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|
/**************************************************************************
*
* 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.
*
**************************************************************************/
#include <limits.h>
#include "util/u_memory.h"
#include "util/u_math.h"
#include "util/u_cpu_detect.h"
#include "util/u_surface.h"
#include "lp_scene_queue.h"
#include "lp_debug.h"
#include "lp_fence.h"
#include "lp_perf.h"
#include "lp_rast.h"
#include "lp_rast_priv.h"
#include "lp_tile_soa.h"
#include "gallivm/lp_bld_debug.h"
#include "lp_scene.h"
/**
* Begin the rasterization phase.
* Map the framebuffer surfaces. Initialize the 'rast' state.
*/
static boolean
lp_rast_begin( struct lp_rasterizer *rast,
const struct pipe_framebuffer_state *fb,
boolean write_color,
boolean write_zstencil )
{
struct pipe_screen *screen = rast->screen;
struct pipe_surface *cbuf, *zsbuf;
int i;
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
util_copy_framebuffer_state(&rast->state.fb, fb);
rast->state.write_zstencil = write_zstencil;
rast->state.write_color = write_color;
rast->check_for_clipped_tiles = (fb->width % TILE_SIZE != 0 ||
fb->height % TILE_SIZE != 0);
for (i = 0; i < rast->state.fb.nr_cbufs; i++) {
cbuf = rast->state.fb.cbufs[i];
if (cbuf) {
rast->cbuf_transfer[i] = screen->get_tex_transfer(rast->screen,
cbuf->texture,
cbuf->face,
cbuf->level,
cbuf->zslice,
PIPE_TRANSFER_READ_WRITE,
0, 0,
cbuf->width,
cbuf->height);
if (!rast->cbuf_transfer[i])
goto fail;
rast->cbuf_map[i] = screen->transfer_map(rast->screen,
rast->cbuf_transfer[i]);
if (!rast->cbuf_map[i])
goto fail;
}
}
zsbuf = rast->state.fb.zsbuf;
if (zsbuf) {
rast->zsbuf_transfer = screen->get_tex_transfer(rast->screen,
zsbuf->texture,
zsbuf->face,
zsbuf->level,
zsbuf->zslice,
PIPE_TRANSFER_READ_WRITE,
0, 0,
zsbuf->width,
zsbuf->height);
if (!rast->zsbuf_transfer)
goto fail;
rast->zsbuf_map = screen->transfer_map(rast->screen,
rast->zsbuf_transfer);
if (!rast->zsbuf_map)
goto fail;
}
return TRUE;
fail:
/* Unmap and release transfers?
*/
return FALSE;
}
/**
* Finish the rasterization phase.
* Unmap framebuffer surfaces.
*/
static void
lp_rast_end( struct lp_rasterizer *rast )
{
struct pipe_screen *screen = rast->screen;
unsigned i;
for (i = 0; i < rast->state.fb.nr_cbufs; i++) {
if (rast->cbuf_map[i])
screen->transfer_unmap(screen, rast->cbuf_transfer[i]);
if (rast->cbuf_transfer[i])
screen->tex_transfer_destroy(rast->cbuf_transfer[i]);
rast->cbuf_transfer[i] = NULL;
rast->cbuf_map[i] = NULL;
}
if (rast->zsbuf_map)
screen->transfer_unmap(screen, rast->zsbuf_transfer);
if (rast->zsbuf_transfer)
screen->tex_transfer_destroy(rast->zsbuf_transfer);
rast->zsbuf_transfer = NULL;
rast->zsbuf_map = NULL;
}
/**
* Begining rasterization of a tile.
* \param x window X position of the tile, in pixels
* \param y window Y position of the tile, in pixels
*/
static void
lp_rast_start_tile(struct lp_rasterizer_task *task,
unsigned x, unsigned y)
{
LP_DBG(DEBUG_RAST, "%s %d,%d\n", __FUNCTION__, x, y);
task->x = x;
task->y = y;
}
/**
* Clear the rasterizer's current color tile.
* This is a bin command called during bin processing.
*/
void
lp_rast_clear_color(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct lp_rasterizer *rast = task->rast;
const uint8_t *clear_color = arg.clear_color;
uint8_t **color_tile = task->tile.color;
unsigned i;
LP_DBG(DEBUG_RAST, "%s 0x%x,0x%x,0x%x,0x%x\n", __FUNCTION__,
clear_color[0],
clear_color[1],
clear_color[2],
clear_color[3]);
if (clear_color[0] == clear_color[1] &&
clear_color[1] == clear_color[2] &&
clear_color[2] == clear_color[3]) {
/* clear to grayscale value {x, x, x, x} */
for (i = 0; i < rast->state.fb.nr_cbufs; i++) {
memset(color_tile[i], clear_color[0], TILE_SIZE * TILE_SIZE * 4);
}
}
else {
/* Non-gray color.
* Note: if the swizzled tile layout changes (see TILE_PIXEL) this code
* will need to change. It'll be pretty obvious when clearing no longer
* works.
*/
const unsigned chunk = TILE_SIZE / 4;
for (i = 0; i < rast->state.fb.nr_cbufs; i++) {
uint8_t *c = color_tile[i];
unsigned j;
for (j = 0; j < 4 * TILE_SIZE; j++) {
memset(c, clear_color[0], chunk);
c += chunk;
memset(c, clear_color[1], chunk);
c += chunk;
memset(c, clear_color[2], chunk);
c += chunk;
memset(c, clear_color[3], chunk);
c += chunk;
}
assert(c - color_tile[i] == TILE_SIZE * TILE_SIZE * 4);
}
}
LP_COUNT(nr_color_tile_clear);
}
/**
* Clear the rasterizer's current z/stencil tile.
* This is a bin command called during bin processing.
*/
void
lp_rast_clear_zstencil(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct lp_rasterizer *rast = task->rast;
const unsigned tile_x = task->x;
const unsigned tile_y = task->y;
const unsigned height = TILE_SIZE/TILE_VECTOR_HEIGHT;
const unsigned width = TILE_SIZE*TILE_VECTOR_HEIGHT;
unsigned block_size = util_format_get_blocksize(rast->zsbuf_transfer->texture->format);
uint8_t *dst;
unsigned dst_stride = rast->zsbuf_transfer->stride*TILE_VECTOR_HEIGHT;
unsigned i, j;
LP_DBG(DEBUG_RAST, "%s 0x%x\n", __FUNCTION__, arg.clear_zstencil);
assert(rast->zsbuf_map);
if (!rast->zsbuf_map)
return;
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
/*
* Clear the aera of the swizzled depth/depth buffer matching this tile, in
* stripes of TILE_VECTOR_HEIGHT x TILE_SIZE at a time.
*
* The swizzled depth format is such that the depths for
* TILE_VECTOR_HEIGHT x TILE_VECTOR_WIDTH pixels have consecutive offsets.
*/
dst = lp_rast_depth_pointer(rast, tile_x, tile_y);
switch (block_size) {
case 1:
memset(dst, (uint8_t) arg.clear_zstencil, height * width);
break;
case 2:
for (i = 0; i < height; i++) {
uint16_t *row = (uint16_t *)dst;
for (j = 0; j < width; j++)
*row++ = (uint16_t) arg.clear_zstencil;
dst += dst_stride;
}
break;
case 4:
for (i = 0; i < height; i++) {
uint32_t *row = (uint32_t *)dst;
for (j = 0; j < width; j++)
*row++ = arg.clear_zstencil;
dst += dst_stride;
}
break;
default:
assert(0);
break;
}
}
/**
* Load tile color from the framebuffer surface.
* This is a bin command called during bin processing.
*/
void
lp_rast_load_color(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct lp_rasterizer *rast = task->rast;
const unsigned x = task->x, y = task->y;
unsigned i;
LP_DBG(DEBUG_RAST, "%s at %u, %u\n", __FUNCTION__, x, y);
for (i = 0; i < rast->state.fb.nr_cbufs; i++) {
struct pipe_transfer *transfer = rast->cbuf_transfer[i];
int w = TILE_SIZE;
int h = TILE_SIZE;
if (x >= transfer->width || y >= transfer->height)
continue;
assert(w >= 0);
assert(h >= 0);
assert(w <= TILE_SIZE);
assert(h <= TILE_SIZE);
lp_tile_read_4ub(transfer->texture->format,
task->tile.color[i],
rast->cbuf_map[i],
transfer->stride,
x, y,
w, h);
LP_COUNT(nr_color_tile_load);
}
}
void
lp_rast_set_state(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
const struct lp_rast_state *state = arg.set_state;
LP_DBG(DEBUG_RAST, "%s %p\n", __FUNCTION__, (void *) state);
/* just set the current state pointer for this rasterizer */
task->current_state = state;
}
/**
* Run the shader on all blocks in a tile. This is used when a tile is
* completely contained inside a triangle.
* This is a bin command called during bin processing.
*/
void
lp_rast_shade_tile(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct lp_rasterizer *rast = task->rast;
const struct lp_rast_state *state = task->current_state;
struct lp_rast_tile *tile = &task->tile;
const struct lp_rast_shader_inputs *inputs = arg.shade_tile;
const unsigned tile_x = task->x, tile_y = task->y;
unsigned x, y;
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
/* render the whole 64x64 tile in 4x4 chunks */
for (y = 0; y < TILE_SIZE; y += 4){
for (x = 0; x < TILE_SIZE; x += 4) {
uint8_t *color[PIPE_MAX_COLOR_BUFS];
uint32_t *depth;
unsigned block_offset, i;
/* offset of the 16x16 pixel block within the tile */
block_offset = ((y / 4) * (16 * 16) + (x / 4) * 16);
/* color buffer */
for (i = 0; i < rast->state.fb.nr_cbufs; i++)
color[i] = tile->color[i] + 4 * block_offset;
/* depth buffer */
depth = lp_rast_depth_pointer(rast, tile_x + x, tile_y + y);
/* run shader */
state->jit_function[0]( &state->jit_context,
tile_x + x, tile_y + y,
inputs->a0,
inputs->dadx,
inputs->dady,
color,
depth,
INT_MIN, INT_MIN, INT_MIN,
NULL, NULL, NULL );
}
}
}
/**
* Compute shading for a 4x4 block of pixels.
* This is a bin command called during bin processing.
*/
void lp_rast_shade_quads( struct lp_rasterizer_task *task,
const struct lp_rast_shader_inputs *inputs,
unsigned x, unsigned y,
int32_t c1, int32_t c2, int32_t c3)
{
const struct lp_rast_state *state = task->current_state;
struct lp_rasterizer *rast = task->rast;
struct lp_rast_tile *tile = &task->tile;
uint8_t *color[PIPE_MAX_COLOR_BUFS];
void *depth;
unsigned i;
unsigned ix, iy;
int block_offset;
#ifdef DEBUG
assert(state);
/* Sanity checks */
assert(x % TILE_VECTOR_WIDTH == 0);
assert(y % TILE_VECTOR_HEIGHT == 0);
assert((x % 4) == 0);
assert((y % 4) == 0);
#endif
ix = x % TILE_SIZE;
iy = y % TILE_SIZE;
/* offset of the 16x16 pixel block within the tile */
block_offset = ((iy / 4) * (16 * 16) + (ix / 4) * 16);
/* color buffer */
for (i = 0; i < rast->state.fb.nr_cbufs; i++)
color[i] = tile->color[i] + 4 * block_offset;
/* depth buffer */
depth = lp_rast_depth_pointer(rast, x, y);
#ifdef DEBUG
assert(lp_check_alignment(tile->color[0], 16));
assert(lp_check_alignment(state->jit_context.blend_color, 16));
assert(lp_check_alignment(inputs->step[0], 16));
assert(lp_check_alignment(inputs->step[1], 16));
assert(lp_check_alignment(inputs->step[2], 16));
#endif
/* run shader */
state->jit_function[1]( &state->jit_context,
x, y,
inputs->a0,
inputs->dadx,
inputs->dady,
color,
depth,
c1, c2, c3,
inputs->step[0], inputs->step[1], inputs->step[2]);
}
/**
* Set top row and left column of the tile's pixels to white. For debugging.
*/
static void
outline_tile(uint8_t *tile)
{
const uint8_t val = 0xff;
unsigned i;
for (i = 0; i < TILE_SIZE; i++) {
TILE_PIXEL(tile, i, 0, 0) = val;
TILE_PIXEL(tile, i, 0, 1) = val;
TILE_PIXEL(tile, i, 0, 2) = val;
TILE_PIXEL(tile, i, 0, 3) = val;
TILE_PIXEL(tile, 0, i, 0) = val;
TILE_PIXEL(tile, 0, i, 1) = val;
TILE_PIXEL(tile, 0, i, 2) = val;
TILE_PIXEL(tile, 0, i, 3) = val;
}
}
/**
* Draw grid of gray lines at 16-pixel intervals across the tile to
* show the sub-tile boundaries. For debugging.
*/
static void
outline_subtiles(uint8_t *tile)
{
const uint8_t val = 0x80;
const unsigned step = 16;
unsigned i, j;
for (i = 0; i < TILE_SIZE; i += step) {
for (j = 0; j < TILE_SIZE; j++) {
TILE_PIXEL(tile, i, j, 0) = val;
TILE_PIXEL(tile, i, j, 1) = val;
TILE_PIXEL(tile, i, j, 2) = val;
TILE_PIXEL(tile, i, j, 3) = val;
TILE_PIXEL(tile, j, i, 0) = val;
TILE_PIXEL(tile, j, i, 1) = val;
TILE_PIXEL(tile, j, i, 2) = val;
TILE_PIXEL(tile, j, i, 3) = val;
}
}
outline_tile(tile);
}
/**
* Write the rasterizer's color tile to the framebuffer.
*/
static void
lp_rast_store_color(struct lp_rasterizer_task *task)
{
struct lp_rasterizer *rast = task->rast;
const unsigned x = task->x, y = task->y;
unsigned i;
for (i = 0; i < rast->state.fb.nr_cbufs; i++) {
struct pipe_transfer *transfer = rast->cbuf_transfer[i];
int w = TILE_SIZE;
int h = TILE_SIZE;
if (x >= transfer->width)
continue;
if (y >= transfer->height)
continue;
LP_DBG(DEBUG_RAST, "%s [%u] %d,%d %dx%d\n", __FUNCTION__,
task->thread_index, x, y, w, h);
if (LP_DEBUG & DEBUG_SHOW_SUBTILES)
outline_subtiles(task->tile.color[i]);
else if (LP_DEBUG & DEBUG_SHOW_TILES)
outline_tile(task->tile.color[i]);
lp_tile_write_4ub(transfer->texture->format,
task->tile.color[i],
rast->cbuf_map[i],
transfer->stride,
x, y,
w, h);
LP_COUNT(nr_color_tile_store);
}
}
/**
* Write the rasterizer's tiles to the framebuffer.
*/
static void
lp_rast_end_tile(struct lp_rasterizer_task *task)
{
struct lp_rasterizer *rast = task->rast;
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
if (rast->state.write_color)
lp_rast_store_color(task);
}
/**
* Signal on a fence. This is called during bin execution/rasterization.
* Called per thread.
*/
void
lp_rast_fence(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct lp_fence *fence = arg.fence;
pipe_mutex_lock( fence->mutex );
fence->count++;
assert(fence->count <= fence->rank);
LP_DBG(DEBUG_RAST, "%s count=%u rank=%u\n", __FUNCTION__,
fence->count, fence->rank);
pipe_condvar_signal( fence->signalled );
pipe_mutex_unlock( fence->mutex );
}
/**
* When all the threads are done rasterizing a scene, one thread will
* call this function to reset the scene and put it onto the empty queue.
*/
static void
release_scene( struct lp_rasterizer *rast,
struct lp_scene *scene )
{
util_unreference_framebuffer_state( &scene->fb );
lp_scene_reset( scene );
assert(lp_scene_is_empty(scene));
lp_scene_enqueue( rast->empty_scenes, scene );
rast->curr_scene = NULL;
}
/**
* Rasterize commands for a single bin.
* \param x, y position of the bin's tile in the framebuffer
* Must be called between lp_rast_begin() and lp_rast_end().
* Called per thread.
*/
static void
rasterize_bin(struct lp_rasterizer_task *task,
const struct cmd_bin *bin,
int x, int y)
{
const struct cmd_block_list *commands = &bin->commands;
struct cmd_block *block;
unsigned k;
lp_rast_start_tile( task, x, y );
/* simply execute each of the commands in the block list */
for (block = commands->head; block; block = block->next) {
for (k = 0; k < block->count; k++) {
block->cmd[k]( task, block->arg[k] );
}
}
lp_rast_end_tile( task );
}
#define RAST(x) { lp_rast_##x, #x }
static struct {
lp_rast_cmd cmd;
const char *name;
} cmd_names[] =
{
RAST(load_color),
RAST(clear_color),
RAST(clear_zstencil),
RAST(triangle),
RAST(shade_tile),
RAST(set_state),
RAST(fence),
};
static void
debug_bin( const struct cmd_bin *bin )
{
const struct cmd_block *head = bin->commands.head;
int i, j;
for (i = 0; i < head->count; i++) {
debug_printf("%d: ", i);
for (j = 0; j < Elements(cmd_names); j++) {
if (head->cmd[i] == cmd_names[j].cmd) {
debug_printf("%s\n", cmd_names[j].name);
break;
}
}
if (j == Elements(cmd_names))
debug_printf("...other\n");
}
}
/* An empty bin is one that just loads the contents of the tile and
* stores them again unchanged. This typically happens when bins have
* been flushed for some reason in the middle of a frame, or when
* incremental updates are being made to a render target.
*
* Try to avoid doing pointless work in this case.
*/
static boolean
is_empty_bin( const struct cmd_bin *bin )
{
const struct cmd_block *head = bin->commands.head;
int i;
if (0)
debug_bin(bin);
/* We emit at most two load-tile commands at the start of the first
* command block. In addition we seem to emit a couple of
* set-state commands even in empty bins.
*
* As a heuristic, if a bin has more than 4 commands, consider it
* non-empty.
*/
if (head->next != NULL ||
head->count > 4) {
return FALSE;
}
for (i = 0; i < head->count; i++)
if (head->cmd[i] != lp_rast_load_color &&
head->cmd[i] != lp_rast_set_state) {
return FALSE;
}
return TRUE;
}
/**
* Rasterize/execute all bins within a scene.
* Called per thread.
*/
static void
rasterize_scene(struct lp_rasterizer_task *task,
struct lp_scene *scene,
bool write_depth)
{
/* loop over scene bins, rasterize each */
#if 0
{
unsigned i, j;
for (i = 0; i < scene->tiles_x; i++) {
for (j = 0; j < scene->tiles_y; j++) {
struct cmd_bin *bin = lp_scene_get_bin(scene, i, j);
rasterize_bin(task, bin, i * TILE_SIZE, j * TILE_SIZE);
}
}
}
#else
{
struct cmd_bin *bin;
int x, y;
assert(scene);
while ((bin = lp_scene_bin_iter_next(scene, &x, &y))) {
if (!is_empty_bin( bin ))
rasterize_bin(task, bin, x * TILE_SIZE, y * TILE_SIZE);
}
}
#endif
}
/**
* Called by setup module when it has something for us to render.
*/
void
lp_rasterize_scene( struct lp_rasterizer *rast,
struct lp_scene *scene,
const struct pipe_framebuffer_state *fb,
bool write_depth )
{
boolean debug = false;
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
if (debug) {
unsigned x, y;
debug_printf("rasterize scene:\n");
debug_printf(" data size: %u\n", lp_scene_data_size(scene));
for (y = 0; y < scene->tiles_y; y++) {
for (x = 0; x < scene->tiles_x; x++) {
debug_printf(" bin %u, %u size: %u\n", x, y,
lp_scene_bin_size(scene, x, y));
}
}
}
/* save framebuffer state in the bin */
util_copy_framebuffer_state(&scene->fb, fb);
scene->write_depth = write_depth;
if (rast->num_threads == 0) {
/* no threading */
lp_rast_begin( rast, fb,
fb->nr_cbufs != 0, /* always write color if cbufs present */
fb->zsbuf != NULL && write_depth );
lp_scene_bin_iter_begin( scene );
rasterize_scene( &rast->tasks[0], scene, write_depth );
release_scene( rast, scene );
lp_rast_end( rast );
}
else {
/* threaded rendering! */
unsigned i;
lp_scene_enqueue( rast->full_scenes, scene );
/* signal the threads that there's work to do */
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_signal(&rast->tasks[i].work_ready);
}
/* wait for work to complete */
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_wait(&rast->tasks[i].work_done);
}
}
LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__);
}
/**
* This is the thread's main entrypoint.
* It's a simple loop:
* 1. wait for work
* 2. do work
* 3. signal that we're done
*/
static PIPE_THREAD_ROUTINE( thread_func, init_data )
{
struct lp_rasterizer_task *task = (struct lp_rasterizer_task *) init_data;
struct lp_rasterizer *rast = task->rast;
boolean debug = false;
while (1) {
/* wait for work */
if (debug)
debug_printf("thread %d waiting for work\n", task->thread_index);
pipe_semaphore_wait(&task->work_ready);
if (rast->exit_flag)
break;
if (task->thread_index == 0) {
/* thread[0]:
* - get next scene to rasterize
* - map the framebuffer surfaces
*/
const struct pipe_framebuffer_state *fb;
boolean write_depth;
rast->curr_scene = lp_scene_dequeue( rast->full_scenes, TRUE );
lp_scene_bin_iter_begin( rast->curr_scene );
fb = &rast->curr_scene->fb;
write_depth = rast->curr_scene->write_depth;
lp_rast_begin( rast, fb,
fb->nr_cbufs != 0,
fb->zsbuf != NULL && write_depth );
}
/* Wait for all threads to get here so that threads[1+] don't
* get a null rast->curr_scene pointer.
*/
pipe_barrier_wait( &rast->barrier );
/* do work */
if (debug)
debug_printf("thread %d doing work\n", task->thread_index);
rasterize_scene(task,
rast->curr_scene,
rast->curr_scene->write_depth);
/* wait for all threads to finish with this scene */
pipe_barrier_wait( &rast->barrier );
if (task->thread_index == 0) {
/* thread[0]:
* - release the scene object
* - unmap the framebuffer surfaces
*/
release_scene( rast, rast->curr_scene );
lp_rast_end( rast );
}
/* signal done with work */
if (debug)
debug_printf("thread %d done working\n", task->thread_index);
pipe_semaphore_signal(&task->work_done);
}
return NULL;
}
/**
* Initialize semaphores and spawn the threads.
*/
static void
create_rast_threads(struct lp_rasterizer *rast)
{
unsigned i;
#ifdef PIPE_OS_WINDOWS
/* Multithreading not supported on windows until conditions and barriers are
* properly implemented. */
rast->num_threads = 0;
#else
rast->num_threads = util_cpu_caps.nr_cpus;
rast->num_threads = debug_get_num_option("LP_NUM_THREADS", rast->num_threads);
rast->num_threads = MIN2(rast->num_threads, MAX_THREADS);
#endif
/* NOTE: if num_threads is zero, we won't use any threads */
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_init(&rast->tasks[i].work_ready, 0);
pipe_semaphore_init(&rast->tasks[i].work_done, 0);
rast->threads[i] = pipe_thread_create(thread_func,
(void *) &rast->tasks[i]);
}
}
/**
* Create new lp_rasterizer.
* \param empty the queue to put empty scenes on after we've finished
* processing them.
*/
struct lp_rasterizer *
lp_rast_create( struct pipe_screen *screen, struct lp_scene_queue *empty )
{
struct lp_rasterizer *rast;
unsigned i, cbuf;
rast = CALLOC_STRUCT(lp_rasterizer);
if(!rast)
return NULL;
rast->screen = screen;
rast->empty_scenes = empty;
rast->full_scenes = lp_scene_queue_create();
for (i = 0; i < Elements(rast->tasks); i++) {
struct lp_rasterizer_task *task = &rast->tasks[i];
for (cbuf = 0; cbuf < PIPE_MAX_COLOR_BUFS; cbuf++ )
task->tile.color[cbuf] = align_malloc(TILE_SIZE * TILE_SIZE * 4, 16);
task->rast = rast;
task->thread_index = i;
}
create_rast_threads(rast);
/* for synchronizing rasterization threads */
pipe_barrier_init( &rast->barrier, rast->num_threads );
return rast;
}
/* Shutdown:
*/
void lp_rast_destroy( struct lp_rasterizer *rast )
{
unsigned i, cbuf;
util_unreference_framebuffer_state(&rast->state.fb);
for (i = 0; i < Elements(rast->tasks); i++) {
for (cbuf = 0; cbuf < PIPE_MAX_COLOR_BUFS; cbuf++ )
align_free(rast->tasks[i].tile.color[cbuf]);
}
/* Set exit_flag and signal each thread's work_ready semaphore.
* Each thread will be woken up, notice that the exit_flag is set and
* break out of its main loop. The thread will then exit.
*/
rast->exit_flag = TRUE;
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_signal(&rast->tasks[i].work_ready);
}
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_destroy(&rast->tasks[i].work_ready);
pipe_semaphore_destroy(&rast->tasks[i].work_done);
}
/* for synchronizing rasterization threads */
pipe_barrier_destroy( &rast->barrier );
FREE(rast);
}
/** Return number of rasterization threads */
unsigned
lp_rast_get_num_threads( struct lp_rasterizer *rast )
{
return rast->num_threads;
}
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