/* * Author: Max Lingua */ #ifndef __S3V_LOCK_H__ #define __S3V_LOCK_H__ #include extern void s3vGetLock( s3vContextPtr vmesa, GLuint flags ); /* Turn DEBUG_LOCKING on to find locking conflicts. */ #define DEBUG_LOCKING 0 #if DEBUG_LOCKING extern char *prevLockFile; extern int prevLockLine; #define DEBUG_LOCK() \ do { \ prevLockFile = (__FILE__); \ prevLockLine = (__LINE__); \ } while (0) #define DEBUG_RESET() \ do { \ prevLockFile = 0; \ prevLockLine = 0; \ } while (0) #define DEBUG_CHECK_LOCK() \ do { \ if ( prevLockFile ) { \ fprintf( stderr, \ "LOCK SET!\n\tPrevious %s:%d\n\tCurrent: %s:%d\n", \ prevLockFile, prevLockLine, __FILE__, __LINE__ ); \ exit(1); \ } \ } while (0) #else #define DEBUG_LOCK() #define DEBUG_RESET() #define DEBUG_CHECK_LOCK() #endif /* * !!! We may want to separate locks from locks with validation. This * could be used to improve performance for those things commands that * do not do any drawing !!! */ /* Lock the hardware and validate our state. */ #define LOCK_HARDWARE( vmesa ) \ do { \ char __ret = 0; \ DEBUG_CHECK_LOCK(); \ DRM_CAS( vmesa->driHwLock, vmesa->hHWContext, \ (DRM_LOCK_HELD | vmesa->hHWContext), __ret ); \ if ( __ret ) \ s3vGetLock( vmesa, 0 ); \ DEBUG_LOCK(); \ } while (0) /* Unlock the hardware. */ #define UNLOCK_HARDWARE( vmesa ) \ do { \ DRM_UNLOCK( vmesa->driFd, \ vmesa->driHwLock, \ vmesa->hHWContext ); \ DEBUG_RESET(); \ } while (0) #define S3VHW_LOCK( vmesa ) \ DRM_UNLOCK(vmesa->driFd, vmesa->driHwLock, vmesa->hHWContext); \ DRM_SPINLOCK(&vmesa->driScreen->pSAREA->drawable_lock, \ vmesa->driScreen->drawLockID); \ /* VALIDATE_DRAWABLE_INFO_NO_LOCK(vmesa); */ #define S3VHW_UNLOCK( vmesa ) \ DRM_SPINUNLOCK(&vmesa->driScreen->pSAREA->drawable_lock, \ vmesa->driScreen->drawLockID); \ /* VALIDATE_DRAWABLE_INFO_NO_LOCK_POST(vmesa); */ #define S3V_SIMPLE_LOCK( vmesa ) \ ioctl(vmesa->driFd, 0x4a) #define S3V_SIMPLE_FLUSH_LOCK( vmesa ) \ ioctl(vmesa->driFd, 0x4b) #define S3V_SIMPLE_UNLOCK( vmesa ) \ ioctl(vmesa->driFd, 0x4c) #endif /* __S3V_LOCK_H__ */