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/**************************************************************************
*
* Copyright 2008 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.
*
**************************************************************************/
#include <unistd.h>
#include "util/u_memory.h"
#include "util/u_inlines.h"
#include "cell_context.h"
#include "cell_batch.h"
#include "cell_fence.h"
#include "cell_texture.h"
void
cell_fence_init(struct cell_fence *fence)
{
uint i;
ASSERT_ALIGN16(fence->status);
for (i = 0; i < CELL_MAX_SPUS; i++) {
fence->status[i][0] = CELL_FENCE_IDLE;
}
}
boolean
cell_fence_signalled(const struct cell_context *cell,
const struct cell_fence *fence)
{
uint i;
for (i = 0; i < cell->num_spus; i++) {
if (fence->status[i][0] != CELL_FENCE_SIGNALLED)
return FALSE;
/*assert(fence->status[i][0] == CELL_FENCE_EMITTED);*/
}
return TRUE;
}
void
cell_fence_finish(const struct cell_context *cell,
const struct cell_fence *fence)
{
while (!cell_fence_signalled(cell, fence)) {
usleep(10);
}
#ifdef DEBUG
{
uint i;
for (i = 0; i < cell->num_spus; i++) {
assert(fence->status[i][0] == CELL_FENCE_SIGNALLED);
}
}
#endif
}
struct cell_buffer_node
{
struct pipe_resource *buffer;
struct cell_buffer_node *next;
};
static void
cell_add_buffer_to_list(struct cell_context *cell,
struct cell_buffer_list *list,
struct pipe_resource *buffer)
{
struct cell_buffer_node *node = CALLOC_STRUCT(cell_buffer_node);
/* create new list node which references the buffer, insert at head */
if (node) {
pipe_resource_reference(&node->buffer, buffer);
node->next = list->head;
list->head = node;
}
}
/**
* Wait for completion of the given fence, then unreference any buffers
* on the list.
* This typically unrefs/frees texture buffers after any rendering which uses
* them has completed.
*/
void
cell_free_fenced_buffers(struct cell_context *cell,
struct cell_buffer_list *list)
{
if (list->head) {
struct pipe_screen *ps = cell->pipe.screen;
struct cell_buffer_node *node;
cell_fence_finish(cell, &list->fence);
/* traverse the list, unreferencing buffers, freeing nodes */
node = list->head;
while (node) {
struct cell_buffer_node *next = node->next;
assert(node->buffer);
pipe_buffer_unmap(ps, node->buffer);
#if 0
printf("Unref buffer %p\n", node->buffer);
if (node->buffer->reference.count == 1)
printf(" Delete!\n");
#endif
pipe_resource_reference(&node->buffer, NULL);
FREE(node);
node = next;
}
list->head = NULL;
}
}
/**
* This should be called for each render command.
* Any texture buffers that are current bound will be added to a fenced
* list to be freed later when the fence is executed/signalled.
*/
void
cell_add_fenced_textures(struct cell_context *cell)
{
struct cell_buffer_list *list = &cell->fenced_buffers[cell->cur_batch];
uint i;
for (i = 0; i < cell->num_textures; i++) {
struct cell_resource *ct = cell->texture[i];
if (ct) {
#if 0
printf("Adding texture %p buffer %p to list\n",
ct, ct->tiled_buffer[level]);
#endif
#if 00
/* XXX this needs to be fixed/restored!
* Maybe keep pointers to textures, not buffers.
*/
if (ct->base.buffer)
cell_add_buffer_to_list(cell, list, ct->buffer);
#endif
}
}
}
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