/************************************************************************** * * 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_scene.h" #include "lp_state.h" #include "lp_texture.h" #include "lp_tile_soa.h" #include "lp_limits.h" struct lp_rasterizer; /** * Per-thread rasterization state */ struct lp_rasterizer_task { unsigned x, y; /**< Pos of this tile in framebuffer, in pixels */ uint8_t *color_tiles[PIPE_MAX_COLOR_BUFS]; uint8_t *depth_tile; const struct lp_rast_state *current_state; /** "back" pointer */ struct lp_rasterizer *rast; /** "my" index */ unsigned thread_index; /* occlude counter for visiable pixels */ uint32_t vis_counter; 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 exit_flag; /* Framebuffer stuff */ struct { void *map; unsigned tiles_per_row; unsigned blocksize; enum pipe_format format; } cbuf[PIPE_MAX_COLOR_BUFS]; struct { uint8_t *map; unsigned stride; unsigned blocksize; } zsbuf; struct { unsigned nr_cbufs; 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 module * * XXX: while scenes are per-context but the rasterizer is * (potentially) shared, these empty scenes should be returned to * the context which created them rather than retained here. */ /* 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[LP_MAX_THREADS]; unsigned num_threads; pipe_thread threads[LP_MAX_THREADS]; /** For synchronizing the rasterization threads */ pipe_barrier barrier; }; void lp_rast_shade_quads( struct lp_rasterizer_task *task, const struct lp_rast_shader_inputs *inputs, unsigned x, unsigned y, int32_t c1, int32_t c2, int32_t c3); /** * Get the pointer to a 4x4 depth/stencil block. * We'll map the z/stencil buffer on demand here. * Note that this may be called even when there's no z/stencil buffer - return * NULL in that case. * \param x, y location of 4x4 block in window coords */ static INLINE void * lp_rast_get_depth_block_pointer(const struct lp_rasterizer *rast, unsigned x, unsigned y) { void *depth; assert((x % TILE_VECTOR_WIDTH) == 0); assert((y % TILE_VECTOR_HEIGHT) == 0); assert(rast->zsbuf.map || !rast->curr_scene->fb.zsbuf); if (!rast->zsbuf.map) return NULL; depth = (rast->zsbuf.map + rast->zsbuf.stride * y + rast->zsbuf.blocksize * x * TILE_VECTOR_HEIGHT); assert(lp_check_alignment(depth, 16)); return depth; } /** * Get the pointer to a 4x4 color block (within a 64x64 tile). * We'll map the color buffer on demand here. * Note that this may be called even when there's no color buffers - return * NULL in that case. * \param x, y location of 4x4 block in window coords */ static INLINE uint8_t * lp_rast_get_color_block_pointer(struct lp_rasterizer_task *task, unsigned buf, unsigned x, unsigned y) { unsigned px, py, pixel_offset; uint8_t *color; assert((x % TILE_VECTOR_WIDTH) == 0); assert((y % TILE_VECTOR_HEIGHT) == 0); color = task->color_tiles[buf]; assert(color); px = x % TILE_SIZE; py = y % TILE_SIZE; pixel_offset = tile_pixel_offset(px, py, 0); color = color + pixel_offset; assert(lp_check_alignment(color, 16)); return color; } /** * 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_task *task, const struct lp_rast_shader_inputs *inputs, unsigned x, unsigned y ) { struct lp_rasterizer *rast = task->rast; const struct lp_rast_state *state = task->current_state; uint8_t *color[PIPE_MAX_COLOR_BUFS]; void *depth; unsigned i; /* color buffer */ for (i = 0; i < rast->state.nr_cbufs; i++) color[i] = lp_rast_get_color_block_pointer(task, i, x, y); depth = lp_rast_get_depth_block_pointer(rast, x, y); /* run shader on 4x4 block */ state->jit_function[RAST_WHOLE]( &state->jit_context, x, y, inputs->facing, inputs->a0, inputs->dadx, inputs->dady, color, depth, INT_MIN, INT_MIN, INT_MIN, NULL, NULL, NULL, &task->vis_counter ); } #endif