mesa/src/gallium
Giancarlo Devich bf6c214b25 d3d12: Create varying structures as necessary, reference them
This changes instances of d3d12_varying_info to d3d12_varying_info*,
significantly reducing the size of the d3d12_shader_key,
d3d12_gs_variant_key, and d3d12_tcs_variant_key.

Associated changes to key fill, compare, hashing, and gs and tcs variant
maps significantly reduce the amount of time spent clearing and
comparing memory.

The biggest win here is not having to re-zero _or_ re-fill varyings in
d3d12_fill_shader_key, validate_geometry_shader_variant, and
validate_tess_ctrl_shader_variant.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21527>
2023-02-27 22:05:34 +00:00
..
auxiliary aux/tc: only call tc_parse_draw() when parsing renderpass info 2023-02-27 21:04:56 +00:00
drivers d3d12: Create varying structures as necessary, reference them 2023-02-27 22:05:34 +00:00
frontends vulkan/wsi: switch to using an options struct for last param 2023-02-27 13:21:21 +00:00
include gallium: plumb resolve attachments through from frontends -> pipe_framebuffer_state 2023-02-15 18:06:16 +00:00
targets tu+meson: Re-work KMD selection 2023-02-25 17:02:34 +00:00
tests meson: replace deprecated meson.get_cross_property(...) with meson.get_external_property(...) 2022-12-01 22:09:55 +00:00
tools trace: Don't use italic escape code. 2023-01-27 12:05:17 +00:00
winsys winsys/amdgpu: use amdgpu_device_get_fd 2023-02-20 20:38:17 +00:00
meson.build hgl: remove 2023-02-18 00:44:43 +00:00
README.portability

	      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.