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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// global_state.h : Defines functions for querying the thread-local GL and EGL state.
#ifndef LIBGLESV2_GLOBALSTATE_H_
#define LIBGLESV2_GLOBALSTATE_H_
#include "libANGLE/Context.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Display.h"
#include "libANGLE/GlobalMutex.h"
#include "libANGLE/Thread.h"
#include "libANGLE/features.h"
#include "libANGLE/validationEGL.h"
#if defined(ANGLE_PLATFORM_APPLE) || (ANGLE_PLATFORM_ANDROID)
# include "common/tls.h"
#endif
#include <mutex>
namespace egl
{
class Debug;
class Thread;
#if defined(ANGLE_PLATFORM_APPLE) || defined(ANGLE_USE_STATIC_THREAD_LOCAL_VARIABLES)
extern Thread *GetCurrentThreadTLS();
extern void SetCurrentThreadTLS(Thread *thread);
#else
extern thread_local Thread *gCurrentThread;
#endif
gl::Context *GetGlobalLastContext();
void SetGlobalLastContext(gl::Context *context);
Thread *GetCurrentThread();
Debug *GetDebug();
// Sync the current context from Thread to global state.
class [[nodiscard]] ScopedSyncCurrentContextFromThread
{
public:
ScopedSyncCurrentContextFromThread(egl::Thread *thread);
~ScopedSyncCurrentContextFromThread();
private:
egl::Thread *const mThread;
};
// Tries to lock "ContextMutex" of the Context current to the "thread".
ANGLE_INLINE ScopedContextMutexLock TryLockCurrentContext(Thread *thread)
{
ASSERT(kIsContextMutexEnabled);
gl::Context *context = thread->getContext();
return context != nullptr ? ScopedContextMutexLock(context->getContextMutex())
: ScopedContextMutexLock();
}
// Tries to lock "ContextMutex" of the Context with "contextID" if it is valid.
ANGLE_INLINE ScopedContextMutexLock TryLockContext(Display *display, gl::ContextID contextID)
{
ASSERT(kIsContextMutexEnabled);
gl::Context *context = GetContextIfValid(display, contextID);
return context != nullptr ? ScopedContextMutexLock(context->getContextMutex())
: ScopedContextMutexLock();
}
// Locks "ContextMutex" of the "context" and then tries to merge it with the "ContextMutex" of the
// Image with "imageID" if it is valid.
ANGLE_INLINE ScopedContextMutexLock LockAndTryMergeContextMutexes(gl::Context *context,
ImageID imageID)
{
ASSERT(kIsContextMutexEnabled);
ASSERT(context->getDisplay() != nullptr);
ScopedContextMutexLock lock(context->getContextMutex());
const Image *image = context->getDisplay()->getImage(imageID);
if (image != nullptr)
{
ContextMutex *imageMutex = image->getContextMutex();
if (imageMutex != nullptr)
{
ContextMutex::Merge(&context->getContextMutex(), imageMutex);
}
}
return lock;
}
#if !defined(ANGLE_ENABLE_CONTEXT_MUTEX)
# define ANGLE_EGL_SCOPED_CONTEXT_LOCK(EP, THREAD, ...)
#else
# define ANGLE_EGL_SCOPED_CONTEXT_LOCK(EP, THREAD, ...) \
egl::ScopedContextMutexLock shareContextLock = GetContextLock_##EP(THREAD, ##__VA_ARGS__)
#endif
} // namespace egl
#define ANGLE_SCOPED_GLOBAL_LOCK() egl::ScopedGlobalMutexLock globalMutexLock
namespace gl
{
ANGLE_INLINE Context *GetGlobalContext()
{
#if defined(ANGLE_PLATFORM_APPLE) || defined(ANGLE_USE_STATIC_THREAD_LOCAL_VARIABLES)
egl::Thread *currentThread = egl::GetCurrentThreadTLS();
#else
egl::Thread *currentThread = egl::gCurrentThread;
#endif
ASSERT(currentThread);
return currentThread->getContext();
}
ANGLE_INLINE Context *GetValidGlobalContext()
{
#if defined(ANGLE_USE_ANDROID_TLS_SLOT)
// TODO: Replace this branch with a compile time flag (http://anglebug.com/4764)
if (angle::gUseAndroidOpenGLTlsSlot)
{
return static_cast<gl::Context *>(ANGLE_ANDROID_GET_GL_TLS()[angle::kAndroidOpenGLTlsSlot]);
}
#endif
#if defined(ANGLE_PLATFORM_APPLE) || defined(ANGLE_USE_STATIC_THREAD_LOCAL_VARIABLES)
return GetCurrentValidContextTLS();
#else
return gCurrentValidContext;
#endif
}
// Generate a context lost error on the context if it is non-null and lost.
void GenerateContextLostErrorOnContext(Context *context);
void GenerateContextLostErrorOnCurrentGlobalContext();
#if defined(ANGLE_FORCE_CONTEXT_CHECK_EVERY_CALL)
// TODO(b/177574181): This should be handled in a backend-specific way.
// if previous context different from current context, dirty all state
static ANGLE_INLINE void DirtyContextIfNeeded(Context *context)
{
if (context && context != egl::GetGlobalLastContext())
{
context->dirtyAllState();
SetGlobalLastContext(context);
}
}
#endif
#if !defined(ANGLE_ENABLE_SHARE_CONTEXT_LOCK)
# define SCOPED_SHARE_CONTEXT_LOCK(context)
# define SCOPED_EGL_IMAGE_SHARE_CONTEXT_LOCK(context, imageID) ANGLE_SCOPED_GLOBAL_LOCK()
#else
# if defined(ANGLE_FORCE_CONTEXT_CHECK_EVERY_CALL)
# define SCOPED_SHARE_CONTEXT_LOCK(context) \
egl::ScopedGlobalMutexLock shareContextLock; \
DirtyContextIfNeeded(context)
# define SCOPED_EGL_IMAGE_SHARE_CONTEXT_LOCK(context, imageID) \
SCOPED_SHARE_CONTEXT_LOCK(context)
# elif !defined(ANGLE_ENABLE_CONTEXT_MUTEX)
# define SCOPED_SHARE_CONTEXT_LOCK(context) \
egl::ScopedOptionalGlobalMutexLock shareContextLock(context->isShared())
# define SCOPED_EGL_IMAGE_SHARE_CONTEXT_LOCK(context, imageID) ANGLE_SCOPED_GLOBAL_LOCK()
# else
# define SCOPED_SHARE_CONTEXT_LOCK(context) \
egl::ScopedContextMutexLock shareContextLock(context->getContextMutex())
# define SCOPED_EGL_IMAGE_SHARE_CONTEXT_LOCK(context, imageID) \
ANGLE_SCOPED_GLOBAL_LOCK(); \
egl::ScopedContextMutexLock shareContextLock = \
egl::LockAndTryMergeContextMutexes(context, imageID)
# endif
#endif
} // namespace gl
#endif // LIBGLESV2_GLOBALSTATE_H_