48062f91c7
This does two things: 1. Flush the command buffer and associate a fence with each glLinkProgram(). 2. Force the application calling glLinkProgram() to wait on the associated fence, matching the semantics of native drivers. This important for some workloads and some environments. For example, on ChromeOS devices supporting VM-based android (ARCVM), an app's HWUI thread may be configured to use skiagl, while the app may create its own GLES context for custom rendering. Virgl+virtio_gpu supports a single fencing timeline, so all guest GL/GLES contexts are serialized by submission order to the guest kernel. If the app's submits multiple heavy shaders for compliation+linking (glCompileShader + glLinkProgram()), these are batched into a single virtgpu execbuffer (with one fence). Then rendering performed by the HWUI thread is blocked until the unrelated heavy host-side work is finished. To the user, the app appears completely frozen until finished. With this change, the app is throttled in its calls to glLinkProgram(), and the HWUI work can fill in the gaps between each while hitting most display update deadlines. To the user, the UI may render at reduced framerate, but remains mostly responsive to interaction. Signed-off-by: Ryan Neph <ryanneph@google.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22341>
CROSS-PLATFORM PORTABILITY GUIDELINES FOR GALLIUM3D
= General Considerations =
The frontend and winsys driver support a rather limited number of
platforms. However, the pipe drivers are meant to run in a wide number of
platforms. Hence the pipe drivers, the auxiliary modules, and all public
headers in general, should strictly follow these guidelines to ensure
= Compiler Support =
* Include the p_compiler.h.
* Cast explicitly when converting to integer types of smaller sizes.
* Cast explicitly when converting between float, double and integral types.
* Don't use named struct initializers.
* Don't use variable number of macro arguments. Use static inline functions
instead.
* Don't use C99 features.
= Standard Library =
* Avoid including standard library headers. Most standard library functions are
not available in Windows Kernel Mode. Use the appropriate p_*.h include.
== Memory Allocation ==
* Use MALLOC, CALLOC, FREE instead of the malloc, calloc, free functions.
* Use align_pointer() function defined in u_memory.h for aligning pointers
in a portable way.
== Debugging ==
* Use the functions/macros in p_debug.h.
* Don't include assert.h, call abort, printf, etc.
= Code Style =
== Inherantice in C ==
The main thing we do is mimic inheritance by structure containment.
Here's a silly made-up example:
/* base class */
struct buffer
{
int size;
void (*validate)(struct buffer *buf);
};
/* sub-class of bufffer */
struct texture_buffer
{
struct buffer base; /* the base class, MUST COME FIRST! */
int format;
int width, height;
};
Then, we'll typically have cast-wrapper functions to convert base-class
pointers to sub-class pointers where needed:
static inline struct vertex_buffer *vertex_buffer(struct buffer *buf)
{
return (struct vertex_buffer *) buf;
}
To create/init a sub-classed object:
struct buffer *create_texture_buffer(int w, int h, int format)
{
struct texture_buffer *t = malloc(sizeof(*t));
t->format = format;
t->width = w;
t->height = h;
t->base.size = w * h;
t->base.validate = tex_validate;
return &t->base;
}
Example sub-class method:
void tex_validate(struct buffer *buf)
{
struct texture_buffer *tb = texture_buffer(buf);
assert(tb->format);
assert(tb->width);
assert(tb->height);
}
Note that we typically do not use typedefs to make "class names"; we use
'struct whatever' everywhere.
Gallium's pipe_context and the subclassed psb_context, etc are prime examples
of this. There's also many examples in Mesa and the Mesa state tracker.