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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-05-06 03:01:46 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-05-06 03:01:46 +0000 |
commit | f8fe689a81f906d1b91bb3220acde2a4ecb14c5b (patch) | |
tree | 26484e9d7e2c67806c2d1760196ff01aaa858e8c /src/VBox/HostServices/SharedOpenGL/dlm/dlm.c | |
parent | Initial commit. (diff) | |
download | virtualbox-f8fe689a81f906d1b91bb3220acde2a4ecb14c5b.tar.xz virtualbox-f8fe689a81f906d1b91bb3220acde2a4ecb14c5b.zip |
Adding upstream version 6.0.4-dfsg.upstream/6.0.4-dfsgupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'src/VBox/HostServices/SharedOpenGL/dlm/dlm.c')
-rw-r--r-- | src/VBox/HostServices/SharedOpenGL/dlm/dlm.c | 575 |
1 files changed, 575 insertions, 0 deletions
diff --git a/src/VBox/HostServices/SharedOpenGL/dlm/dlm.c b/src/VBox/HostServices/SharedOpenGL/dlm/dlm.c new file mode 100644 index 00000000..8ea6c69c --- /dev/null +++ b/src/VBox/HostServices/SharedOpenGL/dlm/dlm.c @@ -0,0 +1,575 @@ +/* $Id: dlm.c $ */ + +#include <float.h> +#include "cr_dlm.h" +#include "cr_mem.h" +#include "dlm.h" + +/** + * \mainpage Dlm + * + * \section DlmIntroduction Introduction + * + * Chromium consists of all the top-level files in the cr + * directory. The dlm module basically takes care of API dispatch, + * and OpenGL state management. + * + */ + +/** + * Module globals: the current DLM state, bound either to each thread, or + * to a global. + */ +#ifdef CHROMIUM_THREADSAFE +CRtsd CRDLMTSDKey; +#else +CRDLMContextState *CRDLMCurrentState = NULL; +#endif + +#define MIN(a,b) ((a)<(b)?(a):(b)) + + +/*************************************************************************/ + +#ifdef CHROMIUM_THREADSAFE +/** + * This is the thread-specific destructor function for the + * data used in the DLM. It's very simple: if a thread exits + * that has DLM-specific data, the data represents the listState + * for the thread. All data and buffers associated with the list + * can be deleted, and the structure itself can be freed. + * + * Most Chromium threads don't have such things; but then, + * if a thread dies elsewhere in Chromium, huge buffers + * of information won't still be floating around in + * unrecoverable allocated areas, either. + */ +static void threadDestructor(void *tsd) +{ + CRDLMContextState *listState = (CRDLMContextState *)tsd; + + if (listState) + { + //if (listState->currentListInfo) + // crdlm_free_list(listState->currentListInfo); + + crFree(listState); + } +} +#endif + +/** + * This function creates and initializes a new display list + * manager. It returns a pointer to the manager, or NULL in + * the case of insufficient memory. The dispatch table pointer + * is passed in to allow the utilities to muck with the table + * to gain functional control when GL calls are made. + */ +CRDLM DLM_APIENTRY *crDLMNewDLM(unsigned int userConfigSize, const CRDLMConfig *userConfig) +{ + CRDLM *dlm; + + /* This is the default configuration. We'll overwrite it later + * with user-supplied configuration information. + */ + CRDLMConfig config = { + CRDLM_DEFAULT_BUFFERSIZE, + }; + + dlm = crAlloc(sizeof(*dlm)); + if (!dlm) { + return NULL; + } + + /* Start off by initializing all entries that require further + * memory allocation, so we can free up all the memory if there's + * a problem. + */ + if (!(dlm->displayLists = crAllocHashtable())) { + crFree(dlm); + return NULL; + } + + /* The creator counts as the first user. */ + dlm->userCount = 1; + +#ifdef CHROMIUM_THREADSAFE + /* This mutex ensures that only one thread is changing the displayLists + * hash at a time. Note that we may also need a mutex to guarantee that + * the hash is not changed by one thread while another thread is + * traversing it; this issue has not yet been resolved. + */ + crInitMutex(&(dlm->dlMutex)); + + /* Although the thread-specific data (TSD) functions will initialize + * the thread key themselves when needed, those functions do not allow + * us to specify a thread destructor. Since a thread could potentially + * exit with considerable memory allocated (e.g. if a thread exits + * after it has issued NewList but before EndList, and while there + * are considerable content buffers allocated), I do the initialization + * myself, in order to be able to reclaim those resources if a thread + * exits. + */ + crInitTSDF(&(dlm->tsdKey), threadDestructor); + crInitTSD(&CRDLMTSDKey); +#endif + + /* Copy over any appropriate configuration values */ + if (userConfig != NULL) { + /* Copy over as much configuration information as is provided. + * Note that if the CRDLMConfig structure strictly grows, this + * allows forward compatability - routines compiled with + * older versions of the structure will only initialize that + * section of the structure that they know about. + */ + crMemcpy((void *)&config, (void *) userConfig, + MIN(userConfigSize, sizeof(config))); + } + dlm->bufferSize = config.bufferSize; + + /* Return the pointer to the newly-allocated display list manager */ + return dlm; +} + +void DLM_APIENTRY crDLMUseDLM(CRDLM *dlm) +{ + DLM_LOCK(dlm); + dlm->userCount++; + DLM_UNLOCK(dlm); +} + +/** + * This routine is called when a context or thread is done with a DLM. + * It maintains an internal count of users, and will only actually destroy + * itself when no one is still using the DLM. + */ +void DLM_APIENTRY crDLMFreeDLM(CRDLM *dlm, SPUDispatchTable *dispatchTable) +{ + /* We're about to change the displayLists hash; lock it first */ + DLM_LOCK(dlm) + + /* Decrement the user count. If the user count has gone to + * 0, then free the rest of the DLM. Otherwise, other + * contexts or threads are still using this DLM; keep + * it around. + */ + dlm->userCount--; + if (dlm->userCount == 0) { + + crFreeHashtableEx(dlm->displayLists, crdlmFreeDisplayListResourcesCb, dispatchTable); + dlm->displayLists = NULL; + + /* Must unlock before freeing the mutex */ + DLM_UNLOCK(dlm) + +#ifdef CHROMIUM_THREADSAFE + /* We release the mutex here; we really should delete the + * thread data key, but there's no utility in Chromium to + * do this. + * + * Note that, should one thread release the entire DLM + * while other threads still believe they are using it, + * any other threads that have current display lists (i.e. + * have issued glNewList more recently than glEndList) + * will be unable to reclaim their (likely very large) + * content buffers, as there will be no way to reclaim + * the thread-specific data. + * + * On the other hand, if one thread really does release + * the DLM while other threads still believe they are + * using it, unreclaimed memory is the least of the + * application's problems... + */ + crFreeMutex(&(dlm->dlMutex)); + + /* We free the TSD key here as well. Note that this will + * strand any threads that still have thread-specific data + * tied to this key; but as stated above, if any threads + * still do have thread-specific data attached to this DLM, + * they're in big trouble anyway. + */ + crFreeTSD(&(dlm->tsdKey)); + crFreeTSD(&CRDLMTSDKey); +#endif + + /* Free the master record, and we're all done. */ + crFree(dlm); + } + else { + /* We're keeping the DLM around for other users. Unlock it, + * but retain its memory and display lists. + */ + DLM_UNLOCK(dlm) + } +} + +/** + * The actual run-time state of a DLM is bound to a context + * (because each context can be used by at most one thread at + * a time, and a thread can only use one context at a time, + * while multiple contexts can use the same DLM). + * This creates the structure required to hold the state, and + * returns it to the caller, who should store it with any other + * context-specific information. + */ + +CRDLMContextState DLM_APIENTRY *crDLMNewContext(CRDLM *dlm) +{ + CRDLMContextState *state; + + /* Get a record for our own internal state structure */ + state = (CRDLMContextState *)crAlloc(sizeof(CRDLMContextState)); + if (!state) { + return NULL; + } + + state->dlm = dlm; + state->currentListIdentifier = 0; + state->currentListInfo = NULL; + state->currentListMode = GL_FALSE; + state->listBase = 0; + + /* Increment the use count of the DLM provided. This guarantees that + * the DLM won't be released until all the contexts have released it. + */ + crDLMUseDLM(dlm); + + return state; +} + + +/** + * This routine should be called when a MakeCurrent changes the current + * context. It sets the thread data (or global data, in an unthreaded + * environment) appropriately; this in turn changes the behavior of + * the installed DLM API functions. + */ +void DLM_APIENTRY crDLMSetCurrentState(CRDLMContextState *state) +{ + CRDLMContextState *currentState = CURRENT_STATE(); + if (currentState != state) { + SET_CURRENT_STATE(state); + } +} + +CRDLMContextState DLM_APIENTRY *crDLMGetCurrentState(void) +{ + return CURRENT_STATE(); +} + +/** + * This routine, of course, is used to release a DLM context when it + * is no longer going to be used. + */ + +void DLM_APIENTRY crDLMFreeContext(CRDLMContextState *state, SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + + /* If we're currently using this context, release it first */ + if (listState == state) + crDLMSetCurrentState(NULL); + + /* Try to free the DLM. This will either decrement the use count, + * or will actually free the DLM, if we were the last user. + */ + crDLMFreeDLM(state->dlm, dispatchTable); + state->dlm = NULL; + + /* If any buffers still remain (e.g. because there was an open + * display list), remove those as well. + */ + if (state->currentListInfo) + { + crdlmFreeDisplayListResourcesCb((void *)state->currentListInfo, (void *)dispatchTable); + state->currentListInfo = NULL; + } + state->currentListIdentifier = 0; + + /* Free the state record itself */ + crFree(state); +} + + +/** + * This function can be used if the caller wishes to free up the + * potentially considerable resources used to store the display list + * content, without losing the rest of the display list management. + * For one example, consider an SPU that conditionally sends its + * input stream to multiple servers. It could broadcast all display + * lists to all servers, or it could only send display lists to servers + * that need them. After all servers have the display list, the SPU + * may wish to release the resources used to manage the content. + */ +CRDLMError DLM_APIENTRY crDLMDeleteListContent(CRDLM *dlm, unsigned long listIdentifier) +{ + DLMListInfo *listInfo; + DLMInstanceList *instance; + + listInfo = (DLMListInfo *) crHashtableSearch(dlm->displayLists, listIdentifier); + if (listInfo && (instance = listInfo->first)) { + while (instance) { + DLMInstanceList *nextInstance; + nextInstance = instance->next; + crFree(instance); + instance = nextInstance; + } + listInfo->first = listInfo->last = NULL; + } + return GL_NO_ERROR; +} + +/** + * + * Playback/execute a list. + * dlm - the display list manager context + * listIdentifier - the display list ID (as specified by app) to playback + * dispatchTable - the GL dispatch table to jump through as we execute commands + */ +void DLM_APIENTRY crDLMReplayDLMList(CRDLM *dlm, unsigned long listIdentifier, SPUDispatchTable *dispatchTable) +{ + DLMListInfo *listInfo; + + listInfo = (DLMListInfo *)crHashtableSearch(dlm->displayLists, listIdentifier); + if (listInfo) { + DLMInstanceList *instance = listInfo->first; + while (instance) { + /* mutex, to make sure another thread doesn't change the list? */ + /* For now, leave it alone. */ + (*instance->execute)(instance, dispatchTable); + instance = instance->next; + } + } +} + +/* Playback/execute a list in the current DLM */ +void DLM_APIENTRY crDLMReplayList(unsigned long listIdentifier, SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + if (listState) + crDLMReplayDLMList(listState->dlm, listIdentifier, dispatchTable); +} + +/* + * Playback/execute the state changing portions of a list. + * dlm - the display list manager context + * listIdentifier - the display list ID (as specified by app) to playback + * dispatchTable - the GL dispatch table to jump through as we execute commands + */ +void DLM_APIENTRY crDLMReplayDLMListState(CRDLM *dlm, unsigned long listIdentifier, SPUDispatchTable *dispatchTable) +{ + DLMListInfo *listInfo; + + listInfo = (DLMListInfo *)crHashtableSearch(dlm->displayLists, listIdentifier); + if (listInfo) { + DLMInstanceList *instance = listInfo->stateFirst; + while (instance) { + /* mutex, to make sure another thread doesn't change the list? */ + /* For now, leave it alone. */ + (*instance->execute)(instance, dispatchTable); + instance = instance->stateNext; + } + } +} + +void DLM_APIENTRY crDLMReplayListState(unsigned long listIdentifier, SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + if (listState) + crDLMReplayDLMListState(listState->dlm, listIdentifier, dispatchTable); +} + +/* This is a switch statement that lists every "type" value valid for a + * glCallLists() function call, with code for decoding the subsequent + * values correctly. It uses the current value of the EXPAND() macro, + * which must expand into an appropriate action to be taken. + * Its codification here allows for multiple uses. + */ +#define CALL_LISTS_SWITCH(type, defaultAction) \ + switch (type) {\ + EXPAND(GL_BYTE, GLbyte *, *p, p++)\ + EXPAND(GL_UNSIGNED_BYTE, GLubyte *, *p, p++)\ + EXPAND(GL_SHORT, GLshort *, *p, p++)\ + EXPAND(GL_UNSIGNED_SHORT, GLushort *, *p, p++)\ + EXPAND(GL_INT, GLint *, *p, p++)\ + EXPAND(GL_FLOAT, GLfloat *, *p, p++)\ + EXPAND(GL_2_BYTES, unsigned char *, 256*p[0] + p[1], p += 2)\ + EXPAND(GL_3_BYTES, unsigned char *, 65536*p[0] + 256*p[1] + p[2], p += 3)\ + EXPAND(GL_4_BYTES, unsigned char *, 16777216*p[0] + 65536*p[1] + 256*p[2] + p[3], p += 4)\ + default:\ + defaultAction;\ + } + +void DLM_APIENTRY crDLMReplayDLMLists(CRDLM *dlm, GLsizei n, GLenum type, const GLvoid * lists, SPUDispatchTable *dispatchTable) +{ + unsigned long listId; + CRDLMContextState *listState = CURRENT_STATE(); + +#define EXPAND(TYPENAME, TYPE, REFERENCE, INCREMENT) \ + case TYPENAME: {\ + TYPE p = (TYPE)lists;\ + while (n--) {\ + listId = listState->listBase + (unsigned long) (REFERENCE);\ + crDLMReplayDLMList(dlm, listId, dispatchTable);\ + INCREMENT;\ + }\ + break;\ + } + + CALL_LISTS_SWITCH(type, break) +#undef EXPAND + +} + +void DLM_APIENTRY crDLMReplayLists(GLsizei n, GLenum type, const GLvoid * lists, SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + if (listState) { + crDLMReplayDLMLists(listState->dlm, n, type, lists, dispatchTable); + } +} + +void DLM_APIENTRY crDLMReplayDLMListsState(CRDLM *dlm, GLsizei n, GLenum type, const GLvoid * lists, SPUDispatchTable *dispatchTable) +{ + unsigned long listId; + CRDLMContextState *listState = CURRENT_STATE(); + +#define EXPAND(TYPENAME, TYPE, REFERENCE, INCREMENT) \ + case TYPENAME: {\ + TYPE p = (TYPE)lists;\ + while (n--) {\ + listId = listState->listBase + (unsigned long) (REFERENCE);\ + crDLMReplayDLMListState(dlm, listId, dispatchTable);\ + INCREMENT;\ + }\ + break;\ + } + + CALL_LISTS_SWITCH(type, break) +#undef EXPAND + +} + +void DLM_APIENTRY crDLMReplayListsState(GLsizei n, GLenum type, const GLvoid * lists, SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + if (listState) { + crDLMReplayDLMListsState(listState->dlm, n, type, lists, dispatchTable); + } +} + +/* When we compiled the display list, we packed all pixel data + * tightly. When we execute the display list, we have to make + * sure that the client state reflects that the pixel data is + * tightly packed, or it will be interpreted incorrectly. + */ +void DLM_APIENTRY crDLMSetupClientState(SPUDispatchTable *dispatchTable) +{ + dispatchTable->PixelStorei(GL_UNPACK_ROW_LENGTH, 0); + dispatchTable->PixelStorei(GL_UNPACK_SKIP_PIXELS, 0); + dispatchTable->PixelStorei(GL_UNPACK_SKIP_ROWS, 0); + dispatchTable->PixelStorei(GL_UNPACK_ALIGNMENT, 1); +} + +void DLM_APIENTRY crDLMRestoreClientState(CRClientState *clientState, SPUDispatchTable *dispatchTable) +{ + if (clientState) { + dispatchTable->PixelStorei(GL_UNPACK_ROW_LENGTH, clientState->unpack.rowLength); + dispatchTable->PixelStorei(GL_UNPACK_SKIP_PIXELS, clientState->unpack.skipPixels); + dispatchTable->PixelStorei(GL_UNPACK_SKIP_ROWS, clientState->unpack.skipRows); + dispatchTable->PixelStorei(GL_UNPACK_ALIGNMENT, clientState->unpack.alignment); + } +} + +void DLM_APIENTRY crDLMSendDLMList(CRDLM *dlm, unsigned long listIdentifier, + SPUDispatchTable *dispatchTable) +{ + dispatchTable->NewList(listIdentifier, GL_COMPILE); + crDLMReplayDLMList(dlm, listIdentifier, dispatchTable); + dispatchTable->EndList(); +} + +void DLM_APIENTRY crDLMSendList(unsigned long listIdentifier, SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + if (listState) { + crDLMSendDLMList(listState->dlm, listIdentifier, dispatchTable); + } +} + +struct sendListsCallbackParms { + CRDLM *dlm; + SPUDispatchTable *dispatchTable; +}; + +static void sendListsCallback(unsigned long key, void *data, void *dataPtr2) +{ + struct sendListsCallbackParms *parms = (struct sendListsCallbackParms *)dataPtr2; + + crDLMSendDLMList(parms->dlm, key, parms->dispatchTable); +} + +void DLM_APIENTRY crDLMSendAllDLMLists(CRDLM *dlm, SPUDispatchTable *dispatchTable) +{ + struct sendListsCallbackParms parms; + + /* This is how we pass our parameter information to the callback routine - + * through a pointer to this local structure. + */ + parms.dlm = dlm; + parms.dispatchTable = dispatchTable; + + crHashtableWalk(dlm->displayLists, sendListsCallback, (void *)&parms); +} + +void DLM_APIENTRY crDLMSendAllLists(SPUDispatchTable *dispatchTable) +{ + CRDLMContextState *listState = CURRENT_STATE(); + if (listState) { + crDLMSendAllDLMLists(listState->dlm, dispatchTable); + } +} + +/** Another clever callback arrangement to get the desired data. */ +struct getRefsCallbackParms { + int remainingOffset; + int remainingCount; + unsigned int *buffer; + int totalCount; +}; + +/* + * Return id of list currently being compiled. Returns 0 of there's no + * current DLM state, or if no list is being compiled. + */ +GLuint DLM_APIENTRY crDLMGetCurrentList(void) +{ + CRDLMContextState *listState = CURRENT_STATE(); + return listState ? listState->currentListIdentifier : 0; +} + +/* + * Return mode of list currently being compiled. Should be + * GL_FALSE if no list is being compiled, or GL_COMPILE if a + * list is being compiled but not executed, or GL_COMPILE_AND_EXECUTE + * if a list is being compiled and executed. + */ +GLenum DLM_APIENTRY crDLMGetCurrentMode(void) +{ + CRDLMContextState *listState = CURRENT_STATE(); + return listState ? listState->currentListMode : 0; +} + + +static CRDLMErrorCallback ErrorCallback = NULL; + +void DLM_APIENTRY crDLMErrorFunction(CRDLMErrorCallback callback) +{ + ErrorCallback = callback; +} + +void crdlm_error(int line, const char *file, GLenum error, const char *info) +{ + if (ErrorCallback) + (*ErrorCallback)(line, file, error, info); +} |