/************************************************************************** * * Copyright 2006 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. * **************************************************************************/ /* Provide additional functionality on top of bufmgr buffers: * - 2d semantics and blit operations * - refcounting of buffers for multiple images in a buffer. * - refcounting of buffer mappings. * - some logic for moving the buffers to the best memory pools for * given operations. * * Most of this is to make it easier to implement the fixed-layout * mipmap tree required by intel hardware in the face of GL's * programming interface where each image can be specifed in random * order and it isn't clear what layout the tree should have until the * last moment. */ #include "intel_context.h" #include "intel_regions.h" #include "intel_blit.h" #include "bufmgr.h" #include "imports.h" /* XXX: Thread safety? */ GLubyte *intel_region_map(struct intel_context *intel, struct intel_region *region) { DBG("%s\n", __FUNCTION__); if (!region->map_refcount++) { region->map = bmMapBuffer(intel, region->buffer, 0); if (!region->map) region->map_refcount--; } return region->map; } void intel_region_unmap(struct intel_context *intel, struct intel_region *region) { DBG("%s\n", __FUNCTION__); if (!--region->map_refcount) { bmUnmapBufferAUB(intel, region->buffer, 0, 0); region->map = NULL; } } struct intel_region *intel_region_alloc( struct intel_context *intel, GLuint cpp, GLuint pitch, GLuint height ) { struct intel_region *region = calloc(sizeof(*region), 1); DBG("%s %dx%dx%d == 0x%x bytes\n", __FUNCTION__, cpp, pitch, height, cpp*pitch*height); region->cpp = cpp; region->pitch = pitch; region->height = height; /* needed? */ region->refcount = 1; bmGenBuffers(intel, "tex", 1, ®ion->buffer, 6); bmBufferData(intel, region->buffer, pitch * cpp * height, NULL, 0); return region; } void intel_region_reference( struct intel_region **dst, struct intel_region *src) { src->refcount++; assert(*dst == NULL); *dst = src; } void intel_region_release( struct intel_context *intel, struct intel_region **region ) { if (!*region) return; DBG("%s %d\n", __FUNCTION__, (*region)->refcount-1); if (--(*region)->refcount == 0) { assert((*region)->map_refcount == 0); bmDeleteBuffers(intel, 1, &(*region)->buffer); free(*region); } *region = NULL; } struct intel_region *intel_region_create_static( struct intel_context *intel, GLuint mem_type, GLuint offset, void *virtual, GLuint cpp, GLuint pitch, GLuint height, GLuint size, GLboolean tiled ) { struct intel_region *region = calloc(sizeof(*region), 1); GLint pool; DBG("%s\n", __FUNCTION__); region->cpp = cpp; region->pitch = pitch; region->height = height; /* needed? */ region->refcount = 1; region->tiled = tiled; /* Recipe for creating a static buffer - create a static pool with * the right offset and size, generate a buffer and use a special * call to bind it to all of the memory in that pool. */ pool = bmInitPool(intel, offset, virtual, size, (BM_MEM_AGP | BM_NO_UPLOAD | BM_NO_EVICT | BM_NO_MOVE)); if (pool < 0) { _mesa_printf("bmInitPool failed for static region\n"); exit(1); } region->buffer = bmGenBufferStatic(intel, pool); return region; } void _mesa_copy_rect( GLubyte *dst, GLuint cpp, GLuint dst_pitch, GLuint dst_x, GLuint dst_y, GLuint width, GLuint height, const GLubyte *src, GLuint src_pitch, GLuint src_x, GLuint src_y ) { GLuint i; dst_pitch *= cpp; src_pitch *= cpp; dst += dst_x * cpp; src += src_x * cpp; dst += dst_y * dst_pitch; src += src_y * dst_pitch; width *= cpp; if (width == dst_pitch && width == src_pitch) do_memcpy(dst, src, height * width); else { for (i = 0; i < height; i++) { do_memcpy(dst, src, width); dst += dst_pitch; src += src_pitch; } } } /* Upload data to a rectangular sub-region. Lots of choices how to do this: * * - memcpy by span to current destination * - upload data as new buffer and blit * * Currently always memcpy. */ GLboolean intel_region_data(struct intel_context *intel, struct intel_region *dst, GLuint dst_offset, GLuint dstx, GLuint dsty, const void *src, GLuint src_pitch, GLuint srcx, GLuint srcy, GLuint width, GLuint height) { DBG("%s\n", __FUNCTION__); if (width == dst->pitch && width == src_pitch && dst_offset == 0 && height == dst->height && srcx == 0 && srcy == 0) { return (bmBufferDataAUB(intel, dst->buffer, dst->cpp * width * dst->height, src, 0, 0, 0) == 0); } else { GLubyte *map = intel_region_map(intel, dst); if (map) { assert (dst_offset + dstx + width + (dsty + height - 1) * dst->pitch * dst->cpp <= dst->pitch * dst->cpp * dst->height); _mesa_copy_rect(map + dst_offset, dst->cpp, dst->pitch, dstx, dsty, width, height, src, src_pitch, srcx, srcy); intel_region_unmap(intel, dst); return GL_TRUE; } else return GL_FALSE; } } /* Copy rectangular sub-regions. Need better logic about when to * push buffers into AGP - will currently do so whenever possible. */ void intel_region_copy( struct intel_context *intel, struct intel_region *dst, GLuint dst_offset, GLuint dstx, GLuint dsty, struct intel_region *src, GLuint src_offset, GLuint srcx, GLuint srcy, GLuint width, GLuint height ) { DBG("%s\n", __FUNCTION__); assert(src->cpp == dst->cpp); intelEmitCopyBlit(intel, dst->cpp, src->pitch, src->buffer, src_offset, src->tiled, dst->pitch, dst->buffer, dst_offset, dst->tiled, srcx, srcy, dstx, dsty, width, height, GL_COPY ); } /* Fill a rectangular sub-region. Need better logic about when to * push buffers into AGP - will currently do so whenever possible. */ void intel_region_fill( struct intel_context *intel, struct intel_region *dst, GLuint dst_offset, GLuint dstx, GLuint dsty, GLuint width, GLuint height, GLuint color ) { DBG("%s\n", __FUNCTION__); intelEmitFillBlit(intel, dst->cpp, dst->pitch, dst->buffer, dst_offset, dst->tiled, dstx, dsty, width, height, color ); }