/************************************************************************** * * Copyright 2009 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #ifndef LP_RAST_PRIV_H #define LP_RAST_PRIV_H #include "os/os_thread.h" #include "util/u_format.h" #include "gallivm/lp_bld_debug.h" #include "lp_rast.h" #include "lp_tile_soa.h" #define MAX_THREADS 8 /* XXX probably temporary here */ struct pipe_transfer; struct pipe_screen; struct lp_rasterizer; /** * A tile's color and depth memory. * We can choose whatever layout for the internal tile storage we prefer. */ struct lp_rast_tile { uint8_t *color[PIPE_MAX_COLOR_BUFS]; }; /** * Per-thread rasterization state */ struct lp_rasterizer_task { struct lp_rast_tile tile; /** Tile color/z/stencil memory */ unsigned x, y; /**< Pos of this tile in framebuffer, in pixels */ const struct lp_rast_state *current_state; /** "back" pointer */ struct lp_rasterizer *rast; /** "my" index */ unsigned thread_index; pipe_semaphore work_ready; pipe_semaphore work_done; }; /** * This is the state required while rasterizing tiles. * Note that this contains per-thread information too. * The tile size is TILE_SIZE x TILE_SIZE pixels. */ struct lp_rasterizer { boolean clipped_tile; boolean check_for_clipped_tiles; /* Framebuffer stuff */ struct pipe_screen *screen; struct pipe_transfer *cbuf_transfer[PIPE_MAX_COLOR_BUFS]; struct pipe_transfer *zsbuf_transfer; void *cbuf_map[PIPE_MAX_COLOR_BUFS]; uint8_t *zsbuf_map; struct { struct pipe_framebuffer_state fb; boolean write_color; boolean write_zstencil; unsigned clear_color; unsigned clear_depth; char clear_stencil; } state; /** The incoming queue of scenes ready to rasterize */ struct lp_scene_queue *full_scenes; /** The outgoing queue of processed scenes to return to setup modulee */ struct lp_scene_queue *empty_scenes; /** The scene currently being rasterized by the threads */ struct lp_scene *curr_scene; /** A task object for each rasterization thread */ struct lp_rasterizer_task tasks[MAX_THREADS]; unsigned num_threads; pipe_thread threads[MAX_THREADS]; /** For synchronizing the rasterization threads */ pipe_barrier barrier; }; void lp_rast_shade_quads( struct lp_rasterizer *rast, unsigned thread_index, const struct lp_rast_shader_inputs *inputs, unsigned x, unsigned y, int32_t c1, int32_t c2, int32_t c3); /** * Get the pointer to the depth buffer for a block. * \param x, y location of 4x4 block in window coords */ static INLINE void * lp_rast_depth_pointer( struct lp_rasterizer *rast, unsigned x, unsigned y ) { void * depth; assert((x % TILE_VECTOR_WIDTH) == 0); assert((y % TILE_VECTOR_HEIGHT) == 0); if(!rast->zsbuf_map) return NULL; assert(rast->zsbuf_transfer); depth = rast->zsbuf_map + y*rast->zsbuf_transfer->stride + TILE_VECTOR_HEIGHT*x*util_format_get_blocksize(rast->zsbuf_transfer->texture->format); #ifdef DEBUG assert(lp_check_alignment(depth, 16)); #endif return depth; } /** * Shade all pixels in a 4x4 block. The fragment code omits the * triangle in/out tests. * \param x, y location of 4x4 block in window coords */ static INLINE void lp_rast_shade_quads_all( struct lp_rasterizer *rast, unsigned thread_index, const struct lp_rast_shader_inputs *inputs, unsigned x, unsigned y ) { const struct lp_rast_state *state = rast->tasks[thread_index].current_state; struct lp_rast_tile *tile = &rast->tasks[thread_index].tile; const unsigned ix = x % TILE_SIZE, iy = y % TILE_SIZE; uint8_t *color[PIPE_MAX_COLOR_BUFS]; void *depth; unsigned block_offset, i; /* offset of the containing 16x16 pixel block within the tile */ block_offset = (iy / 4) * (16 * 16) + (ix / 4) * 16; /* color buffer */ for (i = 0; i < rast->state.fb.nr_cbufs; i++) color[i] = tile->color[i] + 4 * block_offset; depth = lp_rast_depth_pointer(rast, x, y); /* run shader */ state->jit_function[0]( &state->jit_context, x, y, inputs->a0, inputs->dadx, inputs->dady, color, depth, INT_MIN, INT_MIN, INT_MIN, NULL, NULL, NULL ); } #endif