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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_texture.h"
60 #include "st_util.h"
61 #include "pipe/p_context.h"
62 #include "util/u_cpu_detect.h"
63 #include "util/u_inlines.h"
64 #include "util/u_upload_mgr.h"
65 #include "util/u_vbuf.h"
66 #include "util/u_memory.h"
67 #include "util/hash_table.h"
68 #include "cso_cache/cso_context.h"
69 #include "compiler/glsl/glsl_parser_extras.h"
70 #include "nir/nir_to_tgsi.h"
71 
72 DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
73 
74 static uint64_t
st_get_active_states(struct gl_context * ctx)75 st_get_active_states(struct gl_context *ctx)
76 {
77    struct gl_program *vp = ctx->VertexProgram._Current;
78    struct gl_program *tcp = ctx->TessCtrlProgram._Current;
79    struct gl_program *tep = ctx->TessEvalProgram._Current;
80    struct gl_program *gp = ctx->GeometryProgram._Current;
81    struct gl_program *fp = ctx->FragmentProgram._Current;
82    struct gl_program *cp = ctx->ComputeProgram._Current;
83    uint64_t active_shader_states = 0;
84 
85    if (vp)
86       active_shader_states |= vp->affected_states;
87    if (tcp)
88       active_shader_states |= tcp->affected_states;
89    if (tep)
90       active_shader_states |= tep->affected_states;
91    if (gp)
92       active_shader_states |= gp->affected_states;
93    if (fp)
94       active_shader_states |= fp->affected_states;
95    if (cp)
96       active_shader_states |= cp->affected_states;
97 
98    /* Mark non-shader-resource shader states as "always active". */
99    return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
100 }
101 
102 
103 void
st_invalidate_buffers(struct st_context * st)104 st_invalidate_buffers(struct st_context *st)
105 {
106    st->dirty |= ST_NEW_BLEND |
107                 ST_NEW_DSA |
108                 ST_NEW_FB_STATE |
109                 ST_NEW_SAMPLE_STATE |
110                 ST_NEW_SAMPLE_SHADING |
111                 ST_NEW_FS_STATE |
112                 ST_NEW_POLY_STIPPLE |
113                 ST_NEW_VIEWPORT |
114                 ST_NEW_RASTERIZER |
115                 ST_NEW_SCISSOR |
116                 ST_NEW_WINDOW_RECTANGLES;
117 }
118 
119 
120 static inline bool
st_vp_uses_current_values(const struct gl_context * ctx)121 st_vp_uses_current_values(const struct gl_context *ctx)
122 {
123    const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
124    return _mesa_draw_current_bits(ctx) & inputs;
125 }
126 
127 
128 void
st_invalidate_state(struct gl_context * ctx)129 st_invalidate_state(struct gl_context *ctx)
130 {
131    GLbitfield new_state = ctx->NewState;
132    struct st_context *st = st_context(ctx);
133 
134    if (new_state & _NEW_BUFFERS) {
135       st_invalidate_buffers(st);
136    } else {
137       /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
138        * check them when _NEW_BUFFERS isn't set.
139        */
140       if (new_state & _NEW_PROGRAM)
141          st->dirty |= ST_NEW_RASTERIZER;
142 
143       if (new_state & _NEW_FOG)
144          st->dirty |= ST_NEW_FS_STATE;
145    }
146 
147    if (new_state & (_NEW_LIGHT_STATE |
148                     _NEW_POINT))
149       st->dirty |= ST_NEW_RASTERIZER;
150 
151    if ((new_state & _NEW_LIGHT_STATE) &&
152        (st->lower_flatshade || st->lower_two_sided_color))
153       st->dirty |= ST_NEW_FS_STATE;
154 
155    if (new_state & _NEW_PROJECTION &&
156        st_user_clip_planes_enabled(ctx))
157       st->dirty |= ST_NEW_CLIP_STATE;
158 
159    if (new_state & _NEW_POINT && st->lower_texcoord_replace)
160       st->dirty |= ST_NEW_FS_STATE;
161 
162    if (new_state & _NEW_PIXEL)
163       st->dirty |= ST_NEW_PIXEL_TRANSFER;
164 
165    if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx)) {
166       st->dirty |= ST_NEW_VERTEX_ARRAYS;
167       /* glColor3f -> glColor4f changes the vertex format. */
168       ctx->Array.NewVertexElements = true;
169    }
170 
171    /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
172    if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT_STATE)) {
173       st->dirty |= ST_NEW_VS_STATE;
174       if (st->ctx->API == API_OPENGL_COMPAT && ctx->Version >= 32) {
175          st->dirty |= ST_NEW_GS_STATE | ST_NEW_TES_STATE;
176       }
177    }
178 
179    /* Update the vertex shader if ctx->Point was changed. */
180    if (st->lower_point_size && new_state & _NEW_POINT) {
181       if (ctx->GeometryProgram._Current)
182          st->dirty |= ST_NEW_GS_STATE | ST_NEW_GS_CONSTANTS;
183       else if (ctx->TessEvalProgram._Current)
184          st->dirty |= ST_NEW_TES_STATE | ST_NEW_TES_CONSTANTS;
185       else
186          st->dirty |= ST_NEW_VS_STATE | ST_NEW_VS_CONSTANTS;
187    }
188 
189    /* Which shaders are dirty will be determined manually. */
190    if (new_state & _NEW_PROGRAM) {
191       st->gfx_shaders_may_be_dirty = true;
192       st->compute_shader_may_be_dirty = true;
193       /* This will mask out unused shader resources. */
194       st->active_states = st_get_active_states(ctx);
195    }
196 
197    if (new_state & _NEW_TEXTURE_OBJECT) {
198       st->dirty |= st->active_states &
199                    (ST_NEW_SAMPLER_VIEWS |
200                     ST_NEW_SAMPLERS |
201                     ST_NEW_IMAGE_UNITS);
202       if (ctx->FragmentProgram._Current) {
203          struct gl_program *fp = ctx->FragmentProgram._Current;
204 
205          if (fp->ExternalSamplersUsed || fp->ati_fs)
206             st->dirty |= ST_NEW_FS_STATE;
207       }
208    }
209 }
210 
211 
212 /*
213  * In some circumstances (such as running google-chrome) the state
214  * tracker may try to delete a resource view from a context different
215  * than when it was created.  We don't want to do that.
216  *
217  * In that situation, st_texture_release_all_sampler_views() calls this
218  * function to transfer the sampler view reference to this context (expected
219  * to be the context which created the view.)
220  */
221 void
st_save_zombie_sampler_view(struct st_context * st,struct pipe_sampler_view * view)222 st_save_zombie_sampler_view(struct st_context *st,
223                             struct pipe_sampler_view *view)
224 {
225    struct st_zombie_sampler_view_node *entry;
226 
227    assert(view->context == st->pipe);
228 
229    entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
230    if (!entry)
231       return;
232 
233    entry->view = view;
234 
235    /* We need a mutex since this function may be called from one thread
236     * while free_zombie_resource_views() is called from another.
237     */
238    simple_mtx_lock(&st->zombie_sampler_views.mutex);
239    list_addtail(&entry->node, &st->zombie_sampler_views.list.node);
240    simple_mtx_unlock(&st->zombie_sampler_views.mutex);
241 }
242 
243 
244 /*
245  * Since OpenGL shaders may be shared among contexts, we can wind up
246  * with variants of a shader created with different contexts.
247  * When we go to destroy a gallium shader, we want to free it with the
248  * same context that it was created with, unless the driver reports
249  * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
250  */
251 void
st_save_zombie_shader(struct st_context * st,enum pipe_shader_type type,struct pipe_shader_state * shader)252 st_save_zombie_shader(struct st_context *st,
253                       enum pipe_shader_type type,
254                       struct pipe_shader_state *shader)
255 {
256    struct st_zombie_shader_node *entry;
257 
258    /* we shouldn't be here if the driver supports shareable shaders */
259    assert(!st->has_shareable_shaders);
260 
261    entry = MALLOC_STRUCT(st_zombie_shader_node);
262    if (!entry)
263       return;
264 
265    entry->shader = shader;
266    entry->type = type;
267 
268    /* We need a mutex since this function may be called from one thread
269     * while free_zombie_shaders() is called from another.
270     */
271    simple_mtx_lock(&st->zombie_shaders.mutex);
272    list_addtail(&entry->node, &st->zombie_shaders.list.node);
273    simple_mtx_unlock(&st->zombie_shaders.mutex);
274 }
275 
276 
277 /*
278  * Free any zombie sampler views that may be attached to this context.
279  */
280 static void
free_zombie_sampler_views(struct st_context * st)281 free_zombie_sampler_views(struct st_context *st)
282 {
283    struct st_zombie_sampler_view_node *entry, *next;
284 
285    if (list_is_empty(&st->zombie_sampler_views.list.node)) {
286       return;
287    }
288 
289    simple_mtx_lock(&st->zombie_sampler_views.mutex);
290 
291    LIST_FOR_EACH_ENTRY_SAFE(entry, next,
292                             &st->zombie_sampler_views.list.node, node) {
293       list_del(&entry->node);  // remove this entry from the list
294 
295       assert(entry->view->context == st->pipe);
296       pipe_sampler_view_reference(&entry->view, NULL);
297 
298       free(entry);
299    }
300 
301    assert(list_is_empty(&st->zombie_sampler_views.list.node));
302 
303    simple_mtx_unlock(&st->zombie_sampler_views.mutex);
304 }
305 
306 
307 /*
308  * Free any zombie shaders that may be attached to this context.
309  */
310 static void
free_zombie_shaders(struct st_context * st)311 free_zombie_shaders(struct st_context *st)
312 {
313    struct st_zombie_shader_node *entry, *next;
314 
315    if (list_is_empty(&st->zombie_shaders.list.node)) {
316       return;
317    }
318 
319    simple_mtx_lock(&st->zombie_shaders.mutex);
320 
321    LIST_FOR_EACH_ENTRY_SAFE(entry, next,
322                             &st->zombie_shaders.list.node, node) {
323       list_del(&entry->node);  // remove this entry from the list
324 
325       switch (entry->type) {
326       case PIPE_SHADER_VERTEX:
327          st->pipe->bind_vs_state(st->pipe, NULL);
328          st->pipe->delete_vs_state(st->pipe, entry->shader);
329          break;
330       case PIPE_SHADER_FRAGMENT:
331          st->pipe->bind_fs_state(st->pipe, NULL);
332          st->pipe->delete_fs_state(st->pipe, entry->shader);
333          break;
334       case PIPE_SHADER_GEOMETRY:
335          st->pipe->bind_gs_state(st->pipe, NULL);
336          st->pipe->delete_gs_state(st->pipe, entry->shader);
337          break;
338       case PIPE_SHADER_TESS_CTRL:
339          st->pipe->bind_tcs_state(st->pipe, NULL);
340          st->pipe->delete_tcs_state(st->pipe, entry->shader);
341          break;
342       case PIPE_SHADER_TESS_EVAL:
343          st->pipe->bind_tes_state(st->pipe, NULL);
344          st->pipe->delete_tes_state(st->pipe, entry->shader);
345          break;
346       case PIPE_SHADER_COMPUTE:
347          st->pipe->bind_compute_state(st->pipe, NULL);
348          st->pipe->delete_compute_state(st->pipe, entry->shader);
349          break;
350       default:
351          unreachable("invalid shader type in free_zombie_shaders()");
352       }
353       free(entry);
354    }
355 
356    assert(list_is_empty(&st->zombie_shaders.list.node));
357 
358    simple_mtx_unlock(&st->zombie_shaders.mutex);
359 }
360 
361 
362 /*
363  * This function is called periodically to free any zombie objects
364  * which are attached to this context.
365  */
366 void
st_context_free_zombie_objects(struct st_context * st)367 st_context_free_zombie_objects(struct st_context *st)
368 {
369    free_zombie_sampler_views(st);
370    free_zombie_shaders(st);
371 }
372 
373 
374 static void
st_destroy_context_priv(struct st_context * st,bool destroy_pipe)375 st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
376 {
377    st_destroy_atoms(st);
378    st_destroy_draw(st);
379    st_destroy_clear(st);
380    st_destroy_bitmap(st);
381    st_destroy_drawpix(st);
382    st_destroy_drawtex(st);
383    st_destroy_pbo_helpers(st);
384    st_destroy_bound_texture_handles(st);
385    st_destroy_bound_image_handles(st);
386 
387    /* free glReadPixels cache data */
388    st_invalidate_readpix_cache(st);
389    util_throttle_deinit(st->screen, &st->throttle);
390 
391    cso_destroy_context(st->cso_context);
392 
393    if (st->pipe && destroy_pipe)
394       st->pipe->destroy(st->pipe);
395 
396    FREE(st);
397 }
398 
399 
400 static void
st_init_driver_flags(struct st_context * st)401 st_init_driver_flags(struct st_context *st)
402 {
403    struct gl_driver_flags *f = &st->ctx->DriverFlags;
404 
405    /* Shader resources */
406    if (st->has_hw_atomics)
407       f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
408    else
409       f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
410 
411    f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
412    f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
413    f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
414    f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
415    f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
416    f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
417 
418    if (st->lower_alpha_test)
419       f->NewAlphaTest = ST_NEW_FS_STATE | ST_NEW_FS_CONSTANTS;
420    else
421       f->NewAlphaTest = ST_NEW_DSA;
422 
423    f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
424                              ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
425    f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
426 
427    /* This depends on what the gallium driver wants. */
428    if (st->force_persample_in_shader) {
429       f->NewMultisampleEnable |= ST_NEW_FS_STATE;
430       f->NewSampleShading |= ST_NEW_FS_STATE;
431    } else {
432       f->NewSampleShading |= ST_NEW_RASTERIZER;
433    }
434 
435    if (st->clamp_frag_color_in_shader) {
436       f->NewFragClamp = ST_NEW_FS_STATE;
437    } else {
438       f->NewFragClamp = ST_NEW_RASTERIZER;
439    }
440 
441    f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
442    if (st->lower_ucp)
443       f->NewClipPlaneEnable |= ST_NEW_VS_STATE | ST_NEW_GS_STATE | ST_NEW_TES_STATE;
444 
445    if (st->emulate_gl_clamp)
446       f->NewSamplersWithClamp = ST_NEW_SAMPLERS |
447                                 ST_NEW_VS_STATE | ST_NEW_TCS_STATE |
448                                 ST_NEW_TES_STATE | ST_NEW_GS_STATE |
449                                 ST_NEW_FS_STATE | ST_NEW_CS_STATE;
450 
451    if (!st->has_hw_atomics && st->ctx->Const.ShaderStorageBufferOffsetAlignment > 4)
452       f->NewAtomicBuffer |= ST_NEW_CONSTANTS;
453 }
454 
455 static bool
st_have_perfmon(struct st_context * st)456 st_have_perfmon(struct st_context *st)
457 {
458    struct pipe_screen *screen = st->screen;
459 
460    if (!screen->get_driver_query_info || !screen->get_driver_query_group_info)
461       return false;
462 
463    return screen->get_driver_query_group_info(screen, 0, NULL) != 0;
464 }
465 
466 static bool
st_have_perfquery(struct st_context * ctx)467 st_have_perfquery(struct st_context *ctx)
468 {
469    struct pipe_context *pipe = ctx->pipe;
470 
471    return pipe->init_intel_perf_query_info && pipe->get_intel_perf_query_info &&
472           pipe->get_intel_perf_query_counter_info &&
473           pipe->new_intel_perf_query_obj && pipe->begin_intel_perf_query &&
474           pipe->end_intel_perf_query && pipe->delete_intel_perf_query &&
475           pipe->wait_intel_perf_query && pipe->is_intel_perf_query_ready &&
476           pipe->get_intel_perf_query_data;
477 }
478 
479 static struct st_context *
st_create_context_priv(struct gl_context * ctx,struct pipe_context * pipe,const struct st_config_options * options)480 st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
481                        const struct st_config_options *options)
482 {
483    struct pipe_screen *screen = pipe->screen;
484    struct st_context *st = CALLOC_STRUCT( st_context);
485 
486    st->options = *options;
487 
488    ctx->st_opts = &st->options;
489    ctx->st = st;
490 
491    st->ctx = ctx;
492    st->screen = screen;
493    st->pipe = pipe;
494    st->dirty = ST_ALL_STATES_MASK;
495 
496    st->can_bind_const_buffer_as_vertex =
497       screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
498 
499    /* st/mesa always uploads zero-stride vertex attribs, and other user
500     * vertex buffers are only possible with a compatibility profile.
501     * So tell the u_vbuf module that user VBOs are not possible with the Core
502     * profile, so that u_vbuf is bypassed completely if there is nothing else
503     * to do.
504     */
505    unsigned cso_flags;
506    switch (ctx->API) {
507    case API_OPENGL_CORE:
508       cso_flags = CSO_NO_USER_VERTEX_BUFFERS;
509       break;
510    case API_OPENGLES:
511    case API_OPENGLES2:
512       cso_flags = CSO_NO_64B_VERTEX_BUFFERS;
513       break;
514    default:
515       cso_flags = 0;
516       break;
517    }
518 
519    st->cso_context = cso_create_context(pipe, cso_flags);
520    ctx->cso_context = st->cso_context;
521 
522    st_init_atoms(st);
523    st_init_clear(st);
524    {
525       enum pipe_texture_transfer_mode val = screen->get_param(screen, PIPE_CAP_TEXTURE_TRANSFER_MODES);
526       st->prefer_blit_based_texture_transfer = (val & PIPE_TEXTURE_TRANSFER_BLIT) != 0;
527       st->allow_compute_based_texture_transfer = (val & PIPE_TEXTURE_TRANSFER_COMPUTE) != 0;
528    }
529    st_init_pbo_helpers(st);
530 
531    /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
532    if (screen->get_param(screen, PIPE_CAP_NPOT_TEXTURES))
533       st->internal_target = PIPE_TEXTURE_2D;
534    else
535       st->internal_target = PIPE_TEXTURE_RECT;
536 
537    /* Setup vertex element info for 'struct st_util_vertex'.
538     */
539    {
540       STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
541 
542       memset(&st->util_velems, 0, sizeof(st->util_velems));
543       st->util_velems.velems[0].src_offset = 0;
544       st->util_velems.velems[0].vertex_buffer_index = 0;
545       st->util_velems.velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
546       st->util_velems.velems[1].src_offset = 3 * sizeof(float);
547       st->util_velems.velems[1].vertex_buffer_index = 0;
548       st->util_velems.velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
549       st->util_velems.velems[2].src_offset = 7 * sizeof(float);
550       st->util_velems.velems[2].vertex_buffer_index = 0;
551       st->util_velems.velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
552    }
553 
554    ctx->Const.PackedDriverUniformStorage =
555       screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
556 
557    ctx->Const.BitmapUsesRed =
558       screen->is_format_supported(screen, PIPE_FORMAT_R8_UNORM,
559                                   PIPE_TEXTURE_2D, 0, 0,
560                                   PIPE_BIND_SAMPLER_VIEW);
561 
562    st->has_stencil_export =
563       screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
564    st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
565                                               PIPE_TEXTURE_2D, 0, 0,
566                                               PIPE_BIND_SAMPLER_VIEW);
567    st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
568                                               PIPE_TEXTURE_2D, 0, 0,
569                                               PIPE_BIND_SAMPLER_VIEW);
570    st->transcode_etc = options->transcode_etc &&
571                        screen->is_format_supported(screen, PIPE_FORMAT_DXT1_SRGBA,
572                                                    PIPE_TEXTURE_2D, 0, 0,
573                                                    PIPE_BIND_SAMPLER_VIEW);
574    st->transcode_astc = options->transcode_astc &&
575                         screen->is_format_supported(screen, PIPE_FORMAT_DXT5_SRGBA,
576                                                     PIPE_TEXTURE_2D, 0, 0,
577                                                     PIPE_BIND_SAMPLER_VIEW) &&
578                         screen->is_format_supported(screen, PIPE_FORMAT_DXT5_RGBA,
579                                                     PIPE_TEXTURE_2D, 0, 0,
580                                                     PIPE_BIND_SAMPLER_VIEW);
581    st->has_astc_2d_ldr =
582       screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
583                                   PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
584    st->has_astc_5x5_ldr =
585       screen->is_format_supported(screen, PIPE_FORMAT_ASTC_5x5_SRGB,
586                                   PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
587    st->force_persample_in_shader =
588       screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
589       !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
590    st->has_shareable_shaders = screen->get_param(screen,
591                                                  PIPE_CAP_SHAREABLE_SHADERS);
592    st->needs_texcoord_semantic =
593       screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
594    st->apply_texture_swizzle_to_border_color =
595       !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
596          (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
597           PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
598    st->use_format_with_border_color =
599       !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
600          PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_FREEDRENO);
601    st->emulate_gl_clamp =
602       !screen->get_param(screen, PIPE_CAP_GL_CLAMP);
603    st->texture_buffer_sampler =
604       screen->get_param(screen, PIPE_CAP_TEXTURE_BUFFER_SAMPLER);
605    st->has_time_elapsed =
606       screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
607    st->has_half_float_packing =
608       screen->get_param(screen, PIPE_CAP_SHADER_PACK_HALF_FLOAT);
609    st->has_multi_draw_indirect =
610       screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
611    st->has_indirect_partial_stride =
612       screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT_PARTIAL_STRIDE);
613    st->has_single_pipe_stat =
614       screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
615    st->has_indep_blend_func =
616       screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
617    st->needs_rgb_dst_alpha_override =
618       screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
619    st->can_dither =
620       screen->get_param(screen, PIPE_CAP_DITHERING);
621    st->lower_flatshade =
622       !screen->get_param(screen, PIPE_CAP_FLATSHADE);
623    st->lower_alpha_test =
624       !screen->get_param(screen, PIPE_CAP_ALPHA_TEST);
625    st->lower_point_size =
626       !screen->get_param(screen, PIPE_CAP_POINT_SIZE_FIXED);
627    st->lower_two_sided_color =
628       !screen->get_param(screen, PIPE_CAP_TWO_SIDED_COLOR);
629    st->lower_ucp =
630       !screen->get_param(screen, PIPE_CAP_CLIP_PLANES);
631    st->prefer_real_buffer_in_constbuf0 =
632       screen->get_param(screen, PIPE_CAP_PREFER_REAL_BUFFER_IN_CONSTBUF0);
633    st->has_conditional_render =
634       screen->get_param(screen, PIPE_CAP_CONDITIONAL_RENDER);
635    st->lower_texcoord_replace =
636       !screen->get_param(screen, PIPE_CAP_POINT_SPRITE);
637    st->lower_rect_tex =
638       !screen->get_param(screen, PIPE_CAP_TEXRECT);
639    st->allow_st_finalize_nir_twice = screen->finalize_nir != NULL;
640 
641    st->has_hw_atomics =
642       screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
643                                PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
644       ? true : false;
645 
646    util_throttle_init(&st->throttle,
647                       screen->get_param(screen,
648                                         PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
649 
650    /* GL limits and extensions */
651    st_init_limits(screen, &ctx->Const, &ctx->Extensions);
652    st_init_extensions(screen, &ctx->Const,
653                       &ctx->Extensions, &st->options, ctx->API);
654 
655    if (st_have_perfmon(st)) {
656       ctx->Extensions.AMD_performance_monitor = GL_TRUE;
657    }
658 
659    if (st_have_perfquery(st)) {
660       ctx->Extensions.INTEL_performance_query = GL_TRUE;
661    }
662 
663    /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
664    if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
665       if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
666          st->clamp_vert_color_in_shader = GL_TRUE;
667       }
668 
669       if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
670          st->clamp_frag_color_in_shader = GL_TRUE;
671       }
672 
673       /* For drivers which cannot do color clamping, it's better to just
674        * disable ARB_color_buffer_float in the core profile, because
675        * the clamping is deprecated there anyway. */
676       if (ctx->API == API_OPENGL_CORE &&
677           (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
678          st->clamp_vert_color_in_shader = GL_FALSE;
679          st->clamp_frag_color_in_shader = GL_FALSE;
680          ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
681       }
682    }
683 
684    /* called after _mesa_create_context/_mesa_init_point, fix default user
685     * settable max point size up
686     */
687    ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
688                              ctx->Const.MaxPointSizeAA);
689 
690    ctx->Const.PointCoordOriginUpperLeft =
691       screen->get_param(screen, PIPE_CAP_POINT_COORD_ORIGIN_UPPER_LEFT);
692 
693    ctx->Const.NoClippingOnCopyTex = screen->get_param(screen,
694                                                       PIPE_CAP_NO_CLIP_ON_COPY_TEX);
695 
696    ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].PositionAlwaysInvariant = options->vs_position_always_invariant;
697 
698    ctx->Const.ShaderCompilerOptions[MESA_SHADER_TESS_EVAL].PositionAlwaysPrecise = options->vs_position_always_precise;
699 
700    /* NIR drivers that support tess shaders and compact arrays need to use
701     * GLSLTessLevelsAsInputs / PIPE_CAP_GLSL_TESS_LEVELS_AS_INPUTS. The NIR
702     * linker doesn't support linking these as compat arrays of sysvals.
703     */
704    assert(ctx->Const.GLSLTessLevelsAsInputs ||
705       !screen->get_param(screen, PIPE_CAP_NIR_COMPACT_ARRAYS) ||
706       !ctx->Extensions.ARB_tessellation_shader);
707 
708    /* Set which shader types can be compiled at link time. */
709    st->shader_has_one_variant[MESA_SHADER_VERTEX] =
710          st->has_shareable_shaders &&
711          !st->clamp_vert_color_in_shader &&
712          !st->lower_point_size &&
713          !st->lower_ucp;
714 
715    st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
716          st->has_shareable_shaders &&
717          !st->lower_flatshade &&
718          !st->lower_alpha_test &&
719          !st->clamp_frag_color_in_shader &&
720          !st->force_persample_in_shader &&
721          !st->lower_two_sided_color &&
722          !st->lower_texcoord_replace;
723 
724    st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
725    st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] =
726          st->has_shareable_shaders &&
727          !st->clamp_vert_color_in_shader &&
728          !st->lower_point_size &&
729          !st->lower_ucp;
730 
731    st->shader_has_one_variant[MESA_SHADER_GEOMETRY] =
732          st->has_shareable_shaders &&
733          !st->clamp_vert_color_in_shader &&
734          !st->lower_point_size &&
735          !st->lower_ucp;
736    st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
737 
738    if (util_get_cpu_caps()->num_L3_caches == 1 ||
739        !st->pipe->set_context_param)
740       st->pin_thread_counter = ST_L3_PINNING_DISABLED;
741 
742    st->bitmap.cache.empty = true;
743 
744    if (ctx->Const.ForceGLNamesReuse && ctx->Shared->RefCount == 1) {
745       _mesa_HashEnableNameReuse(ctx->Shared->TexObjects);
746       _mesa_HashEnableNameReuse(ctx->Shared->ShaderObjects);
747       _mesa_HashEnableNameReuse(ctx->Shared->BufferObjects);
748       _mesa_HashEnableNameReuse(ctx->Shared->SamplerObjects);
749       _mesa_HashEnableNameReuse(ctx->Shared->FrameBuffers);
750       _mesa_HashEnableNameReuse(ctx->Shared->RenderBuffers);
751       _mesa_HashEnableNameReuse(ctx->Shared->MemoryObjects);
752       _mesa_HashEnableNameReuse(ctx->Shared->SemaphoreObjects);
753    }
754    /* SPECviewperf13/sw-04 crashes since a56849ddda6 if Mesa is build with
755     * -O3 on gcc 7.5, which doesn't happen with ForceGLNamesReuse, which is
756     * the default setting for SPECviewperf because it simulates glGen behavior
757     * of closed source drivers.
758     */
759    if (ctx->Const.ForceGLNamesReuse)
760       _mesa_HashEnableNameReuse(ctx->Query.QueryObjects);
761 
762    _mesa_override_extensions(ctx);
763    _mesa_compute_version(ctx);
764 
765    if (ctx->Version == 0) {
766       /* This can happen when a core profile was requested, but the driver
767        * does not support some features of GL 3.1 or later.
768        */
769       st_destroy_context_priv(st, false);
770       return NULL;
771    }
772 
773    /* This must be done after extensions are initialized to enable persistent
774     * mappings immediately.
775     */
776    _vbo_CreateContext(ctx);
777 
778    _mesa_initialize_dispatch_tables(ctx);
779    st_init_driver_flags(st);
780 
781    /* Initialize context's winsys buffers list */
782    list_inithead(&st->winsys_buffers);
783 
784    list_inithead(&st->zombie_sampler_views.list.node);
785    simple_mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
786    list_inithead(&st->zombie_shaders.list.node);
787    simple_mtx_init(&st->zombie_shaders.mutex, mtx_plain);
788 
789    ctx->Const.DriverSupportedPrimMask = screen->get_param(screen, PIPE_CAP_SUPPORTED_PRIM_MODES) |
790                                         /* patches is always supported */
791                                         BITFIELD_BIT(PIPE_PRIM_PATCHES);
792 
793    return st;
794 }
795 
796 void
st_set_background_context(struct gl_context * ctx,struct util_queue_monitoring * queue_info)797 st_set_background_context(struct gl_context *ctx,
798                           struct util_queue_monitoring *queue_info)
799 {
800    struct st_context *st = ctx->st;
801    struct st_manager *smapi =
802       (struct st_manager *) st->iface.st_context_private;
803 
804    assert(smapi->set_background_context);
805    smapi->set_background_context(&st->iface, queue_info);
806 }
807 
808 static void
st_init_driver_functions(struct pipe_screen * screen,struct dd_function_table * functions,bool has_egl_image_validate)809 st_init_driver_functions(struct pipe_screen *screen,
810                          struct dd_function_table *functions,
811                          bool has_egl_image_validate)
812 {
813    st_init_draw_functions(screen, functions);
814 
815    st_init_eglimage_functions(functions, has_egl_image_validate);
816 
817    functions->NewProgram = _mesa_new_program;
818    st_init_flush_functions(screen, functions);
819 
820    /* GL_ARB_get_program_binary */
821    functions->ShaderCacheSerializeDriverBlob =  st_serialise_nir_program;
822    functions->ProgramBinarySerializeDriverBlob =
823       st_serialise_nir_program_binary;
824    functions->ProgramBinaryDeserializeDriverBlob =
825       st_deserialise_nir_program;
826 }
827 
828 
829 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)830 st_create_context(gl_api api, struct pipe_context *pipe,
831                   const struct gl_config *visual,
832                   struct st_context *share,
833                   const struct st_config_options *options,
834                   bool no_error, bool has_egl_image_validate)
835 {
836    struct gl_context *ctx;
837    struct gl_context *shareCtx = share ? share->ctx : NULL;
838    struct dd_function_table funcs;
839    struct st_context *st;
840 
841    memset(&funcs, 0, sizeof(funcs));
842    st_init_driver_functions(pipe->screen, &funcs, has_egl_image_validate);
843 
844    /* gl_context must be 16-byte aligned due to the alignment on GLmatrix. */
845    ctx = align_malloc(sizeof(struct gl_context), 16);
846    if (!ctx)
847       return NULL;
848    memset(ctx, 0, sizeof(*ctx));
849 
850    ctx->pipe = pipe;
851    ctx->screen = pipe->screen;
852 
853    if (!_mesa_initialize_context(ctx, api, no_error, visual, shareCtx, &funcs)) {
854       align_free(ctx);
855       return NULL;
856    }
857 
858    st_debug_init();
859 
860    if (pipe->screen->get_disk_shader_cache)
861       ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
862 
863    /* XXX: need a capability bit in gallium to query if the pipe
864     * driver prefers DP4 or MUL/MAD for vertex transformation.
865     */
866    if (debug_get_option_mesa_mvp_dp4())
867       ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
868 
869    if (pipe->screen->get_param(pipe->screen, PIPE_CAP_INVALIDATE_BUFFER))
870       ctx->has_invalidate_buffer = true;
871 
872    if (pipe->screen->get_param(pipe->screen, PIPE_CAP_STRING_MARKER))
873       ctx->has_string_marker = true;
874 
875    st = st_create_context_priv(ctx, pipe, options);
876    if (!st) {
877       _mesa_free_context_data(ctx, true);
878       align_free(ctx);
879    }
880 
881    return st;
882 }
883 
884 
885 /**
886  * When we destroy a context, we must examine all texture objects to
887  * find/release any sampler views created by that context.
888  *
889  * This callback is called per-texture object.  It releases all the
890  * texture's sampler views which belong to the context.
891  */
892 static void
destroy_tex_sampler_cb(void * data,void * userData)893 destroy_tex_sampler_cb(void *data, void *userData)
894 {
895    struct gl_texture_object *texObj = (struct gl_texture_object *) data;
896    struct st_context *st = (struct st_context *) userData;
897 
898    st_texture_release_context_sampler_view(st, texObj);
899 }
900 
901 static void
destroy_framebuffer_attachment_sampler_cb(void * data,void * userData)902 destroy_framebuffer_attachment_sampler_cb(void *data, void *userData)
903 {
904    struct gl_framebuffer* glfb = (struct gl_framebuffer*) data;
905    struct st_context *st = (struct st_context *) userData;
906 
907     for (unsigned i = 0; i < BUFFER_COUNT; i++) {
908       struct gl_renderbuffer_attachment *att = &glfb->Attachment[i];
909       if (att->Texture) {
910         st_texture_release_context_sampler_view(st, att->Texture);
911       }
912    }
913 }
914 
915 void
st_destroy_context(struct st_context * st)916 st_destroy_context(struct st_context *st)
917 {
918    struct gl_context *ctx = st->ctx;
919    struct gl_framebuffer *stfb, *next;
920    struct gl_framebuffer *save_drawbuffer;
921    struct gl_framebuffer *save_readbuffer;
922 
923    /* Save the current context and draw/read buffers*/
924    GET_CURRENT_CONTEXT(save_ctx);
925    if (save_ctx) {
926       save_drawbuffer = save_ctx->WinSysDrawBuffer;
927       save_readbuffer = save_ctx->WinSysReadBuffer;
928    } else {
929       save_drawbuffer = save_readbuffer = NULL;
930    }
931 
932    /*
933     * We need to bind the context we're deleting so that
934     * _mesa_reference_texobj_() uses this context when deleting textures.
935     * Similarly for framebuffer objects, etc.
936     */
937    _mesa_make_current(ctx, NULL, NULL);
938 
939    /* This must be called first so that glthread has a chance to finish */
940    _mesa_glthread_destroy(ctx, NULL);
941 
942    _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
943 
944    /* For the fallback textures, free any sampler views belonging to this
945     * context.
946     */
947    for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
948       struct gl_texture_object *stObj =
949          ctx->Shared->FallbackTex[i];
950       if (stObj) {
951          st_texture_release_context_sampler_view(st, stObj);
952       }
953    }
954 
955    st_context_free_zombie_objects(st);
956 
957    simple_mtx_destroy(&st->zombie_sampler_views.mutex);
958    simple_mtx_destroy(&st->zombie_shaders.mutex);
959 
960    st_release_program(st, &st->fp);
961    st_release_program(st, &st->gp);
962    st_release_program(st, &st->vp);
963    st_release_program(st, &st->tcp);
964    st_release_program(st, &st->tep);
965    st_release_program(st, &st->cp);
966 
967    if (st->hw_select_shaders) {
968       hash_table_foreach(st->hw_select_shaders, entry)
969          st->pipe->delete_gs_state(st->pipe, entry->data);
970       _mesa_hash_table_destroy(st->hw_select_shaders, NULL);
971    }
972 
973    /* release framebuffer in the winsys buffers list */
974    LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
975       _mesa_reference_framebuffer(&stfb, NULL);
976    }
977 
978    _mesa_HashWalk(ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st);
979 
980    pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
981    pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
982 
983    _vbo_DestroyContext(ctx);
984 
985    st_destroy_program_variants(st);
986 
987    /* Do not release debug_output yet because it might be in use by other threads.
988     * These threads will be terminated by _mesa_free_context_data and
989     * st_destroy_context_priv.
990     */
991    _mesa_free_context_data(ctx, false);
992 
993    /* This will free the st_context too, so 'st' must not be accessed
994     * afterwards. */
995    st_destroy_context_priv(st, true);
996    st = NULL;
997 
998    _mesa_destroy_debug_output(ctx);
999 
1000    align_free(ctx);
1001 
1002    if (save_ctx == ctx) {
1003       /* unbind the context we just deleted */
1004       _mesa_make_current(NULL, NULL, NULL);
1005    } else {
1006       /* Restore the current context and draw/read buffers (may be NULL) */
1007       _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
1008    }
1009 }
1010 
1011 const struct nir_shader_compiler_options *
st_get_nir_compiler_options(struct st_context * st,gl_shader_stage stage)1012 st_get_nir_compiler_options(struct st_context *st, gl_shader_stage stage)
1013 {
1014    const struct nir_shader_compiler_options *options =
1015       st->ctx->Const.ShaderCompilerOptions[stage].NirOptions;
1016 
1017    if (options) {
1018       return options;
1019    } else {
1020       return nir_to_tgsi_get_compiler_options(st->screen,
1021                                               PIPE_SHADER_IR_NIR,
1022                                               pipe_shader_type_from_mesa(stage));
1023    }
1024 }
1025