/************************************************************************** * * 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. * **************************************************************************/ /** * Scene queue. We'll use two queues. One contains "full" scenes which * are produced by the "setup" code. The other contains "empty" scenes * which are produced by the "rast" code when it finishes rendering a scene. */ #include "pipe/p_thread.h" #include "util/u_memory.h" #include "lp_scene_queue.h" #define MAX_SCENE_QUEUE 4 /** * A queue of scenes */ struct lp_scene_queue { /** XXX might use a linked list here somedone, but the list will * probably always be pretty short. */ struct lp_scene *scenes[MAX_SCENE_QUEUE]; unsigned count; pipe_condvar count_change; pipe_mutex mutex; }; /** Allocate a new scene queue */ struct lp_scene_queue * lp_scene_queue_create(void) { struct lp_scene_queue *queue = CALLOC_STRUCT(lp_scene_queue); if (queue) { pipe_condvar_init(queue->count_change); pipe_mutex_init(queue->mutex); } return queue; } /** Delete a scene queue */ void lp_scene_queue_destroy(struct lp_scene_queue *queue) { pipe_condvar_destroy(queue->count_change); pipe_mutex_destroy(queue->mutex); } /** Remove first lp_scene from head of queue */ struct lp_scene * lp_scene_dequeue(struct lp_scene_queue *queue) { struct lp_scene *scene; unsigned i; pipe_mutex_lock(queue->mutex); while (queue->count == 0) { pipe_condvar_wait(queue->count_change, queue->mutex); } assert(queue->count >= 1); /* get head */ scene = queue->scenes[0]; /* shift entries */ for (i = 0; i < queue->count - 1; i++) { queue->scenes[i] = queue->scenes[i + 1]; } queue->count--; /* signal size change */ pipe_condvar_signal(queue->count_change); pipe_mutex_unlock(queue->mutex); return scene; } /** Add an lp_scene to tail of queue */ void lp_scene_enqueue(struct lp_scene_queue *queue, struct lp_scene *scene) { pipe_mutex_lock(queue->mutex); assert(queue->count < MAX_SCENE_QUEUE); /* debug: check that scene is not already in the queue */ if (0) { unsigned i; for (i = 0; i < queue->count; i++) { assert(queue->scenes[i] != scene); } } /* add to end */ queue->scenes[queue->count++] = scene; /* signal size change */ pipe_condvar_signal(queue->count_change); pipe_mutex_unlock(queue->mutex); } /** Return number of entries in the queue */ unsigned lp_scene_queue_count(struct lp_scene_queue *queue) { unsigned count; pipe_mutex_lock(queue->mutex); count = queue->count; pipe_mutex_unlock(queue->mutex); return count; } /** Wait until the queue has exactly 'count' entries */ void lp_scene_queue_wait_count(struct lp_scene_queue *queue, unsigned count) { pipe_mutex_lock(queue->mutex); while (queue->count != count) { pipe_condvar_wait(queue->count_change, queue->mutex); } pipe_mutex_unlock(queue->mutex); }