/************************************************************************** * * 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. * **************************************************************************/ #include "util/u_framebuffer.h" #include "util/u_math.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_simple_list.h" #include "lp_scene.h" #include "lp_scene_queue.h" #include "lp_fence.h" /** List of texture references */ struct texture_ref { struct pipe_resource *texture; struct texture_ref *prev, *next; /**< linked list w/ u_simple_list.h */ }; /** * Create a new scene object. * \param queue the queue to put newly rendered/emptied scenes into */ struct lp_scene * lp_scene_create( struct pipe_context *pipe, struct lp_scene_queue *queue ) { unsigned i, j; struct lp_scene *scene = CALLOC_STRUCT(lp_scene); if (!scene) return NULL; scene->pipe = pipe; scene->empty_queue = queue; for (i = 0; i < TILES_X; i++) { for (j = 0; j < TILES_Y; j++) { struct cmd_bin *bin = lp_scene_get_bin(scene, i, j); bin->commands.head = bin->commands.tail = CALLOC_STRUCT(cmd_block); } } scene->data.head = scene->data.tail = CALLOC_STRUCT(data_block); make_empty_list(&scene->resources); pipe_mutex_init(scene->mutex); return scene; } /** * Free all data associated with the given scene, and the scene itself. */ void lp_scene_destroy(struct lp_scene *scene) { unsigned i, j; lp_scene_reset(scene); for (i = 0; i < TILES_X; i++) for (j = 0; j < TILES_Y; j++) { struct cmd_bin *bin = lp_scene_get_bin(scene, i, j); assert(bin->commands.head == bin->commands.tail); FREE(bin->commands.head); bin->commands.head = NULL; bin->commands.tail = NULL; } FREE(scene->data.head); scene->data.head = NULL; pipe_mutex_destroy(scene->mutex); FREE(scene); } /** * Check if the scene's bins are all empty. * For debugging purposes. */ boolean lp_scene_is_empty(struct lp_scene *scene ) { unsigned x, y; for (y = 0; y < TILES_Y; y++) { for (x = 0; x < TILES_X; x++) { const struct cmd_bin *bin = lp_scene_get_bin(scene, x, y); const struct cmd_block_list *list = &bin->commands; if (list->head != list->tail || list->head->count > 0) { return FALSE; } } } return TRUE; } /* Free data for one particular bin. May be called from the * rasterizer thread(s). */ void lp_scene_bin_reset(struct lp_scene *scene, unsigned x, unsigned y) { struct cmd_bin *bin = lp_scene_get_bin(scene, x, y); struct cmd_block_list *list = &bin->commands; struct cmd_block *block; struct cmd_block *tmp; assert(x < TILES_X); assert(y < TILES_Y); for (block = list->head; block != list->tail; block = tmp) { tmp = block->next; FREE(block); } assert(list->tail->next == NULL); list->head = list->tail; list->head->count = 0; } /** * Free all the temporary data in a scene. May be called from the * rasterizer thread(s). */ void lp_scene_reset(struct lp_scene *scene ) { unsigned i, j; /* Free all but last binner command lists: */ for (i = 0; i < scene->tiles_x; i++) { for (j = 0; j < scene->tiles_y; j++) { lp_scene_bin_reset(scene, i, j); } } /* If there are any bins which weren't cleared by the loop above, * they will be caught (on debug builds at least) by this assert: */ assert(lp_scene_is_empty(scene)); /* Free all but last binned data block: */ { struct data_block_list *list = &scene->data; struct data_block *block, *tmp; for (block = list->head; block != list->tail; block = tmp) { tmp = block->next; FREE(block); } assert(list->tail->next == NULL); list->head = list->tail; list->head->used = 0; } /* Release texture refs */ { struct resource_ref *ref, *next, *ref_list = &scene->resources; for (ref = ref_list->next; ref != ref_list; ref = next) { next = next_elem(ref); pipe_resource_reference(&ref->resource, NULL); FREE(ref); } make_empty_list(ref_list); } lp_fence_reference(&scene->fence, NULL); scene->scene_size = 0; scene->has_color_clear = FALSE; scene->has_depthstencil_clear = FALSE; } struct cmd_block * lp_bin_new_cmd_block( struct cmd_block_list *list ) { struct cmd_block *block = MALLOC_STRUCT(cmd_block); if (block) { list->tail->next = block; list->tail = block; block->next = NULL; block->count = 0; } return block; } struct data_block * lp_bin_new_data_block( struct data_block_list *list ) { struct data_block *block = MALLOC_STRUCT(data_block); if (block) { list->tail->next = block; list->tail = block; block->next = NULL; block->used = 0; } return block; } /** * Return number of bytes used for all bin data within a scene. * This does not include resources (textures) referenced by the scene. */ unsigned lp_scene_data_size( const struct lp_scene *scene ) { unsigned size = 0; const struct data_block *block; for (block = scene->data.head; block; block = block->next) { size += block->used; } return size; } /** Return number of bytes used for a single bin */ unsigned lp_scene_bin_size( const struct lp_scene *scene, unsigned x, unsigned y ) { struct cmd_bin *bin = lp_scene_get_bin((struct lp_scene *) scene, x, y); const struct cmd_block *cmd; unsigned size = 0; for (cmd = bin->commands.head; cmd; cmd = cmd->next) { size += (cmd->count * (sizeof(lp_rast_cmd) + sizeof(union lp_rast_cmd_arg))); } return size; } /** * Add a reference to a resource by the scene. */ void lp_scene_add_resource_reference(struct lp_scene *scene, struct pipe_resource *resource) { struct resource_ref *ref = CALLOC_STRUCT(resource_ref); if (ref) { struct resource_ref *ref_list = &scene->resources; pipe_resource_reference(&ref->resource, resource); insert_at_tail(ref_list, ref); } scene->scene_size += llvmpipe_resource_size(resource); } /** * Does this scene have a reference to the given resource? */ boolean lp_scene_is_resource_referenced(const struct lp_scene *scene, const struct pipe_resource *resource) { const struct resource_ref *ref_list = &scene->resources; const struct resource_ref *ref; foreach (ref, ref_list) { if (ref->resource == resource) return TRUE; } return FALSE; } /** advance curr_x,y to the next bin */ static boolean next_bin(struct lp_scene *scene) { scene->curr_x++; if (scene->curr_x >= scene->tiles_x) { scene->curr_x = 0; scene->curr_y++; } if (scene->curr_y >= scene->tiles_y) { /* no more bins */ return FALSE; } return TRUE; } void lp_scene_bin_iter_begin( struct lp_scene *scene ) { scene->curr_x = scene->curr_y = -1; } /** * Return pointer to next bin to be rendered. * The lp_scene::curr_x and ::curr_y fields will be advanced. * Multiple rendering threads will call this function to get a chunk * of work (a bin) to work on. */ struct cmd_bin * lp_scene_bin_iter_next( struct lp_scene *scene, int *bin_x, int *bin_y ) { struct cmd_bin *bin = NULL; pipe_mutex_lock(scene->mutex); if (scene->curr_x < 0) { /* first bin */ scene->curr_x = 0; scene->curr_y = 0; } else if (!next_bin(scene)) { /* no more bins left */ goto end; } bin = lp_scene_get_bin(scene, scene->curr_x, scene->curr_y); *bin_x = scene->curr_x; *bin_y = scene->curr_y; end: /*printf("return bin %p at %d, %d\n", (void *) bin, *bin_x, *bin_y);*/ pipe_mutex_unlock(scene->mutex); return bin; } void lp_scene_begin_binning( struct lp_scene *scene, struct pipe_framebuffer_state *fb ) { assert(lp_scene_is_empty(scene)); util_copy_framebuffer_state(&scene->fb, fb); scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE; scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE; assert(scene->tiles_x <= TILES_X); assert(scene->tiles_y <= TILES_Y); } void lp_scene_rasterize( struct lp_scene *scene, struct lp_rasterizer *rast ) { if (0) { unsigned x, y; debug_printf("rasterize scene:\n"); debug_printf(" data size: %u\n", lp_scene_data_size(scene)); for (y = 0; y < scene->tiles_y; y++) { for (x = 0; x < scene->tiles_x; x++) { debug_printf(" bin %u, %u size: %u\n", x, y, lp_scene_bin_size(scene, x, y)); } } } /* Enqueue the scene for rasterization, then immediately wait for * it to finish. */ lp_rast_queue_scene( rast, scene ); /* Currently just wait for the rasterizer to finish. Some * threading interactions need to be worked out, particularly once * transfers become per-context: */ lp_rast_finish( rast ); util_unreference_framebuffer_state( &scene->fb ); /* put scene into the empty list */ lp_scene_enqueue( scene->empty_queue, scene ); }