glslopt 0.1.14

Optimizes GLSL shader code
Documentation
/*
 * Copyright © 2012 Intel Corporation
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#ifndef _GLTHREAD_H
#define _GLTHREAD_H

/* The size of one batch and the maximum size of one call.
 *
 * This should be as low as possible, so that:
 * - multiple synchronizations within a frame don't slow us down much
 * - a smaller number of calls per frame can still get decent parallelism
 * - the memory footprint of the queue is low, and with that comes a lower
 *   chance of experiencing CPU cache thrashing
 * but it should be high enough so that u_queue overhead remains negligible.
 */
#define MARSHAL_MAX_CMD_SIZE (8 * 1024)

/* The number of batch slots in memory.
 *
 * One batch is being executed, one batch is being filled, the rest are
 * waiting batches. There must be at least 1 slot for a waiting batch,
 * so the minimum number of batches is 3.
 */
#define MARSHAL_MAX_BATCHES 8

#include <inttypes.h>
#include <stdbool.h>
#include "util/u_queue.h"
#include "GL/gl.h"
#include "compiler/shader_enums.h"

struct gl_context;
struct _mesa_HashTable;

struct glthread_vao {
   GLuint Name;
   GLuint CurrentElementBufferName;
   GLbitfield Enabled;
   GLbitfield UserPointerMask;
};

/** A single batch of commands queued up for execution. */
struct glthread_batch
{
   /** Batch fence for waiting for the execution to finish. */
   struct util_queue_fence fence;

   /** The worker thread will access the context with this. */
   struct gl_context *ctx;

   /** Amount of data used by batch commands, in bytes. */
   int used;

   /** Data contained in the command buffer. */
#ifdef _MSC_VER
   __declspec(align(8))
#else
   __attribute__((aligned(8)))
#endif
   uint8_t buffer[MARSHAL_MAX_CMD_SIZE];
};

struct glthread_state
{
   /** Multithreaded queue. */
   struct util_queue queue;

   /** This is sent to the driver for framebuffer overlay / HUD. */
   struct util_queue_monitoring stats;

   /** Whether GLThread is enabled. */
   bool enabled;

   /** The ring of batches in memory. */
   struct glthread_batch batches[MARSHAL_MAX_BATCHES];

   /** Pointer to the batch currently being filled. */
   struct glthread_batch *next_batch;

   /** Index of the last submitted batch. */
   unsigned last;

   /** Index of the batch being filled and about to be submitted. */
   unsigned next;

   /** Vertex Array objects tracked by glthread independently of Mesa. */
   struct _mesa_HashTable *VAOs;
   struct glthread_vao *CurrentVAO;
   struct glthread_vao *LastLookedUpVAO;
   struct glthread_vao DefaultVAO;
   int ClientActiveTexture;

   /** Currently-bound buffer object IDs. */
   GLuint CurrentArrayBufferName;
   GLuint CurrentDrawIndirectBufferName;
};

void _mesa_glthread_init(struct gl_context *ctx);
void _mesa_glthread_destroy(struct gl_context *ctx);

void _mesa_glthread_restore_dispatch(struct gl_context *ctx, const char *func);
void _mesa_glthread_disable(struct gl_context *ctx, const char *func);
void _mesa_glthread_flush_batch(struct gl_context *ctx);
void _mesa_glthread_finish(struct gl_context *ctx);
void _mesa_glthread_finish_before(struct gl_context *ctx, const char *func);

void _mesa_glthread_BindBuffer(struct gl_context *ctx, GLenum target,
                               GLuint buffer);
void _mesa_glthread_DeleteBuffers(struct gl_context *ctx, GLsizei n,
                                  const GLuint *buffers);

void _mesa_glthread_BindVertexArray(struct gl_context *ctx, GLuint id);
void _mesa_glthread_DeleteVertexArrays(struct gl_context *ctx,
                                       GLsizei n, const GLuint *ids);
void _mesa_glthread_GenVertexArrays(struct gl_context *ctx,
                                    GLsizei n, GLuint *arrays);
void _mesa_glthread_ClientState(struct gl_context *ctx, GLuint *vaobj,
                                gl_vert_attrib attrib, bool enable);
void _mesa_glthread_AttribPointer(struct gl_context *ctx,
                                  gl_vert_attrib attrib);

#endif /* _GLTHREAD_H*/