xref: /aosp_15_r20/external/mesa3d/src/mesa/main/glthread.h (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Copyright © 2012 Intel Corporation
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker  *
11*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker  * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker  * Software.
14*61046927SAndroid Build Coastguard Worker  *
15*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21*61046927SAndroid Build Coastguard Worker  * IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker  */
23*61046927SAndroid Build Coastguard Worker 
24*61046927SAndroid Build Coastguard Worker #ifndef _GLTHREAD_H
25*61046927SAndroid Build Coastguard Worker #define _GLTHREAD_H
26*61046927SAndroid Build Coastguard Worker 
27*61046927SAndroid Build Coastguard Worker /* The size of one batch and the maximum size of one call.
28*61046927SAndroid Build Coastguard Worker  *
29*61046927SAndroid Build Coastguard Worker  * This should be as low as possible, so that:
30*61046927SAndroid Build Coastguard Worker  * - multiple synchronizations within a frame don't slow us down much
31*61046927SAndroid Build Coastguard Worker  * - a smaller number of calls per frame can still get decent parallelism
32*61046927SAndroid Build Coastguard Worker  * - the memory footprint of the queue is low, and with that comes a lower
33*61046927SAndroid Build Coastguard Worker  *   chance of experiencing CPU cache thrashing
34*61046927SAndroid Build Coastguard Worker  * but it should be high enough so that u_queue overhead remains negligible.
35*61046927SAndroid Build Coastguard Worker  */
36*61046927SAndroid Build Coastguard Worker #define MARSHAL_MAX_CMD_BUFFER_SIZE (8 * 1024)
37*61046927SAndroid Build Coastguard Worker 
38*61046927SAndroid Build Coastguard Worker /* We need to leave 1 slot at the end to insert the END marker for unmarshal
39*61046927SAndroid Build Coastguard Worker  * calls that look ahead to know where the batch ends.
40*61046927SAndroid Build Coastguard Worker  */
41*61046927SAndroid Build Coastguard Worker #define MARSHAL_MAX_CMD_SIZE (MARSHAL_MAX_CMD_BUFFER_SIZE - 8)
42*61046927SAndroid Build Coastguard Worker 
43*61046927SAndroid Build Coastguard Worker /* The number of batch slots in memory.
44*61046927SAndroid Build Coastguard Worker  *
45*61046927SAndroid Build Coastguard Worker  * One batch is being executed, one batch is being filled, the rest are
46*61046927SAndroid Build Coastguard Worker  * waiting batches. There must be at least 1 slot for a waiting batch,
47*61046927SAndroid Build Coastguard Worker  * so the minimum number of batches is 3.
48*61046927SAndroid Build Coastguard Worker  */
49*61046927SAndroid Build Coastguard Worker #define MARSHAL_MAX_BATCHES 8
50*61046927SAndroid Build Coastguard Worker 
51*61046927SAndroid Build Coastguard Worker /* Special value for glEnableClientState(GL_PRIMITIVE_RESTART_NV). */
52*61046927SAndroid Build Coastguard Worker #define VERT_ATTRIB_PRIMITIVE_RESTART_NV -1
53*61046927SAndroid Build Coastguard Worker 
54*61046927SAndroid Build Coastguard Worker #include <inttypes.h>
55*61046927SAndroid Build Coastguard Worker #include <stdbool.h>
56*61046927SAndroid Build Coastguard Worker #include "util/u_queue.h"
57*61046927SAndroid Build Coastguard Worker #include "compiler/shader_enums.h"
58*61046927SAndroid Build Coastguard Worker #include "main/config.h"
59*61046927SAndroid Build Coastguard Worker #include "main/hash.h"
60*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
61*61046927SAndroid Build Coastguard Worker 
62*61046927SAndroid Build Coastguard Worker #ifdef __cplusplus
63*61046927SAndroid Build Coastguard Worker extern "C" {
64*61046927SAndroid Build Coastguard Worker #endif
65*61046927SAndroid Build Coastguard Worker 
66*61046927SAndroid Build Coastguard Worker struct gl_context;
67*61046927SAndroid Build Coastguard Worker struct gl_buffer_object;
68*61046927SAndroid Build Coastguard Worker struct _glapi_table;
69*61046927SAndroid Build Coastguard Worker 
70*61046927SAndroid Build Coastguard Worker /**
71*61046927SAndroid Build Coastguard Worker  * Client pixel packing/unpacking attributes
72*61046927SAndroid Build Coastguard Worker  */
73*61046927SAndroid Build Coastguard Worker struct gl_pixelstore_attrib
74*61046927SAndroid Build Coastguard Worker {
75*61046927SAndroid Build Coastguard Worker    GLint Alignment;
76*61046927SAndroid Build Coastguard Worker    GLint RowLength;
77*61046927SAndroid Build Coastguard Worker    GLint SkipPixels;
78*61046927SAndroid Build Coastguard Worker    GLint SkipRows;
79*61046927SAndroid Build Coastguard Worker    GLint ImageHeight;
80*61046927SAndroid Build Coastguard Worker    GLint SkipImages;
81*61046927SAndroid Build Coastguard Worker    GLboolean SwapBytes;
82*61046927SAndroid Build Coastguard Worker    GLboolean LsbFirst;
83*61046927SAndroid Build Coastguard Worker    GLboolean Invert;        /**< GL_MESA_pack_invert */
84*61046927SAndroid Build Coastguard Worker    GLint CompressedBlockWidth;   /**< GL_ARB_compressed_texture_pixel_storage */
85*61046927SAndroid Build Coastguard Worker    GLint CompressedBlockHeight;
86*61046927SAndroid Build Coastguard Worker    GLint CompressedBlockDepth;
87*61046927SAndroid Build Coastguard Worker    GLint CompressedBlockSize;
88*61046927SAndroid Build Coastguard Worker    struct gl_buffer_object *BufferObj; /**< GL_ARB_pixel_buffer_object */
89*61046927SAndroid Build Coastguard Worker };
90*61046927SAndroid Build Coastguard Worker 
91*61046927SAndroid Build Coastguard Worker /* Used by both glthread and gl_context. */
92*61046927SAndroid Build Coastguard Worker union gl_vertex_format_user {
93*61046927SAndroid Build Coastguard Worker    struct {
94*61046927SAndroid Build Coastguard Worker       GLenum16 Type;        /**< datatype: GL_FLOAT, GL_INT, etc */
95*61046927SAndroid Build Coastguard Worker       bool Bgra;            /**< true if GL_BGRA, else GL_RGBA */
96*61046927SAndroid Build Coastguard Worker       uint8_t Size:5;       /**< components per element (1,2,3,4) */
97*61046927SAndroid Build Coastguard Worker       bool Normalized:1;    /**< GL_ARB_vertex_program */
98*61046927SAndroid Build Coastguard Worker       bool Integer:1;       /**< Integer-valued? */
99*61046927SAndroid Build Coastguard Worker       bool Doubles:1;       /**< double values are not converted to floats */
100*61046927SAndroid Build Coastguard Worker    };
101*61046927SAndroid Build Coastguard Worker    uint32_t All;
102*61046927SAndroid Build Coastguard Worker };
103*61046927SAndroid Build Coastguard Worker 
104*61046927SAndroid Build Coastguard Worker #define MESA_PACK_VFORMAT(type, size, normalized, integer, doubles) \
105*61046927SAndroid Build Coastguard Worker    (union gl_vertex_format_user){{ \
106*61046927SAndroid Build Coastguard Worker       .Type = MIN2(type, 0xffff), /* 0xffff means invalid value */ \
107*61046927SAndroid Build Coastguard Worker       .Bgra = size == GL_BGRA, \
108*61046927SAndroid Build Coastguard Worker       .Size = size == GL_BGRA ? 4 : MIN2(size, 5), /* 5 means invalid value */ \
109*61046927SAndroid Build Coastguard Worker       .Normalized = normalized, \
110*61046927SAndroid Build Coastguard Worker       .Integer = integer, \
111*61046927SAndroid Build Coastguard Worker       .Doubles = doubles \
112*61046927SAndroid Build Coastguard Worker    }}
113*61046927SAndroid Build Coastguard Worker 
114*61046927SAndroid Build Coastguard Worker struct glthread_attrib {
115*61046927SAndroid Build Coastguard Worker    /* Per attrib: */
116*61046927SAndroid Build Coastguard Worker    uint8_t ElementSize;       /**< max 32 */
117*61046927SAndroid Build Coastguard Worker    uint8_t BufferIndex;       /**< Referring to Attrib[BufferIndex]. */
118*61046927SAndroid Build Coastguard Worker    uint16_t RelativeOffset;   /**< max 0xffff in Mesa */
119*61046927SAndroid Build Coastguard Worker    union gl_vertex_format_user Format;
120*61046927SAndroid Build Coastguard Worker 
121*61046927SAndroid Build Coastguard Worker    /* Per buffer binding: */
122*61046927SAndroid Build Coastguard Worker    GLuint Divisor;
123*61046927SAndroid Build Coastguard Worker    int16_t Stride;            /**< max 2048 */
124*61046927SAndroid Build Coastguard Worker    int8_t EnabledAttribCount; /**< Number of enabled attribs using this buffer. */
125*61046927SAndroid Build Coastguard Worker    const void *Pointer;
126*61046927SAndroid Build Coastguard Worker };
127*61046927SAndroid Build Coastguard Worker 
128*61046927SAndroid Build Coastguard Worker struct glthread_vao {
129*61046927SAndroid Build Coastguard Worker    GLuint Name;
130*61046927SAndroid Build Coastguard Worker    GLuint CurrentElementBufferName;
131*61046927SAndroid Build Coastguard Worker    GLbitfield UserEnabled; /**< Vertex attribs enabled by the user. */
132*61046927SAndroid Build Coastguard Worker    GLbitfield Enabled; /**< UserEnabled with POS vs GENERIC0 aliasing resolved. */
133*61046927SAndroid Build Coastguard Worker    GLbitfield BufferEnabled; /**< "Enabled" converted to buffer bindings. */
134*61046927SAndroid Build Coastguard Worker    GLbitfield BufferInterleaved; /**< Bitmask of buffers used by multiple attribs. */
135*61046927SAndroid Build Coastguard Worker    GLbitfield UserPointerMask; /**< Bitmask of buffer bindings. */
136*61046927SAndroid Build Coastguard Worker    GLbitfield NonNullPointerMask; /**< Bitmask of buffer bindings with non-NULL user pointers. */
137*61046927SAndroid Build Coastguard Worker    GLbitfield NonZeroDivisorMask; /**< Bitmask of buffer bindings. */
138*61046927SAndroid Build Coastguard Worker 
139*61046927SAndroid Build Coastguard Worker    struct glthread_attrib Attrib[VERT_ATTRIB_MAX];
140*61046927SAndroid Build Coastguard Worker };
141*61046927SAndroid Build Coastguard Worker 
142*61046927SAndroid Build Coastguard Worker /** A single batch of commands queued up for execution. */
143*61046927SAndroid Build Coastguard Worker struct glthread_batch
144*61046927SAndroid Build Coastguard Worker {
145*61046927SAndroid Build Coastguard Worker    /** Batch fence for waiting for the execution to finish. */
146*61046927SAndroid Build Coastguard Worker    struct util_queue_fence fence;
147*61046927SAndroid Build Coastguard Worker 
148*61046927SAndroid Build Coastguard Worker    /** The worker thread will access the context with this. */
149*61046927SAndroid Build Coastguard Worker    struct gl_context *ctx;
150*61046927SAndroid Build Coastguard Worker 
151*61046927SAndroid Build Coastguard Worker    /**
152*61046927SAndroid Build Coastguard Worker     * Number of uint64_t elements filled already.
153*61046927SAndroid Build Coastguard Worker     * This is 0 when it's being filled because glthread::used holds the real
154*61046927SAndroid Build Coastguard Worker     * value temporarily, and glthread::used is copied to this variable when
155*61046927SAndroid Build Coastguard Worker     * the batch is submitted.
156*61046927SAndroid Build Coastguard Worker     */
157*61046927SAndroid Build Coastguard Worker    unsigned used;
158*61046927SAndroid Build Coastguard Worker 
159*61046927SAndroid Build Coastguard Worker    /** Data contained in the command buffer. */
160*61046927SAndroid Build Coastguard Worker    uint64_t buffer[MARSHAL_MAX_CMD_BUFFER_SIZE / 8];
161*61046927SAndroid Build Coastguard Worker };
162*61046927SAndroid Build Coastguard Worker 
163*61046927SAndroid Build Coastguard Worker struct glthread_client_attrib {
164*61046927SAndroid Build Coastguard Worker    struct glthread_vao VAO;
165*61046927SAndroid Build Coastguard Worker    GLuint CurrentArrayBufferName;
166*61046927SAndroid Build Coastguard Worker    int ClientActiveTexture;
167*61046927SAndroid Build Coastguard Worker    GLuint RestartIndex;
168*61046927SAndroid Build Coastguard Worker    bool PrimitiveRestart;
169*61046927SAndroid Build Coastguard Worker    bool PrimitiveRestartFixedIndex;
170*61046927SAndroid Build Coastguard Worker 
171*61046927SAndroid Build Coastguard Worker    /** Whether this element of the client attrib stack contains saved state. */
172*61046927SAndroid Build Coastguard Worker    bool Valid;
173*61046927SAndroid Build Coastguard Worker };
174*61046927SAndroid Build Coastguard Worker 
175*61046927SAndroid Build Coastguard Worker /* For glPushAttrib / glPopAttrib. */
176*61046927SAndroid Build Coastguard Worker struct glthread_attrib_node {
177*61046927SAndroid Build Coastguard Worker    GLbitfield Mask;
178*61046927SAndroid Build Coastguard Worker    int ActiveTexture;
179*61046927SAndroid Build Coastguard Worker    GLenum16 MatrixMode;
180*61046927SAndroid Build Coastguard Worker    bool Blend;
181*61046927SAndroid Build Coastguard Worker    bool CullFace;
182*61046927SAndroid Build Coastguard Worker    bool DepthTest;
183*61046927SAndroid Build Coastguard Worker    bool Lighting;
184*61046927SAndroid Build Coastguard Worker    bool PolygonStipple;
185*61046927SAndroid Build Coastguard Worker };
186*61046927SAndroid Build Coastguard Worker 
187*61046927SAndroid Build Coastguard Worker typedef enum {
188*61046927SAndroid Build Coastguard Worker    M_MODELVIEW,
189*61046927SAndroid Build Coastguard Worker    M_PROJECTION,
190*61046927SAndroid Build Coastguard Worker    M_PROGRAM0,
191*61046927SAndroid Build Coastguard Worker    M_PROGRAM_LAST = M_PROGRAM0 + MAX_PROGRAM_MATRICES - 1,
192*61046927SAndroid Build Coastguard Worker    M_TEXTURE0,
193*61046927SAndroid Build Coastguard Worker    M_TEXTURE_LAST = M_TEXTURE0 + MAX_TEXTURE_UNITS - 1,
194*61046927SAndroid Build Coastguard Worker    M_DUMMY, /* used instead of reporting errors */
195*61046927SAndroid Build Coastguard Worker    M_NUM_MATRIX_STACKS,
196*61046927SAndroid Build Coastguard Worker } gl_matrix_index;
197*61046927SAndroid Build Coastguard Worker 
198*61046927SAndroid Build Coastguard Worker struct glthread_state
199*61046927SAndroid Build Coastguard Worker {
200*61046927SAndroid Build Coastguard Worker    /** Multithreaded queue. */
201*61046927SAndroid Build Coastguard Worker    struct util_queue queue;
202*61046927SAndroid Build Coastguard Worker 
203*61046927SAndroid Build Coastguard Worker    /** This is sent to the driver for framebuffer overlay / HUD. */
204*61046927SAndroid Build Coastguard Worker    struct util_queue_monitoring stats;
205*61046927SAndroid Build Coastguard Worker 
206*61046927SAndroid Build Coastguard Worker    /** Whether GLThread is enabled. */
207*61046927SAndroid Build Coastguard Worker    bool enabled;
208*61046927SAndroid Build Coastguard Worker    bool inside_begin_end;
209*61046927SAndroid Build Coastguard Worker    bool thread_sched_enabled;
210*61046927SAndroid Build Coastguard Worker 
211*61046927SAndroid Build Coastguard Worker    /** Display lists. */
212*61046927SAndroid Build Coastguard Worker    GLenum16 ListMode; /**< Zero if not inside display list, else list mode. */
213*61046927SAndroid Build Coastguard Worker    unsigned ListBase;
214*61046927SAndroid Build Coastguard Worker    unsigned ListCallDepth;
215*61046927SAndroid Build Coastguard Worker 
216*61046927SAndroid Build Coastguard Worker    /** For L3 cache pinning. */
217*61046927SAndroid Build Coastguard Worker    unsigned pin_thread_counter;
218*61046927SAndroid Build Coastguard Worker    unsigned thread_sched_state;
219*61046927SAndroid Build Coastguard Worker 
220*61046927SAndroid Build Coastguard Worker    /** The ring of batches in memory. */
221*61046927SAndroid Build Coastguard Worker    struct glthread_batch batches[MARSHAL_MAX_BATCHES];
222*61046927SAndroid Build Coastguard Worker 
223*61046927SAndroid Build Coastguard Worker    /** Pointer to the batch currently being filled. */
224*61046927SAndroid Build Coastguard Worker    struct glthread_batch *next_batch;
225*61046927SAndroid Build Coastguard Worker 
226*61046927SAndroid Build Coastguard Worker    /** Index of the last submitted batch. */
227*61046927SAndroid Build Coastguard Worker    unsigned last;
228*61046927SAndroid Build Coastguard Worker 
229*61046927SAndroid Build Coastguard Worker    /** Index of the batch being filled and about to be submitted. */
230*61046927SAndroid Build Coastguard Worker    unsigned next;
231*61046927SAndroid Build Coastguard Worker 
232*61046927SAndroid Build Coastguard Worker    /** Number of uint64_t elements filled already. */
233*61046927SAndroid Build Coastguard Worker    unsigned used;
234*61046927SAndroid Build Coastguard Worker 
235*61046927SAndroid Build Coastguard Worker    /** Upload buffer. */
236*61046927SAndroid Build Coastguard Worker    struct gl_buffer_object *upload_buffer;
237*61046927SAndroid Build Coastguard Worker    uint8_t *upload_ptr;
238*61046927SAndroid Build Coastguard Worker    unsigned upload_offset;
239*61046927SAndroid Build Coastguard Worker    int upload_buffer_private_refcount;
240*61046927SAndroid Build Coastguard Worker 
241*61046927SAndroid Build Coastguard Worker    /** Primitive restart state. */
242*61046927SAndroid Build Coastguard Worker    bool PrimitiveRestart;
243*61046927SAndroid Build Coastguard Worker    bool PrimitiveRestartFixedIndex;
244*61046927SAndroid Build Coastguard Worker    bool _PrimitiveRestart;
245*61046927SAndroid Build Coastguard Worker    GLuint RestartIndex;
246*61046927SAndroid Build Coastguard Worker    GLuint _RestartIndex[4]; /**< Restart index for index_size = 1,2,4. */
247*61046927SAndroid Build Coastguard Worker 
248*61046927SAndroid Build Coastguard Worker    /** Vertex Array objects tracked by glthread independently of Mesa. */
249*61046927SAndroid Build Coastguard Worker    struct _mesa_HashTable VAOs;
250*61046927SAndroid Build Coastguard Worker    struct glthread_vao *CurrentVAO;
251*61046927SAndroid Build Coastguard Worker    struct glthread_vao *LastLookedUpVAO;
252*61046927SAndroid Build Coastguard Worker    struct glthread_vao DefaultVAO;
253*61046927SAndroid Build Coastguard Worker    struct glthread_client_attrib ClientAttribStack[MAX_CLIENT_ATTRIB_STACK_DEPTH];
254*61046927SAndroid Build Coastguard Worker    int ClientAttribStackTop;
255*61046927SAndroid Build Coastguard Worker    int ClientActiveTexture;
256*61046927SAndroid Build Coastguard Worker 
257*61046927SAndroid Build Coastguard Worker    /** Currently-bound buffer object IDs. */
258*61046927SAndroid Build Coastguard Worker    GLuint CurrentArrayBufferName;
259*61046927SAndroid Build Coastguard Worker    GLuint CurrentDrawIndirectBufferName;
260*61046927SAndroid Build Coastguard Worker    GLuint CurrentPixelPackBufferName;
261*61046927SAndroid Build Coastguard Worker    GLuint CurrentPixelUnpackBufferName;
262*61046927SAndroid Build Coastguard Worker    GLuint CurrentQueryBufferName;
263*61046927SAndroid Build Coastguard Worker 
264*61046927SAndroid Build Coastguard Worker    /**
265*61046927SAndroid Build Coastguard Worker     * The batch index of the last occurence of glLinkProgram or
266*61046927SAndroid Build Coastguard Worker     * glDeleteProgram or -1 if there is no such enqueued call.
267*61046927SAndroid Build Coastguard Worker     */
268*61046927SAndroid Build Coastguard Worker    int LastProgramChangeBatch;
269*61046927SAndroid Build Coastguard Worker 
270*61046927SAndroid Build Coastguard Worker    /**
271*61046927SAndroid Build Coastguard Worker     * The batch index of the last occurence of glEndList or
272*61046927SAndroid Build Coastguard Worker     * glDeleteLists or -1 if there is no such enqueued call.
273*61046927SAndroid Build Coastguard Worker     */
274*61046927SAndroid Build Coastguard Worker    int LastDListChangeBatchIndex;
275*61046927SAndroid Build Coastguard Worker 
276*61046927SAndroid Build Coastguard Worker    /** Basic matrix state tracking. */
277*61046927SAndroid Build Coastguard Worker    int ActiveTexture;
278*61046927SAndroid Build Coastguard Worker    GLenum16 MatrixMode;
279*61046927SAndroid Build Coastguard Worker    gl_matrix_index MatrixIndex;
280*61046927SAndroid Build Coastguard Worker    struct glthread_attrib_node AttribStack[MAX_ATTRIB_STACK_DEPTH];
281*61046927SAndroid Build Coastguard Worker    int AttribStackDepth;
282*61046927SAndroid Build Coastguard Worker    int MatrixStackDepth[M_NUM_MATRIX_STACKS];
283*61046927SAndroid Build Coastguard Worker 
284*61046927SAndroid Build Coastguard Worker    /** Enable states. */
285*61046927SAndroid Build Coastguard Worker    bool Blend;
286*61046927SAndroid Build Coastguard Worker    bool DepthTest;
287*61046927SAndroid Build Coastguard Worker    bool CullFace;
288*61046927SAndroid Build Coastguard Worker    bool DebugOutputSynchronous;
289*61046927SAndroid Build Coastguard Worker    bool Lighting;
290*61046927SAndroid Build Coastguard Worker    bool PolygonStipple;
291*61046927SAndroid Build Coastguard Worker 
292*61046927SAndroid Build Coastguard Worker    GLuint CurrentDrawFramebuffer;
293*61046927SAndroid Build Coastguard Worker    GLuint CurrentReadFramebuffer;
294*61046927SAndroid Build Coastguard Worker    GLuint CurrentProgram;
295*61046927SAndroid Build Coastguard Worker 
296*61046927SAndroid Build Coastguard Worker    /** The last added call of the given function. */
297*61046927SAndroid Build Coastguard Worker    struct marshal_cmd_CallList *LastCallList;
298*61046927SAndroid Build Coastguard Worker    struct marshal_cmd_BindBuffer *LastBindBuffer1;
299*61046927SAndroid Build Coastguard Worker    struct marshal_cmd_BindBuffer *LastBindBuffer2;
300*61046927SAndroid Build Coastguard Worker 
301*61046927SAndroid Build Coastguard Worker    /** Global mutex update info. */
302*61046927SAndroid Build Coastguard Worker    unsigned GlobalLockUpdateBatchCounter;
303*61046927SAndroid Build Coastguard Worker    bool LockGlobalMutexes;
304*61046927SAndroid Build Coastguard Worker 
305*61046927SAndroid Build Coastguard Worker    struct gl_pixelstore_attrib Unpack;
306*61046927SAndroid Build Coastguard Worker };
307*61046927SAndroid Build Coastguard Worker 
308*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init(struct gl_context *ctx);
309*61046927SAndroid Build Coastguard Worker void _mesa_glthread_destroy(struct gl_context *ctx);
310*61046927SAndroid Build Coastguard Worker 
311*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch0(struct gl_context *ctx,
312*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
313*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch1(struct gl_context *ctx,
314*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
315*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch2(struct gl_context *ctx,
316*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
317*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch3(struct gl_context *ctx,
318*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
319*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch4(struct gl_context *ctx,
320*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
321*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch5(struct gl_context *ctx,
322*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
323*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch6(struct gl_context *ctx,
324*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
325*61046927SAndroid Build Coastguard Worker void _mesa_glthread_init_dispatch7(struct gl_context *ctx,
326*61046927SAndroid Build Coastguard Worker                                    struct _glapi_table *table);
327*61046927SAndroid Build Coastguard Worker 
328*61046927SAndroid Build Coastguard Worker void _mesa_glthread_enable(struct gl_context *ctx);
329*61046927SAndroid Build Coastguard Worker void _mesa_glthread_disable(struct gl_context *ctx);
330*61046927SAndroid Build Coastguard Worker void _mesa_glthread_flush_batch(struct gl_context *ctx);
331*61046927SAndroid Build Coastguard Worker void _mesa_glthread_finish(struct gl_context *ctx);
332*61046927SAndroid Build Coastguard Worker void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);
333*61046927SAndroid Build Coastguard Worker bool _mesa_glthread_invalidate_zsbuf(struct gl_context *ctx);
334*61046927SAndroid Build Coastguard Worker void _mesa_glthread_release_upload_buffer(struct gl_context *ctx);
335*61046927SAndroid Build Coastguard Worker void _mesa_glthread_upload(struct gl_context *ctx, const void *data,
336*61046927SAndroid Build Coastguard Worker                            GLsizeiptr size, unsigned *out_offset,
337*61046927SAndroid Build Coastguard Worker                            struct gl_buffer_object **out_buffer,
338*61046927SAndroid Build Coastguard Worker                            uint8_t **out_ptr,
339*61046927SAndroid Build Coastguard Worker                            unsigned start_offset);
340*61046927SAndroid Build Coastguard Worker void _mesa_glthread_reset_vao(struct glthread_vao *vao);
341*61046927SAndroid Build Coastguard Worker void _mesa_error_glthread_safe(struct gl_context *ctx, GLenum error,
342*61046927SAndroid Build Coastguard Worker                                bool glthread, const char *format, ...);
343*61046927SAndroid Build Coastguard Worker void _mesa_glthread_execute_list(struct gl_context *ctx, GLuint list);
344*61046927SAndroid Build Coastguard Worker 
345*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
346*61046927SAndroid Build Coastguard Worker                                   const GLuint *buffers);
347*61046927SAndroid Build Coastguard Worker 
348*61046927SAndroid Build Coastguard Worker void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
349*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
350*61046927SAndroid Build Coastguard Worker                                        GLsizei n, const GLuint *ids);
351*61046927SAndroid Build Coastguard Worker void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
352*61046927SAndroid Build Coastguard Worker                                     GLsizei n, GLuint *arrays);
353*61046927SAndroid Build Coastguard Worker void _mesa_glthread_set_prim_restart(struct gl_context *ctx, GLenum cap,
354*61046927SAndroid Build Coastguard Worker                                      bool value);
355*61046927SAndroid Build Coastguard Worker void _mesa_glthread_PrimitiveRestartIndex(struct gl_context *ctx, GLuint index);
356*61046927SAndroid Build Coastguard Worker void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
357*61046927SAndroid Build Coastguard Worker                                 gl_vert_attrib attrib, bool enable);
358*61046927SAndroid Build Coastguard Worker void _mesa_glthread_AttribDivisor(struct gl_context *ctx, const GLuint *vaobj,
359*61046927SAndroid Build Coastguard Worker                                   gl_vert_attrib attrib, GLuint divisor);
360*61046927SAndroid Build Coastguard Worker void _mesa_glthread_AttribPointer(struct gl_context *ctx, gl_vert_attrib attrib,
361*61046927SAndroid Build Coastguard Worker                                   union gl_vertex_format_user format,
362*61046927SAndroid Build Coastguard Worker                                   GLsizei stride, const void *pointer);
363*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSAAttribPointer(struct gl_context *ctx, GLuint vao,
364*61046927SAndroid Build Coastguard Worker                                      GLuint buffer, gl_vert_attrib attrib,
365*61046927SAndroid Build Coastguard Worker                                      union gl_vertex_format_user format,
366*61046927SAndroid Build Coastguard Worker                                      GLsizei stride, GLintptr offset);
367*61046927SAndroid Build Coastguard Worker void _mesa_glthread_AttribFormat(struct gl_context *ctx, GLuint attribindex,
368*61046927SAndroid Build Coastguard Worker                                  union gl_vertex_format_user format,
369*61046927SAndroid Build Coastguard Worker                                  GLuint relativeoffset);
370*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSAAttribFormat(struct gl_context *ctx, GLuint vaobj,
371*61046927SAndroid Build Coastguard Worker                                     GLuint attribindex,
372*61046927SAndroid Build Coastguard Worker                                     union gl_vertex_format_user format,
373*61046927SAndroid Build Coastguard Worker                                     GLuint relativeoffset);
374*61046927SAndroid Build Coastguard Worker void _mesa_glthread_VertexBuffer(struct gl_context *ctx, GLuint bindingindex,
375*61046927SAndroid Build Coastguard Worker                                  GLuint buffer, GLintptr offset, GLsizei stride);
376*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSAVertexBuffer(struct gl_context *ctx, GLuint vaobj,
377*61046927SAndroid Build Coastguard Worker                                     GLuint bindingindex, GLuint buffer,
378*61046927SAndroid Build Coastguard Worker                                     GLintptr offset, GLsizei stride);
379*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSAVertexBuffers(struct gl_context *ctx, GLuint vaobj,
380*61046927SAndroid Build Coastguard Worker                                      GLuint first, GLsizei count,
381*61046927SAndroid Build Coastguard Worker                                      const GLuint *buffers,
382*61046927SAndroid Build Coastguard Worker                                      const GLintptr *offsets,
383*61046927SAndroid Build Coastguard Worker                                      const GLsizei *strides);
384*61046927SAndroid Build Coastguard Worker void _mesa_glthread_BindingDivisor(struct gl_context *ctx, GLuint bindingindex,
385*61046927SAndroid Build Coastguard Worker                                    GLuint divisor);
386*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSABindingDivisor(struct gl_context *ctx, GLuint vaobj,
387*61046927SAndroid Build Coastguard Worker                                       GLuint bindingindex, GLuint divisor);
388*61046927SAndroid Build Coastguard Worker void _mesa_glthread_AttribBinding(struct gl_context *ctx, GLuint attribindex,
389*61046927SAndroid Build Coastguard Worker                                   GLuint bindingindex);
390*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSAAttribBinding(struct gl_context *ctx, GLuint vaobj,
391*61046927SAndroid Build Coastguard Worker                                      GLuint attribindex, GLuint bindingindex);
392*61046927SAndroid Build Coastguard Worker void _mesa_glthread_DSAElementBuffer(struct gl_context *ctx, GLuint vaobj,
393*61046927SAndroid Build Coastguard Worker                                      GLuint buffer);
394*61046927SAndroid Build Coastguard Worker void _mesa_glthread_PushClientAttrib(struct gl_context *ctx, GLbitfield mask,
395*61046927SAndroid Build Coastguard Worker                                      bool set_default);
396*61046927SAndroid Build Coastguard Worker void _mesa_glthread_PopClientAttrib(struct gl_context *ctx);
397*61046927SAndroid Build Coastguard Worker void _mesa_glthread_ClientAttribDefault(struct gl_context *ctx, GLbitfield mask);
398*61046927SAndroid Build Coastguard Worker void _mesa_glthread_InterleavedArrays(struct gl_context *ctx, GLenum format,
399*61046927SAndroid Build Coastguard Worker                                       GLsizei stride, const GLvoid *pointer);
400*61046927SAndroid Build Coastguard Worker void _mesa_glthread_ProgramChanged(struct gl_context *ctx);
401*61046927SAndroid Build Coastguard Worker void _mesa_glthread_UnrollDrawElements(struct gl_context *ctx,
402*61046927SAndroid Build Coastguard Worker                                        GLenum mode, GLsizei count, GLenum type,
403*61046927SAndroid Build Coastguard Worker                                        const GLvoid *indices, GLint basevertex);
404*61046927SAndroid Build Coastguard Worker void _mesa_glthread_unbind_uploaded_vbos(struct gl_context *ctx);
405*61046927SAndroid Build Coastguard Worker void _mesa_glthread_PixelStorei(struct gl_context *ctx, GLenum pname,
406*61046927SAndroid Build Coastguard Worker                                 GLint param);
407*61046927SAndroid Build Coastguard Worker 
408*61046927SAndroid Build Coastguard Worker #ifdef __cplusplus
409*61046927SAndroid Build Coastguard Worker }
410*61046927SAndroid Build Coastguard Worker #endif
411*61046927SAndroid Build Coastguard Worker 
412*61046927SAndroid Build Coastguard Worker #endif /* _GLTHREAD_H*/
413