ST_NEW_IMAGE_UNITS);
161 if (ctx->FragmentProgram._Current) {
162 struct gl_program *fp = ctx->FragmentProgram._Current;
163
164 if (fp->ExternalSamplersUsed || fp->ati_fs ||
165 (!fp->shader_program && fp->ShadowSamplers))
166 ctx->NewDriverState |= ST_NEW_FS_STATE;
167 }
168 }
169 }
170
171
172 /*
173 * In some circumstances (such as running google-chrome) the state
174 * tracker may try to delete a resource view from a context different
175 * than when it was created. We don't want to do that.
176 *
177 * In that situation, st_texture_release_all_sampler_views() calls this
178 * function to transfer the sampler view reference to this context (expected
179 * to be the context which created the view.)
180 */
181 void
st_save_zombie_sampler_view(struct st_context * st,struct pipe_sampler_view * view)182 st_save_zombie_sampler_view(struct st_context *st,
183 struct pipe_sampler_view *view)
184 {
185 struct st_zombie_sampler_view_node *entry;
186
187 assert(view->context == st->pipe);
188
189 entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
190 if (!entry)
191 return;
192
193 entry->view = view;
194
195 /* We need a mutex since this function may be called from one thread
196 * while free_zombie_resource_views() is called from another.
197 */
198 simple_mtx_lock(&st->zombie_sampler_views.mutex);
199 list_addtail(&entry->node, &st->zombie_sampler_views.list.node);
200 simple_mtx_unlock(&st->zombie_sampler_views.mutex);
201 }
202
203
204 /*
205 * Since OpenGL shaders may be shared among contexts, we can wind up
206 * with variants of a shader created with different contexts.
207 * When we go to destroy a gallium shader, we want to free it with the
208 * same context that it was created with, unless the driver reports
209 * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
210 */
211 void
st_save_zombie_shader(struct st_context * st,enum pipe_shader_type type,struct pipe_shader_state * shader)212 st_save_zombie_shader(struct st_context *st,
213 enum pipe_shader_type type,
214 struct pipe_shader_state *shader)
215 {
216 struct st_zombie_shader_node *entry;
217
218 /* we shouldn't be here if the driver supports shareable shaders */
219 assert(!st->has_shareable_shaders);
220
221 entry = MALLOC_STRUCT(st_zombie_shader_node);
222 if (!entry)
223 return;
224
225 entry->shader = shader;
226 entry->type = type;
227
228 /* We need a mutex since this function may be called from one thread
229 * while free_zombie_shaders() is called from another.
230 */
231 simple_mtx_lock(&st->zombie_shaders.mutex);
232 list_addtail(&entry->node, &st->zombie_shaders.list.node);
233 simple_mtx_unlock(&st->zombie_shaders.mutex);
234 }
235
236
237 /*
238 * Free any zombie sampler views that may be attached to this context.
239 */
240 static void
free_zombie_sampler_views(struct st_context * st)241 free_zombie_sampler_views(struct st_context *st)
242 {
243 struct st_zombie_sampler_view_node *entry, *next;
244
245 if (list_is_empty(&st->zombie_sampler_views.list.node)) {
246 return;
247 }
248
249 simple_mtx_lock(&st->zombie_sampler_views.mutex);
250
251 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
252 &st->zombie_sampler_views.list.node, node) {
253 list_del(&entry->node); // remove this entry from the list
254
255 assert(entry->view->context == st->pipe);
256 pipe_sampler_view_reference(&entry->view, NULL);
257
258 free(entry);
259 }
260
261 assert(list_is_empty(&st->zombie_sampler_views.list.node));
262
263 simple_mtx_unlock(&st->zombie_sampler_views.mutex);
264 }
265
266
267 /*
268 * Free any zombie shaders that may be attached to this context.
269 */
270 static void
free_zombie_shaders(struct st_context * st)271 free_zombie_shaders(struct st_context *st)
272 {
273 struct st_zombie_shader_node *entry, *next;
274
275 if (list_is_empty(&st->zombie_shaders.list.node)) {
276 return;
277 }
278
279 simple_mtx_lock(&st->zombie_shaders.mutex);
280
281 LIST_FOR_EACH_ENTRY_SAFE(entry, next,
282 &st->zombie_shaders.list.node, node) {
283 list_del(&entry->node); // remove this entry from the list
284
285 switch (entry->type) {
286 case PIPE_SHADER_VERTEX:
287 st->ctx->NewDriverState |= ST_NEW_VS_STATE;
288 st->pipe->delete_vs_state(st->pipe, entry->shader);
289 break;
290 case PIPE_SHADER_FRAGMENT:
291 st->ctx->NewDriverState |= ST_NEW_FS_STATE;
292 st->pipe->delete_fs_state(st->pipe, entry->shader);
293 break;
294 case PIPE_SHADER_GEOMETRY:
295 st->ctx->NewDriverState |= ST_NEW_GS_STATE;
296 st->pipe->delete_gs_state(st->pipe, entry->shader);
297 break;
298 case PIPE_SHADER_TESS_CTRL:
299 st->ctx->NewDriverState |= ST_NEW_TCS_STATE;
300 st->pipe->delete_tcs_state(st->pipe, entry->shader);
301 break;
302 case PIPE_SHADER_TESS_EVAL:
303 st->ctx->NewDriverState |= ST_NEW_TES_STATE;
304 st->pipe->delete_tes_state(st->pipe, entry->shader);
305 break;
306 case PIPE_SHADER_COMPUTE:
307 st->ctx->NewDriverState |= ST_NEW_CS_STATE;
308 st->pipe->delete_compute_state(st->pipe, entry->shader);
309 break;
310 default:
311 unreachable("invalid shader type in free_zombie_shaders()");
312 }
313 free(entry);
314 }
315
316 assert(list_is_empty(&st->zombie_shaders.list.node));
317
318 simple_mtx_unlock(&st->zombie_shaders.mutex);
319 }
320
321
322 /*
323 * This function is called periodically to free any zombie objects
324 * which are attached to this context.
325 */
326 void
st_context_free_zombie_objects(struct st_context * st)327 st_context_free_zombie_objects(struct st_context *st)
328 {
329 free_zombie_sampler_views(st);
330 free_zombie_shaders(st);
331 }
332
333
334 static void
st_destroy_context_priv(struct st_context * st,bool destroy_pipe)335 st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
336 {
337 st_destroy_draw(st);
338 st_destroy_clear(st);
339 st_destroy_bitmap(st);
340 st_destroy_drawpix(st);
341 st_destroy_drawtex(st);
342 st_destroy_pbo_helpers(st);
343
344 if (_mesa_has_compute_shaders(st->ctx) && st->transcode_astc)
345 st_destroy_texcompress_compute(st);
346
347 st_destroy_bound_texture_handles(st);
348 st_destroy_bound_image_handles(st);
349
350 /* free glReadPixels cache data */
351 st_invalidate_readpix_cache(st);
352 util_throttle_deinit(st->screen, &st->throttle);
353
354 cso_destroy_context(st->cso_context);
355
356 if (st->pipe && destroy_pipe)
357 st->pipe->destroy(st->pipe);
358
359 st->ctx->st = NULL;
360 FREE(st);
361 }
362
363
364 static void
st_init_driver_flags(struct st_context * st)365 st_init_driver_flags(struct st_context *st)
366 {
367 struct gl_driver_flags *f = &st->ctx->DriverFlags;
368
369 /* Shader resources */
370 if (st->has_hw_atomics)
371 f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
372 else
373 f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
374
375 f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
376 f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
377 f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
378 f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
379 f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
380 f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
381
382 if (st->lower_alpha_test)
383 f->NewAlphaTest = ST_NEW_FS_STATE | ST_NEW_FS_CONSTANTS;
384 else
385 f->NewAlphaTest = ST_NEW_DSA;
386
387 f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
388 ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
389 f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
390
391 /* This depends on what the gallium driver wants. */
392 if (st->force_persample_in_shader) {
393 f->NewMultisampleEnable |= ST_NEW_FS_STATE;
394 f->NewSampleShading |= ST_NEW_FS_STATE;
395 } else {
396 f->NewSampleShading |= ST_NEW_RASTERIZER;
397 }
398
399 if (st->clamp_frag_color_in_shader) {
400 f->NewFragClamp = ST_NEW_FS_STATE;
401 } else {
402 f->NewFragClamp = ST_NEW_RASTERIZER;
403 }
404
405 f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
406 if (st->lower_ucp)
407 f->NewClipPlaneEnable |= ST_NEW_VS_STATE | ST_NEW_GS_STATE | ST_NEW_TES_STATE;
408
409 if (st->emulate_gl_clamp)
410 f->NewSamplersWithClamp = ST_NEW_SAMPLERS |
411 ST_NEW_VS_STATE | ST_NEW_TCS_STATE |
412 ST_NEW_TES_STATE | ST_NEW_GS_STATE |
413 ST_NEW_FS_STATE | ST_NEW_CS_STATE;
414
415 if (!st->has_hw_atomics && st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4)
416 f->NewAtomicBuffer |= ST_NEW_CONSTANTS;
417 }
418
419 static bool
st_have_perfquery(struct st_context * ctx)420 st_have_perfquery(struct st_context *ctx)
421 {
422 struct pipe_context *pipe = ctx->pipe;
423
424 return pipe->init_intel_perf_query_info && pipe->get_intel_perf_query_info &&
425 pipe->get_intel_perf_query_counter_info &&
426 pipe->new_intel_perf_query_obj && pipe->begin_intel_perf_query &&
427 pipe->end_intel_perf_query && pipe->delete_intel_perf_query &&
428 pipe->wait_intel_perf_query && pipe->is_intel_perf_query_ready &&
429 pipe->get_intel_perf_query_data;
430 }
431
432 static struct st_context *
st_create_context_priv(struct gl_context * ctx,struct pipe_context * pipe,const struct st_config_options * options)433 st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
434 const struct st_config_options *options)
435 {
436 struct pipe_screen *screen = pipe->screen;
437 struct st_context *st = CALLOC_STRUCT( st_context);
438
439 st->options = *options;
440
441 ctx->st_opts = &st->options;
442 ctx->st = st;
443
444 st->ctx = ctx;
445 st->screen = screen;
446 st->pipe = pipe;
447
448 st->can_bind_const_buffer_as_vertex =
449 screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
450
451 /* st/mesa always uploads zero-stride vertex attribs, and other user
452 * vertex buffers are only possible with a compatibility profile.
453 * So tell the u_vbuf module that user VBOs are not possible with the Core
454 * profile, so that u_vbuf is bypassed completely if there is nothing else
455 * to do.
456 */
457 unsigned cso_flags;
458 switch (ctx->API) {
459 case API_OPENGL_CORE:
460 cso_flags = CSO_NO_USER_VERTEX_BUFFERS;
461 break;
462 case API_OPENGLES:
463 case API_OPENGLES2:
464 cso_flags = CSO_NO_64B_VERTEX_BUFFERS;
465 break;
466 default:
467 cso_flags = 0;
468 break;
469 }
470
471 st->cso_context = cso_create_context(pipe, cso_flags);
472 ctx->cso_context = st->cso_context;
473
474 STATIC_ASSERT(ARRAY_SIZE(st->update_functions) <= 64);
475
476 #define ST_STATE(FLAG, st_update) st->update_functions[FLAG##_INDEX] = st_update;
477 #include "st_atom_list.h"
478 #undef ST_STATE
479
480 st_init_clear(st);
481 {
482 enum pipe_texture_transfer_mode val = screen->get_param(screen, PIPE_CAP_TEXTURE_TRANSFER_MODES);
483 st->prefer_blit_based_texture_transfer = (val & PIPE_TEXTURE_TRANSFER_BLIT) != 0;
484 st->allow_compute_based_texture_transfer = (val & PIPE_TEXTURE_TRANSFER_COMPUTE) != 0;
485 }
486 st_init_pbo_helpers(st);
487
488 /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
489 if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES))
490 st->internal_target = PIPE_TEXTURE_2D;
491 else
492 st->internal_target = PIPE_TEXTURE_RECT;
493
494 /* Setup vertex element info for 'struct st_util_vertex'.
495 */
496 {
497 STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
498
499 memset(&st->util_velems, 0, sizeof(st->util_velems));
500 st->util_velems.velems[0].src_offset = 0;
501 st->util_velems.velems[0].vertex_buffer_index = 0;
502 st->util_velems.velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
503 st->util_velems.velems[0].src_stride = sizeof(struct st_util_vertex);
504 st->util_velems.velems[1].src_offset = 3 * sizeof(float);
505 st->util_velems.velems[1].vertex_buffer_index = 0;
506 st->util_velems.velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
507 st->util_velems.velems[1].src_stride = sizeof(struct st_util_vertex);
508 st->util_velems.velems[2].src_offset = 7 * sizeof(float);
509 st->util_velems.velems[2].vertex_buffer_index = 0;
510 st->util_velems.velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
511 st->util_velems.velems[2].src_stride = sizeof(struct st_util_vertex);
512 }
513
514 ctx->Const.PackedDriverUniformStorage =
515 screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
516
517 ctx->Const.BitmapUsesRed =
518 screen->is_format_supported(screen, PIPE_FORMAT_R8_UNORM,
519 PIPE_TEXTURE_2D, 0, 0,
520 PIPE_BIND_SAMPLER_VIEW);
521
522 ctx->Const.QueryCounterBits.Timestamp =
523 screen->get_param(screen, PIPE_CAP_QUERY_TIMESTAMP_BITS);
524
525 st->has_stencil_export =
526 screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
527 st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
528 PIPE_TEXTURE_2D, 0, 0,
529 PIPE_BIND_SAMPLER_VIEW);
530 st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
531 PIPE_TEXTURE_2D, 0, 0,
532 PIPE_BIND_SAMPLER_VIEW);
533 st->transcode_etc = options->transcode_etc &&
534 screen->is_format_supported(screen, PIPE_FORMAT_DXT1_SRGBA,
535 PIPE_TEXTURE_2D, 0, 0,
536 PIPE_BIND_SAMPLER_VIEW);
537 st->transcode_astc = options->transcode_astc &&
538 screen->is_format_supported(screen, PIPE_FORMAT_DXT5_SRGBA,
539 PIPE_TEXTURE_2D, 0, 0,
540 PIPE_BIND_SAMPLER_VIEW) &&
541 screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
542 PIPE_TEXTURE_2D, 0, 0,
543 PIPE_BIND_SAMPLER_VIEW);
544 st->has_astc_2d_ldr =
545 screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
546 PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
547 st->has_astc_5x5_ldr =
548 screen->is_format_supported(screen, PIPE_FORMAT_ASTC_5x5_SRGB,
549 PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
550 st->astc_void_extents_need_denorm_flush =
551 screen->get_param(screen, PIPE_CAP_ASTC_VOID_EXTENTS_NEED_DENORM_FLUSH);
552
553 st->has_s3tc = screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
554 PIPE_TEXTURE_2D, 0, 0,
555 PIPE_BIND_SAMPLER_VIEW);
556 st->has_rgtc = screen->is_format_supported(screen, PIPE_FORMAT_RGTC2_UNORM,
557 PIPE_TEXTURE_2D, 0, 0,
558 PIPE_BIND_SAMPLER_VIEW);
559 st->has_latc = screen->is_format_supported(screen, PIPE_FORMAT_LATC2_UNORM,
560 PIPE_TEXTURE_2D, 0, 0,
561 PIPE_BIND_SAMPLER_VIEW);
562 st->has_bptc = screen->is_format_supported(screen, PIPE_FORMAT_BPTC_SRGBA,
563 PIPE_TEXTURE_2D, 0, 0,
564 PIPE_BIND_SAMPLER_VIEW);
565 st->force_persample_in_shader =
566 screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
567 !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
568 st->has_shareable_shaders = screen->get_param(screen,
569 PIPE_CAP_SHAREABLE_SHADERS);
570 st->needs_texcoord_semantic =
571 screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
572 st->apply_texture_swizzle_to_border_color =
573 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
574 (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
575 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
576 st->use_format_with_border_color =
577 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
578 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_FREEDRENO);
579 st->alpha_border_color_is_not_w =
580 !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
581 PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_ALPHA_NOT_W);
582 st->emulate_gl_clamp =
583 !screen->get_param(screen, PIPE_CAP_GL_CLAMP);
584 st->has_time_elapsed =
585 screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
586 ctx->Const.GLSLHasHalfFloatPacking =
587 screen->get_param(screen, PIPE_CAP_SHADER_PACK_HALF_FLOAT);
588 st->has_multi_draw_indirect =
589 screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
590 st->has_indirect_partial_stride =
591 screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT_PARTIAL_STRIDE);
592 st->has_occlusion_query =
593 screen->get_param(screen, PIPE_CAP_OCCLUSION_QUERY);
594 st->has_single_pipe_stat =
595 screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
596 st->has_pipeline_stat =
597 screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS);
598 st->has_indep_blend_enable =
599 screen->get_param(screen, PIPE_CAP_INDEP_BLEND_ENABLE);
600 st->has_indep_blend_func =
601 screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
602 st->can_dither =
603 screen->get_param(screen, PIPE_CAP_DITHERING);
604 st->lower_flatshade =
605 !screen->get_param(screen, PIPE_CAP_FLATSHADE);
606 st->lower_alpha_test =
607 !screen->get_param(screen, PIPE_CAP_ALPHA_TEST);
608 switch (screen->get_param(screen, PIPE_CAP_POINT_SIZE_FIXED)) {
609 case PIPE_POINT_SIZE_LOWER_ALWAYS:
610 st->lower_point_size = true;
611 st->add_point_size = true;
612 break;
613 case PIPE_POINT_SIZE_LOWER_USER_ONLY:
614 st->lower_point_size = true;
615 break;
616 default: break;
617 }
618 st->lower_two_sided_color =
619 !screen->get_param(screen, PIPE_CAP_TWO_SIDED_COLOR);
620 st->lower_ucp =
621 !screen->get_param(screen, PIPE_CAP_CLIP_PLANES);
622 st->prefer_real_buffer_in_constbuf0 =
623 screen->get_param(screen, PIPE_CAP_PREFER_REAL_BUFFER_IN_CONSTBUF0);
624 st->has_conditional_render =
625 screen->get_param(screen, PIPE_CAP_CONDITIONAL_RENDER);
626 st->lower_rect_tex =
627 !screen->get_param(screen, PIPE_CAP_TEXRECT);
628 st->allow_st_finalize_nir_twice = screen->finalize_nir != NULL;
629
630 st->has_hw_atomics =
631 screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
632 PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
633 ? true : false;
634
635 st->validate_all_dirty_states =
636 screen->get_param(screen, PIPE_CAP_VALIDATE_ALL_DIRTY_STATES)
637 ? true : false;
638 st->can_null_texture =
639 screen->get_param(screen, PIPE_CAP_NULL_TEXTURES)
640 ? true : false;
641
642 util_throttle_init(&st->throttle,
643 screen->get_param(screen,
644 PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
645
646 /* GL limits and extensions */
647 st_init_limits(screen, &ctx->Const, &ctx->Extensions, ctx->API);
648 st_init_extensions(screen, &ctx->Const,
649 &ctx->Extensions, &st->options, ctx->API);
650
651 if (st_have_perfquery(st)) {
652 ctx->Extensions.INTEL_performance_query = GL_TRUE;
653 }
654
655 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
656 if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
657 if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
658 st->clamp_vert_color_in_shader = GL_TRUE;
659 }
660
661 if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
662 st->clamp_frag_color_in_shader = GL_TRUE;
663 }
664
665 /* For drivers which cannot do color clamping, it's better to just
666 * disable ARB_color_buffer_float in the core profile, because
667 * the clamping is deprecated there anyway. */
668 if (_mesa_is_desktop_gl_core(ctx) &&
669 (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
670 st->clamp_vert_color_in_shader = GL_FALSE;
671 st->clamp_frag_color_in_shader = GL_FALSE;
672 ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
673 }
674 }
675
676 /* called after _mesa_create_context/_mesa_init_point, fix default user
677 * settable max point size up
678 */
679 ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
680 ctx->Const.MaxPointSizeAA);
681
682 ctx->Const.NoClippingOnCopyTex = screen->get_param(screen,
683 PIPE_CAP_NO_CLIP_ON_COPY_TEX);
684
685 ctx->Const.ForceFloat32TexNearest =
686 !screen->get_param(screen, PIPE_CAP_TEXTURE_FLOAT_LINEAR);
687
688 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].PositionAlwaysInvariant = options->vs_position_always_invariant;
689
690 ctx->Const.ShaderCompilerOptions[MESA_SHADER_TESS_EVAL].PositionAlwaysPrecise = options->vs_position_always_precise;
691
692 /* Set which shader types can be compiled at link time. */
693 st->shader_has_one_variant[MESA_SHADER_VERTEX] =
694 st->has_shareable_shaders &&
695 !st->clamp_vert_color_in_shader &&
696 !st->lower_point_size &&
697 !st->lower_ucp;
698
699 st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
700 st->has_shareable_shaders &&
701 !st->lower_flatshade &&
702 !st->lower_alpha_test &&
703 !st->clamp_frag_color_in_shader &&
704 !st->force_persample_in_shader &&
705 !st->lower_two_sided_color;
706
707 st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
708 st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
709 st->has_shareable_shaders &&
710 !st->clamp_vert_color_in_shader &&
711 !st->lower_point_size &&
712 !st->lower_ucp;
713
714 st->shader_has_one_variant[MESA_SHADER_GEOMETRY] =
715 st->has_shareable_shaders &&
716 !st->clamp_vert_color_in_shader &&
717 !st->lower_point_size &&
718 !st->lower_ucp;
719 st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
720
721 if (!st->pipe->set_context_param || !util_thread_scheduler_enabled())
722 st->pin_thread_counter = ST_THREAD_SCHEDULER_DISABLED;
723
724 st->bitmap.cache.empty = true;
725
726 if (ctx->Const.ForceGLNamesReuse && ctx->Shared->RefCount == 1) {
727 _mesa_HashEnableNameReuse(&ctx->Shared->TexObjects);
728 _mesa_HashEnableNameReuse(&ctx->Shared->ShaderObjects);
729 _mesa_HashEnableNameReuse(&ctx->Shared->BufferObjects);
730 _mesa_HashEnableNameReuse(&ctx->Shared->SamplerObjects);
731 _mesa_HashEnableNameReuse(&ctx->Shared->FrameBuffers);
732 _mesa_HashEnableNameReuse(&ctx->Shared->RenderBuffers);
733 _mesa_HashEnableNameReuse(&ctx->Shared->MemoryObjects);
734 _mesa_HashEnableNameReuse(&ctx->Shared->SemaphoreObjects);
735 }
736 /* SPECviewperf13/sw-04 crashes since a56849ddda6 if Mesa is build with
737 * -O3 on gcc 7.5, which doesn't happen with ForceGLNamesReuse, which is
738 * the default setting for SPECviewperf because it simulates glGen behavior
739 * of closed source drivers.
740 */
741 if (ctx->Const.ForceGLNamesReuse)
742 _mesa_HashEnableNameReuse(&ctx->Query.QueryObjects);
743
744 _mesa_override_extensions(ctx);
745 _mesa_compute_version(ctx);
746
747 if (ctx->Version == 0 ||
748 !_mesa_initialize_dispatch_tables(ctx)) {
749 /* This can happen when a core profile was requested, but the driver
750 * does not support some features of GL 3.1 or later.
751 */
752 st_destroy_context_priv(st, false);
753 return NULL;
754 }
755
756 if (_mesa_has_compute_shaders(ctx) &&
757 st->transcode_astc && !st_init_texcompress_compute(st)) {
758 /* Transcoding ASTC to DXT5 using compute shaders can provide a
759 * significant performance benefit over the CPU path. It isn't strictly
760 * necessary to fail if we can't use the compute shader path, but it's
761 * very convenient to do so. This should be rare.
762 */
763 st_destroy_context_priv(st, false);
764 return NULL;
765 }
766
767 /* This must be done after extensions are initialized to enable persistent
768 * mappings immediately.
769 */
770 _vbo_CreateContext(ctx);
771
772 st_init_driver_flags(st);
773 st_init_update_array(st);
774
775 /* Initialize context's winsys buffers list */
776 list_inithead(&st->winsys_buffers);
777
778 list_inithead(&st->zombie_sampler_views.list.node);
779 simple_mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
780 list_inithead(&st->zombie_shaders.list.node);
781 simple_mtx_init(&st->zombie_shaders.mutex, mtx_plain);
782
783 ctx->Const.DriverSupportedPrimMask = screen->get_param(screen, PIPE_CAP_SUPPORTED_PRIM_MODES) |
784 /* patches is always supported */
785 BITFIELD_BIT(MESA_PRIM_PATCHES);
786 st->active_states = _mesa_get_active_states(ctx);
787
788 return st;
789 }
790
791 void
st_set_background_context(struct gl_context * ctx,struct util_queue_monitoring * queue_info)792 st_set_background_context(struct gl_context *ctx,
793 struct util_queue_monitoring *queue_info)
794 {
795 struct st_context *st = ctx->st;
796 struct pipe_frontend_screen *fscreen = st->frontend_screen;
797
798 assert(fscreen->set_background_context);
799 fscreen->set_background_context(st, queue_info);
800 }
801
802 static void
st_init_driver_functions(struct pipe_screen * screen,struct dd_function_table * functions,bool has_egl_image_validate)803 st_init_driver_functions(struct pipe_screen *screen,
804 struct dd_function_table *functions,
805 bool has_egl_image_validate)
806 {
807 st_init_draw_functions(screen, functions);
808
809 functions->NewProgram = _mesa_new_program;
810 st_init_flush_functions(screen, functions);
811
812 /* GL_ARB_get_program_binary */
813 functions->ShaderCacheSerializeDriverBlob = st_serialise_nir_program;
814 functions->ProgramBinarySerializeDriverBlob =
815 st_serialise_nir_program_binary;
816 functions->ProgramBinaryDeserializeDriverBlob =
817 st_deserialise_nir_program;
818 }
819
820
821 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)822 st_create_context(gl_api api, struct pipe_context *pipe,
823 const struct gl_config *visual,
824 struct st_context *share,
825 const struct st_config_options *options,
826 bool no_error, bool has_egl_image_validate)
827 {
828 struct gl_context *ctx;
829 struct gl_context *shareCtx = share ? share->ctx : NULL;
830 struct dd_function_table funcs;
831 struct st_context *st;
832
833 memset(&funcs, 0, sizeof(funcs));
834 st_init_driver_functions(pipe->screen, &funcs, has_egl_image_validate);
835
836 /* gl_context must be 16-byte aligned due to the alignment on GLmatrix. */
837 ctx = align_malloc(sizeof(struct gl_context), 16);
838 if (!ctx)
839 return NULL;
840 memset(ctx, 0, sizeof(*ctx));
841
842 ctx->pipe = pipe;
843 ctx->screen = pipe->screen;
844
845 if (!_mesa_initialize_context(ctx, api, no_error, visual, shareCtx, &funcs)) {
846 align_free(ctx);
847 return NULL;
848 }
849
850 st_debug_init();
851
852 if (pipe->screen->get_disk_shader_cache)
853 ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
854
855 /* XXX: need a capability bit in gallium to query if the pipe
856 * driver prefers DP4 or MUL/MAD for vertex transformation.
857 */
858 if (debug_get_option_mesa_mvp_dp4())
859 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
860
861 if (pipe->screen->get_param(pipe->screen, PIPE_CAP_INVALIDATE_BUFFER))
862 ctx->has_invalidate_buffer = true;
863
864 if (pipe->screen->get_param(pipe->screen, PIPE_CAP_STRING_MARKER))
865 ctx->has_string_marker = true;
866
867 st = st_create_context_priv(ctx, pipe, options);
868 if (!st) {
869 _mesa_free_context_data(ctx, true);
870 align_free(ctx);
871 }
872
873 return st;
874 }
875
876
877 /**
878 * When we destroy a context, we must examine all texture objects to
879 * find/release any sampler views created by that context.
880 *
881 * This callback is called per-texture object. It releases all the
882 * texture's sampler views which belong to the context.
883 */
884 static void
destroy_tex_sampler_cb(void * data,void * userData)885 destroy_tex_sampler_cb(void *data, void *userData)
886 {
887 struct gl_texture_object *texObj = (struct gl_texture_object *) data;
888 struct st_context *st = (struct st_context *) userData;
889
890 st_texture_release_context_sampler_view(st, texObj);
891 }
892
893 static void
destroy_framebuffer_attachment_sampler_cb(void * data,void * userData)894 destroy_framebuffer_attachment_sampler_cb(void *data, void *userData)
895 {
896 struct gl_framebuffer* glfb = (struct gl_framebuffer*) data;
897 struct st_context *st = (struct st_context *) userData;
898
899 for (unsigned i = 0; i < BUFFER_COUNT; i++) {
900 struct gl_renderbuffer_attachment *att = &glfb->Attachment[i];
901 if (att->Texture) {
902 st_texture_release_context_sampler_view(st, att->Texture);
903 }
904 }
905 }
906
907 void
st_destroy_context(struct st_context * st)908 st_destroy_context(struct st_context *st)
909 {
910 struct gl_context *ctx = st->ctx;
911 struct gl_framebuffer *stfb, *next;
912 struct gl_framebuffer *save_drawbuffer;
913 struct gl_framebuffer *save_readbuffer;
914
915 /* Save the current context and draw/read buffers*/
916 GET_CURRENT_CONTEXT(save_ctx);
917 if (save_ctx) {
918 save_drawbuffer = save_ctx->WinSysDrawBuffer;
919 save_readbuffer = save_ctx->WinSysReadBuffer;
920 } else {
921 save_drawbuffer = save_readbuffer = NULL;
922 }
923
924 /*
925 * We need to bind the context we're deleting so that
926 * _mesa_reference_texobj_() uses this context when deleting textures.
927 * Similarly for framebuffer objects, etc.
928 */
929 _mesa_make_current(ctx, NULL, NULL);
930
931 /* This must be called first so that glthread has a chance to finish */
932 _mesa_glthread_destroy(ctx);
933
934 _mesa_HashWalk(&ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
935
936 /* For the fallback textures, free any sampler views belonging to this
937 * context.
938 */
939 for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
940 for (unsigned j = 0; j < ARRAY_SIZE(ctx->Shared->FallbackTex[0]); j++) {
941 struct gl_texture_object *stObj =
942 ctx->Shared->FallbackTex[i][j];
943 if (stObj) {
944 st_texture_release_context_sampler_view(st, stObj);
945 }
946 }
947 }
948
949 st_release_program(st, &st->fp);
950 st_release_program(st, &st->gp);
951 st_release_program(st, &st->vp);
952 st_release_program(st, &st->tcp);
953 st_release_program(st, &st->tep);
954 st_release_program(st, &st->cp);
955
956 if (st->hw_select_shaders) {
957 hash_table_foreach(st->hw_select_shaders, entry)
958 st->pipe->delete_gs_state(st->pipe, entry->data);
959 _mesa_hash_table_destroy(st->hw_select_shaders, NULL);
960 }
961
962 /* release framebuffer in the winsys buffers list */
963 LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
964 _mesa_reference_framebuffer(&stfb, NULL);
965 }
966
967 _mesa_HashWalk(&ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st);
968
969 pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
970 pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
971
972 _vbo_DestroyContext(ctx);
973
974 st_destroy_program_variants(st);
975
976 /* Do not release debug_output yet because it might be in use by other threads.
977 * These threads will be terminated by _mesa_free_context_data and
978 * st_destroy_context_priv.
979 */
980 _mesa_free_context_data(ctx, false);
981
982 st_context_free_zombie_objects(st);
983
984 simple_mtx_destroy(&st->zombie_sampler_views.mutex);
985 simple_mtx_destroy(&st->zombie_shaders.mutex);
986
987 /* This will free the st_context too, so 'st' must not be accessed
988 * afterwards. */
989 st_destroy_context_priv(st, true);
990 st = NULL;
991
992 _mesa_destroy_debug_output(ctx);
993
994 align_free(ctx);
995
996 if (save_ctx == ctx) {
997 /* unbind the context we just deleted */
998 _mesa_make_current(NULL, NULL, NULL);
999 } else {
1000 /* Restore the current context and draw/read buffers (may be NULL) */
1001 _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
1002 }
1003 }
1004
1005 const struct nir_shader_compiler_options *
st_get_nir_compiler_options(struct st_context * st,gl_shader_stage stage)1006 st_get_nir_compiler_options(struct st_context *st, gl_shader_stage stage)
1007 {
1008 return st->ctx->Const.ShaderCompilerOptions[stage].NirOptions;
1009 }
1010