/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN GRAPHICS 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. * **************************************************************************/ /** * Tiling engine. * * Builds per-tile display lists and executes them on calls to * lp_setup_flush(). */ #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_pack_color.h" #include "util/u_surface.h" #include "lp_scene.h" #include "lp_scene_queue.h" #include "lp_texture.h" #include "lp_debug.h" #include "lp_fence.h" #include "lp_rast.h" #include "lp_setup_context.h" #include "lp_screen.h" #include "state_tracker/sw_winsys.h" #include "draw/draw_context.h" #include "draw/draw_vbuf.h" static void set_scene_state( struct lp_setup_context *, unsigned ); struct lp_scene * lp_setup_get_current_scene(struct lp_setup_context *setup) { if (!setup->scene) { /* wait for a free/empty scene */ setup->scene = lp_scene_dequeue(setup->empty_scenes, TRUE); assert(lp_scene_is_empty(setup->scene)); lp_scene_begin_binning(setup->scene, &setup->fb ); } return setup->scene; } static void first_triangle( struct lp_setup_context *setup, const float (*v0)[4], const float (*v1)[4], const float (*v2)[4]) { set_scene_state( setup, SETUP_ACTIVE ); lp_setup_choose_triangle( setup ); setup->triangle( setup, v0, v1, v2 ); } static void first_line( struct lp_setup_context *setup, const float (*v0)[4], const float (*v1)[4]) { set_scene_state( setup, SETUP_ACTIVE ); lp_setup_choose_line( setup ); setup->line( setup, v0, v1 ); } static void first_point( struct lp_setup_context *setup, const float (*v0)[4]) { set_scene_state( setup, SETUP_ACTIVE ); lp_setup_choose_point( setup ); setup->point( setup, v0 ); } static void reset_context( struct lp_setup_context *setup ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); /* Reset derived state */ setup->constants.stored_size = 0; setup->constants.stored_data = NULL; setup->fs.stored = NULL; setup->dirty = ~0; /* no current bin */ setup->scene = NULL; /* Reset some state: */ setup->clear.flags = 0; /* Have an explicit "start-binning" call and get rid of this * pointer twiddling? */ setup->line = first_line; setup->point = first_point; setup->triangle = first_triangle; } /** Rasterize all scene's bins */ static void lp_setup_rasterize_scene( struct lp_setup_context *setup, boolean write_depth ) { struct lp_scene *scene = lp_setup_get_current_scene(setup); lp_scene_rasterize(scene, setup->rast, write_depth); reset_context( setup ); LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__); } static void begin_binning( struct lp_setup_context *setup ) { struct lp_scene *scene = lp_setup_get_current_scene(setup); LP_DBG(DEBUG_SETUP, "%s color: %s depth: %s\n", __FUNCTION__, (setup->clear.flags & PIPE_CLEAR_COLOR) ? "clear": "load", (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) ? "clear": "load"); if (setup->fb.nr_cbufs) { if (setup->clear.flags & PIPE_CLEAR_COLOR) lp_scene_bin_everywhere( scene, lp_rast_clear_color, setup->clear.color ); else lp_scene_bin_everywhere( scene, lp_rast_load_color, lp_rast_arg_null() ); } if (setup->fb.zsbuf) { if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) lp_scene_bin_everywhere( scene, lp_rast_clear_zstencil, setup->clear.zstencil ); } LP_DBG(DEBUG_SETUP, "%s done\n", __FUNCTION__); } /* This basically bins and then flushes any outstanding full-screen * clears. * * TODO: fast path for fullscreen clears and no triangles. */ static void execute_clears( struct lp_setup_context *setup ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); begin_binning( setup ); lp_setup_rasterize_scene( setup, TRUE ); } static void set_scene_state( struct lp_setup_context *setup, unsigned new_state ) { unsigned old_state = setup->state; if (old_state == new_state) return; LP_DBG(DEBUG_SETUP, "%s old %d new %d\n", __FUNCTION__, old_state, new_state); switch (new_state) { case SETUP_ACTIVE: begin_binning( setup ); break; case SETUP_CLEARED: if (old_state == SETUP_ACTIVE) { assert(0); return; } break; case SETUP_FLUSHED: if (old_state == SETUP_CLEARED) execute_clears( setup ); else lp_setup_rasterize_scene( setup, TRUE ); break; } setup->state = new_state; } void lp_setup_flush( struct lp_setup_context *setup, unsigned flags ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); set_scene_state( setup, SETUP_FLUSHED ); } void lp_setup_bind_framebuffer( struct lp_setup_context *setup, const struct pipe_framebuffer_state *fb ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); /* Flush any old scene. */ set_scene_state( setup, SETUP_FLUSHED ); /* Set new state. This will be picked up later when we next need a * scene. */ util_copy_framebuffer_state(&setup->fb, fb); } void lp_setup_clear( struct lp_setup_context *setup, const float *color, double depth, unsigned stencil, unsigned flags ) { struct lp_scene *scene = lp_setup_get_current_scene(setup); unsigned i; LP_DBG(DEBUG_SETUP, "%s state %d\n", __FUNCTION__, setup->state); if (flags & PIPE_CLEAR_COLOR) { for (i = 0; i < 4; ++i) setup->clear.color.clear_color[i] = float_to_ubyte(color[i]); } if (flags & PIPE_CLEAR_DEPTHSTENCIL) { setup->clear.zstencil.clear_zstencil = util_pack_z_stencil(setup->fb.zsbuf->format, depth, stencil); } if (setup->state == SETUP_ACTIVE) { /* Add the clear to existing scene. In the unusual case where * both color and depth-stencil are being cleared when there's * already been some rendering, we could discard the currently * binned scene and start again, but I don't see that as being * a common usage. */ if (flags & PIPE_CLEAR_COLOR) lp_scene_bin_everywhere( scene, lp_rast_clear_color, setup->clear.color ); if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) lp_scene_bin_everywhere( scene, lp_rast_clear_zstencil, setup->clear.zstencil ); } else { /* Put ourselves into the 'pre-clear' state, specifically to try * and accumulate multiple clears to color and depth_stencil * buffers which the app or state-tracker might issue * separately. */ set_scene_state( setup, SETUP_CLEARED ); setup->clear.flags |= flags; } } /** * Emit a fence. */ struct pipe_fence_handle * lp_setup_fence( struct lp_setup_context *setup ) { struct lp_scene *scene = lp_setup_get_current_scene(setup); const unsigned rank = lp_scene_get_num_bins( scene ); /* xxx */ struct lp_fence *fence = lp_fence_create(rank); LP_DBG(DEBUG_SETUP, "%s rank %u\n", __FUNCTION__, rank); set_scene_state( setup, SETUP_ACTIVE ); /* insert the fence into all command bins */ lp_scene_bin_everywhere( scene, lp_rast_fence, lp_rast_arg_fence(fence) ); return (struct pipe_fence_handle *) fence; } void lp_setup_set_triangle_state( struct lp_setup_context *setup, unsigned cull_mode, boolean ccw_is_frontface, boolean scissor, boolean gl_rasterization_rules) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); setup->ccw_is_frontface = ccw_is_frontface; setup->cullmode = cull_mode; setup->triangle = first_triangle; setup->scissor_test = scissor; setup->pixel_offset = gl_rasterization_rules ? 0.5f : 0.0f; } void lp_setup_set_fs_inputs( struct lp_setup_context *setup, const struct lp_shader_input *input, unsigned nr ) { LP_DBG(DEBUG_SETUP, "%s %p %u\n", __FUNCTION__, (void *) input, nr); memcpy( setup->fs.input, input, nr * sizeof input[0] ); setup->fs.nr_inputs = nr; } void lp_setup_set_fs_functions( struct lp_setup_context *setup, lp_jit_frag_func jit_function0, lp_jit_frag_func jit_function1, boolean opaque ) { LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, (void *) jit_function0); /* FIXME: reference count */ setup->fs.current.jit_function[0] = jit_function0; setup->fs.current.jit_function[1] = jit_function1; setup->fs.current.opaque = opaque; setup->dirty |= LP_SETUP_NEW_FS; } void lp_setup_set_fs_constants(struct lp_setup_context *setup, struct pipe_resource *buffer) { LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, (void *) buffer); pipe_resource_reference(&setup->constants.current, buffer); setup->dirty |= LP_SETUP_NEW_CONSTANTS; } void lp_setup_set_alpha_ref_value( struct lp_setup_context *setup, float alpha_ref_value ) { LP_DBG(DEBUG_SETUP, "%s %f\n", __FUNCTION__, alpha_ref_value); if(setup->fs.current.jit_context.alpha_ref_value != alpha_ref_value) { setup->fs.current.jit_context.alpha_ref_value = alpha_ref_value; setup->dirty |= LP_SETUP_NEW_FS; } } void lp_setup_set_stencil_ref_values( struct lp_setup_context *setup, const ubyte refs[2] ) { LP_DBG(DEBUG_SETUP, "%s %d %d\n", __FUNCTION__, refs[0], refs[1]); if (setup->fs.current.jit_context.stencil_ref_front != refs[0] || setup->fs.current.jit_context.stencil_ref_back != refs[1]) { setup->fs.current.jit_context.stencil_ref_front = refs[0]; setup->fs.current.jit_context.stencil_ref_back = refs[1]; setup->dirty |= LP_SETUP_NEW_FS; } } void lp_setup_set_blend_color( struct lp_setup_context *setup, const struct pipe_blend_color *blend_color ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(blend_color); if(memcmp(&setup->blend_color.current, blend_color, sizeof *blend_color) != 0) { memcpy(&setup->blend_color.current, blend_color, sizeof *blend_color); setup->dirty |= LP_SETUP_NEW_BLEND_COLOR; } } void lp_setup_set_scissor( struct lp_setup_context *setup, const struct pipe_scissor_state *scissor ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(scissor); if (memcmp(&setup->scissor.current, scissor, sizeof(*scissor)) != 0) { setup->scissor.current = *scissor; /* struct copy */ setup->dirty |= LP_SETUP_NEW_SCISSOR; } } void lp_setup_set_flatshade_first( struct lp_setup_context *setup, boolean flatshade_first ) { setup->flatshade_first = flatshade_first; } void lp_setup_set_vertex_info( struct lp_setup_context *setup, struct vertex_info *vertex_info ) { /* XXX: just silently holding onto the pointer: */ setup->vertex_info = vertex_info; } /** * Called during state validation when LP_NEW_SAMPLER_VIEW is set. */ void lp_setup_set_fragment_sampler_views(struct lp_setup_context *setup, unsigned num, struct pipe_sampler_view **views) { unsigned i; LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(num <= PIPE_MAX_SAMPLERS); for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { struct pipe_sampler_view *view = i < num ? views[i] : NULL; if(view) { struct pipe_resource *tex = view->texture; struct llvmpipe_resource *lp_tex = llvmpipe_resource(tex); struct lp_jit_texture *jit_tex; jit_tex = &setup->fs.current.jit_context.textures[i]; jit_tex->width = tex->width0; jit_tex->height = tex->height0; jit_tex->depth = tex->depth0; jit_tex->last_level = tex->last_level; /* We're referencing the texture's internal data, so save a * reference to it. */ pipe_resource_reference(&setup->fs.current_tex[i], tex); if (!lp_tex->dt) { /* regular texture - setup array of mipmap level pointers */ int j; for (j = 0; j <= tex->last_level; j++) { jit_tex->data[j] = (ubyte *) lp_tex->data + lp_tex->level_offset[j]; jit_tex->row_stride[j] = lp_tex->stride[j]; } } else { /* display target texture/surface */ /* * XXX: Where should this be unmapped? */ struct llvmpipe_screen *screen = llvmpipe_screen(tex->screen); struct sw_winsys *winsys = screen->winsys; jit_tex->data[0] = winsys->displaytarget_map(winsys, lp_tex->dt, PIPE_TRANSFER_READ); jit_tex->row_stride[0] = lp_tex->stride[0]; assert(jit_tex->data[0]); } } } setup->dirty |= LP_SETUP_NEW_FS; } /** * Is the given texture referenced by any scene? * Note: we have to check all scenes including any scenes currently * being rendered and the current scene being built. */ unsigned lp_setup_is_resource_referenced( const struct lp_setup_context *setup, const struct pipe_resource *texture ) { unsigned i; /* check the render targets */ for (i = 0; i < setup->fb.nr_cbufs; i++) { if (setup->fb.cbufs[i]->texture == texture) return PIPE_REFERENCED_FOR_READ | PIPE_REFERENCED_FOR_WRITE; } if (setup->fb.zsbuf && setup->fb.zsbuf->texture == texture) { return PIPE_REFERENCED_FOR_READ | PIPE_REFERENCED_FOR_WRITE; } /* check textures referenced by the scene */ for (i = 0; i < Elements(setup->scenes); i++) { if (lp_scene_is_resource_referenced(setup->scenes[i], texture)) { return PIPE_REFERENCED_FOR_READ; } } return PIPE_UNREFERENCED; } /** * Called by vbuf code when we're about to draw something. */ void lp_setup_update_state( struct lp_setup_context *setup ) { struct lp_scene *scene = lp_setup_get_current_scene(setup); LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(setup->fs.current.jit_function); if(setup->dirty & LP_SETUP_NEW_BLEND_COLOR) { uint8_t *stored; unsigned i, j; stored = lp_scene_alloc_aligned(scene, 4 * 16, 16); /* smear each blend color component across 16 ubyte elements */ for (i = 0; i < 4; ++i) { uint8_t c = float_to_ubyte(setup->blend_color.current.color[i]); for (j = 0; j < 16; ++j) stored[i*16 + j] = c; } setup->blend_color.stored = stored; setup->fs.current.jit_context.blend_color = setup->blend_color.stored; setup->dirty |= LP_SETUP_NEW_FS; } if (setup->dirty & LP_SETUP_NEW_SCISSOR) { float *stored; stored = lp_scene_alloc_aligned(scene, 4 * sizeof(int32_t), 16); stored[0] = (float) setup->scissor.current.minx; stored[1] = (float) setup->scissor.current.miny; stored[2] = (float) setup->scissor.current.maxx; stored[3] = (float) setup->scissor.current.maxy; setup->scissor.stored = stored; setup->fs.current.jit_context.scissor_xmin = stored[0]; setup->fs.current.jit_context.scissor_ymin = stored[1]; setup->fs.current.jit_context.scissor_xmax = stored[2]; setup->fs.current.jit_context.scissor_ymax = stored[3]; setup->dirty |= LP_SETUP_NEW_FS; } if(setup->dirty & LP_SETUP_NEW_CONSTANTS) { struct pipe_resource *buffer = setup->constants.current; if(buffer) { unsigned current_size = buffer->width0; const void *current_data = llvmpipe_resource(buffer)->data; /* TODO: copy only the actually used constants? */ if(setup->constants.stored_size != current_size || !setup->constants.stored_data || memcmp(setup->constants.stored_data, current_data, current_size) != 0) { void *stored; stored = lp_scene_alloc(scene, current_size); if(stored) { memcpy(stored, current_data, current_size); setup->constants.stored_size = current_size; setup->constants.stored_data = stored; } } } else { setup->constants.stored_size = 0; setup->constants.stored_data = NULL; } setup->fs.current.jit_context.constants = setup->constants.stored_data; setup->dirty |= LP_SETUP_NEW_FS; } if(setup->dirty & LP_SETUP_NEW_FS) { if(!setup->fs.stored || memcmp(setup->fs.stored, &setup->fs.current, sizeof setup->fs.current) != 0) { /* The fs state that's been stored in the scene is different from * the new, current state. So allocate a new lp_rast_state object * and append it to the bin's setup data buffer. */ uint i; struct lp_rast_state *stored = (struct lp_rast_state *) lp_scene_alloc(scene, sizeof *stored); if(stored) { memcpy(stored, &setup->fs.current, sizeof setup->fs.current); setup->fs.stored = stored; /* put the state-set command into all bins */ lp_scene_bin_state_command( scene, lp_rast_set_state, lp_rast_arg_state(setup->fs.stored) ); } /* The scene now references the textures in the rasterization * state record. Note that now. */ for (i = 0; i < Elements(setup->fs.current_tex); i++) { if (setup->fs.current_tex[i]) lp_scene_texture_reference(scene, setup->fs.current_tex[i]); } } } setup->dirty = 0; assert(setup->fs.stored); } /* Only caller is lp_setup_vbuf_destroy() */ void lp_setup_destroy( struct lp_setup_context *setup ) { uint i; reset_context( setup ); for (i = 0; i < Elements(setup->fs.current_tex); i++) { pipe_resource_reference(&setup->fs.current_tex[i], NULL); } pipe_resource_reference(&setup->constants.current, NULL); /* free the scenes in the 'empty' queue */ while (1) { struct lp_scene *scene = lp_scene_dequeue(setup->empty_scenes, FALSE); if (!scene) break; lp_scene_destroy(scene); } lp_rast_destroy( setup->rast ); FREE( setup ); } /** * Create a new primitive tiling engine. Plug it into the backend of * the draw module. Currently also creates a rasterizer to use with * it. */ struct lp_setup_context * lp_setup_create( struct pipe_context *pipe, struct draw_context *draw ) { unsigned i; struct lp_setup_context *setup = CALLOC_STRUCT(lp_setup_context); if (!setup) return NULL; lp_setup_init_vbuf(setup); setup->empty_scenes = lp_scene_queue_create(); if (!setup->empty_scenes) goto fail; /* XXX: move this to the screen and share between contexts: */ setup->rast = lp_rast_create(); if (!setup->rast) goto fail; setup->vbuf = draw_vbuf_stage(draw, &setup->base); if (!setup->vbuf) goto fail; draw_set_rasterize_stage(draw, setup->vbuf); draw_set_render(draw, &setup->base); /* create some empty scenes */ for (i = 0; i < MAX_SCENES; i++) { setup->scenes[i] = lp_scene_create( pipe, setup->empty_scenes ); lp_scene_enqueue(setup->empty_scenes, setup->scenes[i]); } setup->triangle = first_triangle; setup->line = first_line; setup->point = first_point; setup->dirty = ~0; return setup; fail: if (setup->rast) lp_rast_destroy( setup->rast ); if (setup->vbuf) ; if (setup->empty_scenes) lp_scene_queue_destroy(setup->empty_scenes); FREE(setup); return NULL; }