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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.
*
**************************************************************************/
#ifndef LP_RAST_PRIV_H
#define LP_RAST_PRIV_H
#include "os/os_thread.h"
#include "util/u_format.h"
#include "gallivm/lp_bld_debug.h"
#include "lp_rast.h"
#include "lp_scene.h"
#include "lp_texture.h"
#include "lp_tile_soa.h"
#include "lp_limits.h"
struct lp_rasterizer;
/**
* Per-thread rasterization state
*/
struct lp_rasterizer_task
{
unsigned x, y; /**< Pos of this tile in framebuffer, in pixels */
uint8_t *color_tiles[PIPE_MAX_COLOR_BUFS];
uint8_t *depth_tile;
const struct lp_rast_state *current_state;
/** "back" pointer */
struct lp_rasterizer *rast;
/** "my" index */
unsigned thread_index;
pipe_semaphore work_ready;
pipe_semaphore work_done;
};
/**
* This is the state required while rasterizing tiles.
* Note that this contains per-thread information too.
* The tile size is TILE_SIZE x TILE_SIZE pixels.
*/
struct lp_rasterizer
{
boolean exit_flag;
/* Framebuffer stuff
*/
struct {
void *map;
unsigned tiles_per_row;
unsigned blocksize;
enum pipe_format format;
} cbuf[PIPE_MAX_COLOR_BUFS];
struct {
uint8_t *map;
unsigned stride;
unsigned blocksize;
} zsbuf;
struct {
unsigned nr_cbufs;
unsigned clear_color;
unsigned clear_depth;
char clear_stencil;
} state;
/** The incoming queue of scenes ready to rasterize */
struct lp_scene_queue *full_scenes;
/**
* The outgoing queue of processed scenes to return to setup module
*
* XXX: while scenes are per-context but the rasterizer is
* (potentially) shared, these empty scenes should be returned to
* the context which created them rather than retained here.
*/
struct lp_scene_queue *empty_scenes;
/** The scene currently being rasterized by the threads */
struct lp_scene *curr_scene;
/** A task object for each rasterization thread */
struct lp_rasterizer_task tasks[LP_MAX_THREADS];
unsigned num_threads;
pipe_thread threads[LP_MAX_THREADS];
/** For synchronizing the rasterization threads */
pipe_barrier barrier;
};
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);
/**
* Get the pointer to a 4x4 depth/stencil block.
* We'll map the z/stencil buffer on demand here.
* Note that this may be called even when there's no z/stencil buffer - return
* NULL in that case.
* \param x, y location of 4x4 block in window coords
*/
static INLINE void *
lp_rast_get_depth_block_pointer(const struct lp_rasterizer *rast,
unsigned x, unsigned y)
{
void *depth;
assert((x % TILE_VECTOR_WIDTH) == 0);
assert((y % TILE_VECTOR_HEIGHT) == 0);
assert(rast->zsbuf.map || !rast->curr_scene->fb.zsbuf);
if (!rast->zsbuf.map)
return NULL;
depth = (rast->zsbuf.map +
rast->zsbuf.stride * y +
rast->zsbuf.blocksize * x * TILE_VECTOR_HEIGHT);
assert(lp_check_alignment(depth, 16));
return depth;
}
/**
* Get the pointer to a 4x4 color block (within a 64x64 tile).
* We'll map the color buffer on demand here.
* Note that this may be called even when there's no color buffers - return
* NULL in that case.
* \param x, y location of 4x4 block in window coords
*/
static INLINE uint8_t *
lp_rast_get_color_block_pointer(struct lp_rasterizer_task *task,
unsigned buf, unsigned x, unsigned y)
{
unsigned px, py, pixel_offset;
uint8_t *color;
assert((x % TILE_VECTOR_WIDTH) == 0);
assert((y % TILE_VECTOR_HEIGHT) == 0);
color = task->color_tiles[buf];
assert(color);
px = x % TILE_SIZE;
py = y % TILE_SIZE;
pixel_offset = tile_pixel_offset(px, py, 0);
color = color + pixel_offset;
assert(lp_check_alignment(color, 16));
return color;
}
/**
* Shade all pixels in a 4x4 block. The fragment code omits the
* triangle in/out tests.
* \param x, y location of 4x4 block in window coords
*/
static INLINE void
lp_rast_shade_quads_all( struct lp_rasterizer_task *task,
const struct lp_rast_shader_inputs *inputs,
unsigned x, unsigned y )
{
struct lp_rasterizer *rast = task->rast;
const struct lp_rast_state *state = task->current_state;
uint8_t *color[PIPE_MAX_COLOR_BUFS];
void *depth;
unsigned i;
/* color buffer */
for (i = 0; i < rast->state.nr_cbufs; i++)
color[i] = lp_rast_get_color_block_pointer(task, i, x, y);
depth = lp_rast_get_depth_block_pointer(rast, x, y);
/* run shader on 4x4 block */
state->jit_function[RAST_WHOLE]( &state->jit_context,
x, y,
inputs->facing,
inputs->a0,
inputs->dadx,
inputs->dady,
color,
depth,
INT_MIN, INT_MIN, INT_MIN,
NULL, NULL, NULL );
}
#endif
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