mesa/src/gallium
Karol Herbst 5965f34b5d
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rusticl/queue: offload waiting on fences to another thread
This unblocks the main worker thread to keep submitting work to the driver
while we still have something waiting on the completion of batches sent to
the hardware and to signal completion to the attached events.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36158>
2025-07-18 08:49:11 +00:00
..
auxiliary gallium/hud: set the framebuffer texture when drawing 2025-07-17 11:48:51 +00:00
drivers zink: fix valid contents check for adding new bind 2025-07-17 19:54:23 +00:00
frontends rusticl/queue: offload waiting on fences to another thread 2025-07-18 08:49:11 +00:00
include pipe: add gaps_in_frame for h264 2025-07-17 12:44:51 +00:00
targets dri: Remove dri2_from_names 2025-07-09 17:49:58 +00:00
tools aux/trace: delete surface object hooks 2025-06-02 16:49:32 +00:00
winsys radeonsi: submit cs_preamble_state to as first job in userqueue 2025-07-13 20:05:27 +00:00
meson.build delete gallium-nine 2025-05-23 13:43:37 -04:00
README.portability util: include "util/compiler.h" instead of "pipe/p_compiler.h" 2023-06-27 18:18:30 +08:00

	      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 util/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.