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#include "main/imports.h"
29#include "main/accum.h"
30#include "main/api_exec.h"
31#include "main/context.h"
32#include "main/glthread.h"
33#include "main/samplerobj.h"
34#include "main/shaderobj.h"
35#include "main/version.h"
36#include "main/vtxfmt.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_blit.h"
46#include "st_cb_bufferobjects.h"
47#include "st_cb_clear.h"
48#include "st_cb_compute.h"
49#include "st_cb_condrender.h"
50#include "st_cb_copyimage.h"
51#include "st_cb_drawpixels.h"
52#include "st_cb_rasterpos.h"
53#include "st_cb_drawtex.h"
54#include "st_cb_eglimage.h"
55#include "st_cb_fbo.h"
56#include "st_cb_feedback.h"
57#include "st_cb_memoryobjects.h"
58#include "st_cb_msaa.h"
59#include "st_cb_perfmon.h"
60#include "st_cb_program.h"
61#include "st_cb_queryobj.h"
62#include "st_cb_readpixels.h"
63#include "st_cb_semaphoreobjects.h"
64#include "st_cb_texture.h"
65#include "st_cb_xformfb.h"
66#include "st_cb_flush.h"
67#include "st_cb_syncobj.h"
68#include "st_cb_strings.h"
69#include "st_cb_texturebarrier.h"
70#include "st_cb_viewport.h"
71#include "st_atom.h"
72#include "st_draw.h"
73#include "st_extensions.h"
74#include "st_gen_mipmap.h"
75#include "st_pbo.h"
76#include "st_program.h"
77#include "st_sampler_view.h"
78#include "st_shader_cache.h"
79#include "st_vdpau.h"
80#include "st_texture.h"
81#include "st_util.h"
82#include "pipe/p_context.h"
83#include "util/u_cpu_detect.h"
84#include "util/u_inlines.h"
85#include "util/u_upload_mgr.h"
86#include "util/u_vbuf.h"
87#include "cso_cache/cso_context.h"
88#include "compiler/glsl/glsl_parser_extras.h"
89
90
91DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
92
93
94/**
95 * Called via ctx->Driver.Enable()
96 */
97static void
98st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
99{
100   struct st_context *st = st_context(ctx);
101
102   switch (cap) {
103   case GL_DEBUG_OUTPUT:
104   case GL_DEBUG_OUTPUT_SYNCHRONOUS:
105      st_update_debug_callback(st);
106      break;
107   default:
108      break;
109   }
110}
111
112
113/**
114 * Called via ctx->Driver.QueryMemoryInfo()
115 */
116static void
117st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
118{
119   struct pipe_screen *screen = st_context(ctx)->pipe->screen;
120   struct pipe_memory_info info;
121
122   assert(screen->query_memory_info);
123   if (!screen->query_memory_info)
124      return;
125
126   screen->query_memory_info(screen, &info);
127
128   out->total_device_memory = info.total_device_memory;
129   out->avail_device_memory = info.avail_device_memory;
130   out->total_staging_memory = info.total_staging_memory;
131   out->avail_staging_memory = info.avail_staging_memory;
132   out->device_memory_evicted = info.device_memory_evicted;
133   out->nr_device_memory_evictions = info.nr_device_memory_evictions;
134}
135
136
137static uint64_t
138st_get_active_states(struct gl_context *ctx)
139{
140   struct st_vertex_program *vp =
141      st_vertex_program(ctx->VertexProgram._Current);
142   struct st_common_program *tcp =
143      st_common_program(ctx->TessCtrlProgram._Current);
144   struct st_common_program *tep =
145      st_common_program(ctx->TessEvalProgram._Current);
146   struct st_common_program *gp =
147      st_common_program(ctx->GeometryProgram._Current);
148   struct st_fragment_program *fp =
149      st_fragment_program(ctx->FragmentProgram._Current);
150   struct st_compute_program *cp =
151      st_compute_program(ctx->ComputeProgram._Current);
152   uint64_t active_shader_states = 0;
153
154   if (vp)
155      active_shader_states |= vp->affected_states;
156   if (tcp)
157      active_shader_states |= tcp->affected_states;
158   if (tep)
159      active_shader_states |= tep->affected_states;
160   if (gp)
161      active_shader_states |= gp->affected_states;
162   if (fp)
163      active_shader_states |= fp->affected_states;
164   if (cp)
165      active_shader_states |= cp->affected_states;
166
167   /* Mark non-shader-resource shader states as "always active". */
168   return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
169}
170
171
172void
173st_invalidate_buffers(struct st_context *st)
174{
175   st->dirty |= ST_NEW_BLEND |
176                ST_NEW_DSA |
177                ST_NEW_FB_STATE |
178                ST_NEW_SAMPLE_STATE |
179                ST_NEW_SAMPLE_SHADING |
180                ST_NEW_FS_STATE |
181                ST_NEW_POLY_STIPPLE |
182                ST_NEW_VIEWPORT |
183                ST_NEW_RASTERIZER |
184                ST_NEW_SCISSOR |
185                ST_NEW_WINDOW_RECTANGLES;
186}
187
188
189static inline bool
190st_vp_uses_current_values(const struct gl_context *ctx)
191{
192   const uint64_t inputs = ctx->VertexProgram._Current->info.inputs_read;
193   return _mesa_draw_current_bits(ctx) & inputs;
194}
195
196
197/**
198 * Called via ctx->Driver.UpdateState()
199 */
200static void
201st_invalidate_state(struct gl_context *ctx)
202{
203   GLbitfield new_state = ctx->NewState;
204   struct st_context *st = st_context(ctx);
205
206   if (new_state & _NEW_BUFFERS) {
207      st_invalidate_buffers(st);
208   } else {
209      /* These set a subset of flags set by _NEW_BUFFERS, so we only have to
210       * check them when _NEW_BUFFERS isn't set.
211       */
212      if (new_state & _NEW_PROGRAM)
213         st->dirty |= ST_NEW_RASTERIZER;
214
215      if (new_state & _NEW_FOG)
216         st->dirty |= ST_NEW_FS_STATE;
217
218      if (new_state & _NEW_FRAG_CLAMP) {
219         if (st->clamp_frag_color_in_shader)
220            st->dirty |= ST_NEW_FS_STATE;
221         else
222            st->dirty |= ST_NEW_RASTERIZER;
223      }
224   }
225
226   if (new_state & (_NEW_LIGHT |
227                    _NEW_POINT))
228      st->dirty |= ST_NEW_RASTERIZER;
229
230   if (new_state & _NEW_PROJECTION &&
231       st_user_clip_planes_enabled(ctx))
232      st->dirty |= ST_NEW_CLIP_STATE;
233
234   if (new_state & _NEW_PIXEL)
235      st->dirty |= ST_NEW_PIXEL_TRANSFER;
236
237   if (new_state & _NEW_CURRENT_ATTRIB && st_vp_uses_current_values(ctx))
238      st->dirty |= ST_NEW_VERTEX_ARRAYS;
239
240   /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
241   if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
242      st->dirty |= ST_NEW_VS_STATE;
243
244   /* Which shaders are dirty will be determined manually. */
245   if (new_state & _NEW_PROGRAM) {
246      st->gfx_shaders_may_be_dirty = true;
247      st->compute_shader_may_be_dirty = true;
248      /* This will mask out unused shader resources. */
249      st->active_states = st_get_active_states(ctx);
250   }
251
252   if (new_state & _NEW_TEXTURE_OBJECT) {
253      st->dirty |= st->active_states &
254                   (ST_NEW_SAMPLER_VIEWS |
255                    ST_NEW_SAMPLERS |
256                    ST_NEW_IMAGE_UNITS);
257      if (ctx->FragmentProgram._Current &&
258          ctx->FragmentProgram._Current->ExternalSamplersUsed) {
259         st->dirty |= ST_NEW_FS_STATE;
260      }
261   }
262}
263
264
265/*
266 * In some circumstances (such as running google-chrome) the state
267 * tracker may try to delete a resource view from a context different
268 * than when it was created.  We don't want to do that.
269 *
270 * In that situation, st_texture_release_all_sampler_views() calls this
271 * function to transfer the sampler view reference to this context (expected
272 * to be the context which created the view.)
273 */
274void
275st_save_zombie_sampler_view(struct st_context *st,
276                            struct pipe_sampler_view *view)
277{
278   struct st_zombie_sampler_view_node *entry;
279
280   assert(view->context == st->pipe);
281
282   entry = MALLOC_STRUCT(st_zombie_sampler_view_node);
283   if (!entry)
284      return;
285
286   entry->view = view;
287
288   /* We need a mutex since this function may be called from one thread
289    * while free_zombie_resource_views() is called from another.
290    */
291   mtx_lock(&st->zombie_sampler_views.mutex);
292   LIST_ADDTAIL(&entry->node, &st->zombie_sampler_views.list.node);
293   mtx_unlock(&st->zombie_sampler_views.mutex);
294}
295
296
297/*
298 * Since OpenGL shaders may be shared among contexts, we can wind up
299 * with variants of a shader created with different contexts.
300 * When we go to destroy a gallium shader, we want to free it with the
301 * same context that it was created with, unless the driver reports
302 * PIPE_CAP_SHAREABLE_SHADERS = TRUE.
303 */
304void
305st_save_zombie_shader(struct st_context *st,
306                      enum pipe_shader_type type,
307                      struct pipe_shader_state *shader)
308{
309   struct st_zombie_shader_node *entry;
310
311   /* we shouldn't be here if the driver supports shareable shaders */
312   assert(!st->has_shareable_shaders);
313
314   entry = MALLOC_STRUCT(st_zombie_shader_node);
315   if (!entry)
316      return;
317
318   entry->shader = shader;
319   entry->type = type;
320
321   /* We need a mutex since this function may be called from one thread
322    * while free_zombie_shaders() is called from another.
323    */
324   mtx_lock(&st->zombie_shaders.mutex);
325   LIST_ADDTAIL(&entry->node, &st->zombie_shaders.list.node);
326   mtx_unlock(&st->zombie_shaders.mutex);
327}
328
329
330/*
331 * Free any zombie sampler views that may be attached to this context.
332 */
333static void
334free_zombie_sampler_views(struct st_context *st)
335{
336   struct st_zombie_sampler_view_node *entry, *next;
337
338   if (LIST_IS_EMPTY(&st->zombie_sampler_views.list.node)) {
339      return;
340   }
341
342   mtx_lock(&st->zombie_sampler_views.mutex);
343
344   LIST_FOR_EACH_ENTRY_SAFE(entry, next,
345                            &st->zombie_sampler_views.list.node, node) {
346      LIST_DEL(&entry->node);  // remove this entry from the list
347
348      assert(entry->view->context == st->pipe);
349      pipe_sampler_view_reference(&entry->view, NULL);
350
351      free(entry);
352   }
353
354   assert(LIST_IS_EMPTY(&st->zombie_sampler_views.list.node));
355
356   mtx_unlock(&st->zombie_sampler_views.mutex);
357}
358
359
360/*
361 * Free any zombie shaders that may be attached to this context.
362 */
363static void
364free_zombie_shaders(struct st_context *st)
365{
366   struct st_zombie_shader_node *entry, *next;
367
368   if (LIST_IS_EMPTY(&st->zombie_shaders.list.node)) {
369      return;
370   }
371
372   mtx_lock(&st->zombie_shaders.mutex);
373
374   LIST_FOR_EACH_ENTRY_SAFE(entry, next,
375                            &st->zombie_shaders.list.node, node) {
376      LIST_DEL(&entry->node);  // remove this entry from the list
377
378      switch (entry->type) {
379      case PIPE_SHADER_VERTEX:
380         cso_delete_vertex_shader(st->cso_context, entry->shader);
381         break;
382      case PIPE_SHADER_FRAGMENT:
383         cso_delete_fragment_shader(st->cso_context, entry->shader);
384         break;
385      case PIPE_SHADER_GEOMETRY:
386         cso_delete_geometry_shader(st->cso_context, entry->shader);
387         break;
388      case PIPE_SHADER_TESS_CTRL:
389         cso_delete_tessctrl_shader(st->cso_context, entry->shader);
390         break;
391      case PIPE_SHADER_TESS_EVAL:
392         cso_delete_tesseval_shader(st->cso_context, entry->shader);
393         break;
394      case PIPE_SHADER_COMPUTE:
395         cso_delete_compute_shader(st->cso_context, entry->shader);
396         break;
397      default:
398         unreachable("invalid shader type in free_zombie_shaders()");
399      }
400      free(entry);
401   }
402
403   assert(LIST_IS_EMPTY(&st->zombie_shaders.list.node));
404
405   mtx_unlock(&st->zombie_shaders.mutex);
406}
407
408
409/*
410 * This function is called periodically to free any zombie objects
411 * which are attached to this context.
412 */
413void
414st_context_free_zombie_objects(struct st_context *st)
415{
416   free_zombie_sampler_views(st);
417   free_zombie_shaders(st);
418}
419
420
421static void
422st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
423{
424   uint i;
425
426   st_destroy_atoms(st);
427   st_destroy_draw(st);
428   st_destroy_clear(st);
429   st_destroy_bitmap(st);
430   st_destroy_drawpix(st);
431   st_destroy_drawtex(st);
432   st_destroy_perfmon(st);
433   st_destroy_pbo_helpers(st);
434   st_destroy_bound_texture_handles(st);
435   st_destroy_bound_image_handles(st);
436
437   for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
438      pipe_sampler_view_reference(&st->state.frag_sampler_views[i], NULL);
439   }
440
441   /* free glReadPixels cache data */
442   st_invalidate_readpix_cache(st);
443   util_throttle_deinit(st->pipe->screen, &st->throttle);
444
445   cso_destroy_context(st->cso_context);
446
447   if (st->pipe && destroy_pipe)
448      st->pipe->destroy(st->pipe);
449
450   free(st);
451}
452
453
454static void
455st_init_driver_flags(struct st_context *st)
456{
457   struct gl_driver_flags *f = &st->ctx->DriverFlags;
458
459   f->NewArray = ST_NEW_VERTEX_ARRAYS;
460   f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
461   f->NewTileRasterOrder = ST_NEW_RASTERIZER;
462   f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
463   f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
464
465   /* Shader resources */
466   f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
467   if (st->has_hw_atomics)
468      f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
469   else
470      f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
471   f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
472   f->NewImageUnits = ST_NEW_IMAGE_UNITS;
473
474   f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
475   f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
476   f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
477   f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
478   f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
479   f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
480
481   f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
482   f->NewFramebufferSRGB = ST_NEW_FB_STATE;
483   f->NewScissorRect = ST_NEW_SCISSOR;
484   f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
485   f->NewAlphaTest = ST_NEW_DSA;
486   f->NewBlend = ST_NEW_BLEND;
487   f->NewBlendColor = ST_NEW_BLEND_COLOR;
488   f->NewColorMask = ST_NEW_BLEND;
489   f->NewDepth = ST_NEW_DSA;
490   f->NewLogicOp = ST_NEW_BLEND;
491   f->NewStencil = ST_NEW_DSA;
492   f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
493                             ST_NEW_SAMPLE_STATE | ST_NEW_SAMPLE_SHADING;
494   f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
495   f->NewSampleMask = ST_NEW_SAMPLE_STATE;
496   f->NewSampleLocations = ST_NEW_SAMPLE_STATE;
497   f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
498
499   /* This depends on what the gallium driver wants. */
500   if (st->force_persample_in_shader) {
501      f->NewMultisampleEnable |= ST_NEW_FS_STATE;
502      f->NewSampleShading |= ST_NEW_FS_STATE;
503   } else {
504      f->NewSampleShading |= ST_NEW_RASTERIZER;
505   }
506
507   f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
508   f->NewClipPlane = ST_NEW_CLIP_STATE;
509   f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
510   f->NewDepthClamp = ST_NEW_RASTERIZER;
511   f->NewLineState = ST_NEW_RASTERIZER;
512   f->NewPolygonState = ST_NEW_RASTERIZER;
513   f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
514   f->NewViewport = ST_NEW_VIEWPORT;
515   f->NewNvConservativeRasterization = ST_NEW_RASTERIZER;
516   f->NewNvConservativeRasterizationParams = ST_NEW_RASTERIZER;
517   f->NewIntelConservativeRasterization = ST_NEW_RASTERIZER;
518}
519
520
521static struct st_context *
522st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
523                       const struct st_config_options *options, bool no_error)
524{
525   struct pipe_screen *screen = pipe->screen;
526   uint i;
527   struct st_context *st = ST_CALLOC_STRUCT( st_context);
528
529   st->options = *options;
530
531   ctx->st = st;
532
533   st->ctx = ctx;
534   st->pipe = pipe;
535
536   /* state tracker needs the VBO module */
537   _vbo_CreateContext(ctx);
538
539   st->dirty = ST_ALL_STATES_MASK;
540
541   st->can_bind_const_buffer_as_vertex =
542      screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
543
544   /* st/mesa always uploads zero-stride vertex attribs, and other user
545    * vertex buffers are only possible with a compatibility profile.
546    * So tell the u_vbuf module that user VBOs are not possible with the Core
547    * profile, so that u_vbuf is bypassed completely if there is nothing else
548    * to do.
549    */
550   unsigned vbuf_flags =
551      ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
552   st->cso_context = cso_create_context(pipe, vbuf_flags);
553
554   st_init_atoms(st);
555   st_init_clear(st);
556   st_init_pbo_helpers(st);
557
558   /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
559   if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
560      st->internal_target = PIPE_TEXTURE_2D;
561   else
562      st->internal_target = PIPE_TEXTURE_RECT;
563
564   /* Setup vertex element info for 'struct st_util_vertex'.
565    */
566   {
567      STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
568
569      memset(&st->util_velems, 0, sizeof(st->util_velems));
570      st->util_velems[0].src_offset = 0;
571      st->util_velems[0].vertex_buffer_index = 0;
572      st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
573      st->util_velems[1].src_offset = 3 * sizeof(float);
574      st->util_velems[1].vertex_buffer_index = 0;
575      st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
576      st->util_velems[2].src_offset = 7 * sizeof(float);
577      st->util_velems[2].vertex_buffer_index = 0;
578      st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
579   }
580
581   /* we want all vertex data to be placed in buffer objects */
582   vbo_use_buffer_objects(ctx);
583
584
585   /* make sure that no VBOs are left mapped when we're drawing. */
586   vbo_always_unmap_buffers(ctx);
587
588   /* Need these flags:
589    */
590   ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
591
592   ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
593
594   if (no_error)
595      ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
596
597   ctx->Const.PackedDriverUniformStorage =
598      screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
599
600   st->has_stencil_export =
601      screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
602   st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
603   st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
604                                              PIPE_TEXTURE_2D, 0, 0,
605                                              PIPE_BIND_SAMPLER_VIEW);
606   st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
607                                              PIPE_TEXTURE_2D, 0, 0,
608                                              PIPE_BIND_SAMPLER_VIEW);
609   st->has_astc_2d_ldr =
610      screen->is_format_supported(screen, PIPE_FORMAT_ASTC_4x4_SRGB,
611                                  PIPE_TEXTURE_2D, 0, 0, PIPE_BIND_SAMPLER_VIEW);
612   st->prefer_blit_based_texture_transfer = screen->get_param(screen,
613                              PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
614   st->force_persample_in_shader =
615      screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
616      !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
617   st->has_shareable_shaders = screen->get_param(screen,
618                                                 PIPE_CAP_SHAREABLE_SHADERS);
619   st->needs_texcoord_semantic =
620      screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
621   st->apply_texture_swizzle_to_border_color =
622      !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
623         (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
624          PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
625   st->has_time_elapsed =
626      screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
627   st->has_half_float_packing =
628      screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
629   st->has_multi_draw_indirect =
630      screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
631   st->has_single_pipe_stat =
632      screen->get_param(screen, PIPE_CAP_QUERY_PIPELINE_STATISTICS_SINGLE);
633   st->has_indep_blend_func =
634      screen->get_param(screen, PIPE_CAP_INDEP_BLEND_FUNC);
635   st->needs_rgb_dst_alpha_override =
636      screen->get_param(screen, PIPE_CAP_RGB_OVERRIDE_DST_ALPHA_BLEND);
637
638   st->has_hw_atomics =
639      screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
640                               PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
641      ? true : false;
642
643   util_throttle_init(&st->throttle,
644                      screen->get_param(screen,
645                                        PIPE_CAP_MAX_TEXTURE_UPLOAD_MEMORY_BUDGET));
646
647   /* GL limits and extensions */
648   st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
649   st_init_extensions(pipe->screen, &ctx->Const,
650                      &ctx->Extensions, &st->options, ctx->API);
651
652   if (st_have_perfmon(st)) {
653      ctx->Extensions.AMD_performance_monitor = GL_TRUE;
654   }
655
656   /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
657   if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
658      if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
659         st->clamp_vert_color_in_shader = GL_TRUE;
660      }
661
662      if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
663         st->clamp_frag_color_in_shader = GL_TRUE;
664      }
665
666      /* For drivers which cannot do color clamping, it's better to just
667       * disable ARB_color_buffer_float in the core profile, because
668       * the clamping is deprecated there anyway. */
669      if (ctx->API == API_OPENGL_CORE &&
670          (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
671         st->clamp_vert_color_in_shader = GL_FALSE;
672         st->clamp_frag_color_in_shader = GL_FALSE;
673         ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
674      }
675   }
676
677   /* called after _mesa_create_context/_mesa_init_point, fix default user
678    * settable max point size up
679    */
680   ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
681                             ctx->Const.MaxPointSizeAA);
682   /* For vertex shaders, make sure not to emit saturate when SM 3.0
683    * is not supported
684    */
685   ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
686      !st->has_shader_model3;
687
688   if (!ctx->Extensions.ARB_gpu_shader5) {
689      for (i = 0; i < MESA_SHADER_STAGES; i++)
690         ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
691   }
692
693   /* Set which shader types can be compiled at link time. */
694   st->shader_has_one_variant[MESA_SHADER_VERTEX] =
695         st->has_shareable_shaders &&
696         !st->clamp_vert_color_in_shader;
697
698   st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
699         st->has_shareable_shaders &&
700         !st->clamp_frag_color_in_shader &&
701         !st->force_persample_in_shader;
702
703   st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
704   st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
705   st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
706   st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
707
708   st->bitmap.cache.empty = true;
709
710   _mesa_override_extensions(ctx);
711   _mesa_compute_version(ctx);
712
713   if (ctx->Version == 0) {
714      /* This can happen when a core profile was requested, but the driver
715       * does not support some features of GL 3.1 or later.
716       */
717      st_destroy_context_priv(st, false);
718      return NULL;
719   }
720
721   _mesa_initialize_dispatch_tables(ctx);
722   _mesa_initialize_vbo_vtxfmt(ctx);
723   st_init_driver_flags(st);
724
725   /* Initialize context's winsys buffers list */
726   LIST_INITHEAD(&st->winsys_buffers);
727
728   LIST_INITHEAD(&st->zombie_sampler_views.list.node);
729   mtx_init(&st->zombie_sampler_views.mutex, mtx_plain);
730   LIST_INITHEAD(&st->zombie_shaders.list.node);
731   mtx_init(&st->zombie_shaders.mutex, mtx_plain);
732
733   return st;
734}
735
736
737static void
738st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
739{
740   struct st_context *st = ctx->st;
741   st->pipe->emit_string_marker(st->pipe, string, len);
742}
743
744
745static void
746st_set_background_context(struct gl_context *ctx,
747                          struct util_queue_monitoring *queue_info)
748{
749   struct st_context *st = ctx->st;
750   struct st_manager *smapi =
751      (struct st_manager *) st->iface.st_context_private;
752
753   assert(smapi->set_background_context);
754   smapi->set_background_context(&st->iface, queue_info);
755}
756
757
758static void
759st_get_device_uuid(struct gl_context *ctx, char *uuid)
760{
761   struct pipe_screen *screen = st_context(ctx)->pipe->screen;
762
763   assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
764   memset(uuid, 0, GL_UUID_SIZE_EXT);
765   screen->get_device_uuid(screen, uuid);
766}
767
768
769static void
770st_get_driver_uuid(struct gl_context *ctx, char *uuid)
771{
772   struct pipe_screen *screen = st_context(ctx)->pipe->screen;
773
774   assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
775   memset(uuid, 0, GL_UUID_SIZE_EXT);
776   screen->get_driver_uuid(screen, uuid);
777}
778
779
780static void
781st_init_driver_functions(struct pipe_screen *screen,
782                         struct dd_function_table *functions)
783{
784   _mesa_init_sampler_object_functions(functions);
785
786   st_init_draw_functions(functions);
787   st_init_blit_functions(functions);
788   st_init_bufferobject_functions(screen, functions);
789   st_init_clear_functions(functions);
790   st_init_bitmap_functions(functions);
791   st_init_copy_image_functions(functions);
792   st_init_drawpixels_functions(functions);
793   st_init_rasterpos_functions(functions);
794
795   st_init_drawtex_functions(functions);
796
797   st_init_eglimage_functions(functions);
798
799   st_init_fbo_functions(functions);
800   st_init_feedback_functions(functions);
801   st_init_memoryobject_functions(functions);
802   st_init_msaa_functions(functions);
803   st_init_perfmon_functions(functions);
804   st_init_program_functions(functions);
805   st_init_query_functions(functions);
806   st_init_cond_render_functions(functions);
807   st_init_readpixels_functions(functions);
808   st_init_semaphoreobject_functions(functions);
809   st_init_texture_functions(functions);
810   st_init_texture_barrier_functions(functions);
811   st_init_flush_functions(screen, functions);
812   st_init_string_functions(functions);
813   st_init_viewport_functions(functions);
814   st_init_compute_functions(functions);
815
816   st_init_xformfb_functions(functions);
817   st_init_syncobj_functions(functions);
818
819   st_init_vdpau_functions(functions);
820
821   if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
822      functions->EmitStringMarker = st_emit_string_marker;
823
824   functions->Enable = st_Enable;
825   functions->UpdateState = st_invalidate_state;
826   functions->QueryMemoryInfo = st_query_memory_info;
827   functions->SetBackgroundContext = st_set_background_context;
828   functions->GetDriverUuid = st_get_driver_uuid;
829   functions->GetDeviceUuid = st_get_device_uuid;
830
831   /* GL_ARB_get_program_binary */
832   functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
833
834   enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
835      screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
836                               PIPE_SHADER_CAP_PREFERRED_IR);
837   if (preferred_ir == PIPE_SHADER_IR_NIR) {
838      functions->ShaderCacheSerializeDriverBlob =  st_serialise_nir_program;
839      functions->ProgramBinarySerializeDriverBlob =
840         st_serialise_nir_program_binary;
841      functions->ProgramBinaryDeserializeDriverBlob =
842         st_deserialise_nir_program;
843   } else {
844      functions->ShaderCacheSerializeDriverBlob =  st_serialise_tgsi_program;
845      functions->ProgramBinarySerializeDriverBlob =
846         st_serialise_tgsi_program_binary;
847      functions->ProgramBinaryDeserializeDriverBlob =
848         st_deserialise_tgsi_program;
849   }
850}
851
852
853struct st_context *
854st_create_context(gl_api api, struct pipe_context *pipe,
855                  const struct gl_config *visual,
856                  struct st_context *share,
857                  const struct st_config_options *options,
858                  bool no_error)
859{
860   struct gl_context *ctx;
861   struct gl_context *shareCtx = share ? share->ctx : NULL;
862   struct dd_function_table funcs;
863   struct st_context *st;
864
865   util_cpu_detect();
866
867   memset(&funcs, 0, sizeof(funcs));
868   st_init_driver_functions(pipe->screen, &funcs);
869
870   ctx = calloc(1, sizeof(struct gl_context));
871   if (!ctx)
872      return NULL;
873
874   if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
875      free(ctx);
876      return NULL;
877   }
878
879   st_debug_init();
880
881   if (pipe->screen->get_disk_shader_cache &&
882       !(ST_DEBUG & DEBUG_TGSI))
883      ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
884
885   /* XXX: need a capability bit in gallium to query if the pipe
886    * driver prefers DP4 or MUL/MAD for vertex transformation.
887    */
888   if (debug_get_option_mesa_mvp_dp4())
889      ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
890
891   st = st_create_context_priv(ctx, pipe, options, no_error);
892   if (!st) {
893      _mesa_destroy_context(ctx);
894   }
895
896   return st;
897}
898
899
900/**
901 * When we destroy a context, we must examine all texture objects to
902 * find/release any sampler views created by that context.
903 *
904 * This callback is called per-texture object.  It releases all the
905 * texture's sampler views which belong to the context.
906 */
907static void
908destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
909{
910   struct gl_texture_object *texObj = (struct gl_texture_object *) data;
911   struct st_context *st = (struct st_context *) userData;
912
913   st_texture_release_context_sampler_view(st, st_texture_object(texObj));
914}
915
916static void
917destroy_framebuffer_attachment_sampler_cb(GLuint id, void *data, void *userData)
918{
919   struct gl_framebuffer* glfb = (struct gl_framebuffer*) data;
920   struct st_context *st = (struct st_context *) userData;
921
922    for (unsigned i = 0; i < BUFFER_COUNT; i++) {
923      struct gl_renderbuffer_attachment *att = &glfb->Attachment[i];
924      if (att->Texture) {
925        st_texture_release_context_sampler_view(st, st_texture_object(att->Texture));
926      }
927   }
928}
929
930void
931st_destroy_context(struct st_context *st)
932{
933   struct gl_context *ctx = st->ctx;
934   struct st_framebuffer *stfb, *next;
935   struct gl_framebuffer *save_drawbuffer;
936   struct gl_framebuffer *save_readbuffer;
937
938   /* Save the current context and draw/read buffers*/
939   GET_CURRENT_CONTEXT(save_ctx);
940   if (save_ctx) {
941      save_drawbuffer = save_ctx->WinSysDrawBuffer;
942      save_readbuffer = save_ctx->WinSysReadBuffer;
943   } else {
944      save_drawbuffer = save_readbuffer = NULL;
945   }
946
947   /*
948    * We need to bind the context we're deleting so that
949    * _mesa_reference_texobj_() uses this context when deleting textures.
950    * Similarly for framebuffer objects, etc.
951    */
952   _mesa_make_current(ctx, NULL, NULL);
953
954   /* This must be called first so that glthread has a chance to finish */
955   _mesa_glthread_destroy(ctx);
956
957   _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
958
959   /* For the fallback textures, free any sampler views belonging to this
960    * context.
961    */
962   for (unsigned i = 0; i < NUM_TEXTURE_TARGETS; i++) {
963      struct st_texture_object *stObj =
964         st_texture_object(ctx->Shared->FallbackTex[i]);
965      if (stObj) {
966         st_texture_release_context_sampler_view(st, stObj);
967      }
968   }
969
970   st_context_free_zombie_objects(st);
971
972   mtx_destroy(&st->zombie_sampler_views.mutex);
973   mtx_destroy(&st->zombie_shaders.mutex);
974
975   st_reference_fragprog(st, &st->fp, NULL);
976   st_reference_prog(st, &st->gp, NULL);
977   st_reference_vertprog(st, &st->vp, NULL);
978   st_reference_prog(st, &st->tcp, NULL);
979   st_reference_prog(st, &st->tep, NULL);
980   st_reference_compprog(st, &st->cp, NULL);
981
982   /* release framebuffer in the winsys buffers list */
983   LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) {
984      st_framebuffer_reference(&stfb, NULL);
985   }
986
987   _mesa_HashWalk(ctx->Shared->FrameBuffers, destroy_framebuffer_attachment_sampler_cb, st);
988
989   pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
990   pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
991
992   _vbo_DestroyContext(ctx);
993
994   st_destroy_program_variants(st);
995
996   _mesa_free_context_data(ctx, false);
997
998   /* This will free the st_context too, so 'st' must not be accessed
999    * afterwards. */
1000   st_destroy_context_priv(st, true);
1001   st = NULL;
1002
1003   /* This must be called after st_destroy_context_priv() to avoid a race
1004    * condition between any shader compiler threads and context destruction.
1005    */
1006   _mesa_destroy_shader_compiler_types();
1007
1008   free(ctx);
1009
1010   if (save_ctx == ctx) {
1011      /* unbind the context we just deleted */
1012      _mesa_make_current(NULL, NULL, NULL);
1013   } else {
1014      /* Restore the current context and draw/read buffers (may be NULL) */
1015      _mesa_make_current(save_ctx, save_drawbuffer, save_readbuffer);
1016   }
1017}
1018