lp_rast_priv.h revision a1af8eec66c5f7ec421e8011b41c1a7c36319f9f
1/**************************************************************************
2 *
3 * Copyright 2009 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#ifndef LP_RAST_PRIV_H
29#define LP_RAST_PRIV_H
30
31#include "os/os_thread.h"
32#include "lp_rast.h"
33#include "lp_tile_soa.h"
34
35
36#define MAX_THREADS 8  /* XXX probably temporary here */
37
38
39struct pipe_transfer;
40struct pipe_screen;
41struct lp_rasterizer;
42
43
44/**
45 * A tile's color and depth memory.
46 * We can choose whatever layout for the internal tile storage we prefer.
47 */
48struct lp_rast_tile
49{
50   uint8_t *color[PIPE_MAX_COLOR_BUFS];
51
52   uint32_t *depth;
53};
54
55
56/**
57 * Per-thread rasterization state
58 */
59struct lp_rasterizer_task
60{
61   struct lp_rast_tile tile;   /** Tile color/z/stencil memory */
62
63   unsigned x, y;          /**< Pos of this tile in framebuffer, in pixels */
64
65   const struct lp_rast_state *current_state;
66
67   /** "back" pointer */
68   struct lp_rasterizer *rast;
69
70   /** "my" index */
71   unsigned thread_index;
72
73   pipe_semaphore work_ready;
74   pipe_semaphore work_done;
75};
76
77
78/**
79 * This is the state required while rasterizing tiles.
80 * Note that this contains per-thread information too.
81 * The tile size is TILE_SIZE x TILE_SIZE pixels.
82 */
83struct lp_rasterizer
84{
85   boolean clipped_tile;
86   boolean check_for_clipped_tiles;
87
88   /* Framebuffer stuff
89    */
90   struct pipe_screen *screen;
91   struct pipe_transfer *cbuf_transfer[PIPE_MAX_COLOR_BUFS];
92   struct pipe_transfer *zsbuf_transfer;
93   void *cbuf_map[PIPE_MAX_COLOR_BUFS];
94   void *zsbuf_map;
95
96   struct {
97      struct pipe_framebuffer_state fb;
98      boolean write_color;
99      boolean write_zstencil;
100      unsigned clear_color;
101      unsigned clear_depth;
102      char clear_stencil;
103   } state;
104
105   /** The incoming queue of scenes ready to rasterize */
106   struct lp_scene_queue *full_scenes;
107   /** The outgoing queue of processed scenes to return to setup modulee */
108   struct lp_scene_queue *empty_scenes;
109
110   /** The scene currently being rasterized by the threads */
111   struct lp_scene *curr_scene;
112
113   /** A task object for each rasterization thread */
114   struct lp_rasterizer_task tasks[MAX_THREADS];
115
116   unsigned num_threads;
117   pipe_thread threads[MAX_THREADS];
118
119   /** For synchronizing the rasterization threads */
120   pipe_barrier barrier;
121};
122
123
124void lp_rast_shade_quads( struct lp_rasterizer *rast,
125                          unsigned thread_index,
126                          const struct lp_rast_shader_inputs *inputs,
127                          unsigned x, unsigned y,
128                          int32_t c1, int32_t c2, int32_t c3);
129
130
131/**
132 * Shade all pixels in a 4x4 block.  The fragment code omits the
133 * triangle in/out tests.
134 * \param x, y location of 4x4 block in window coords
135 */
136static INLINE void
137lp_rast_shade_quads_all( struct lp_rasterizer *rast,
138                         unsigned thread_index,
139                         const struct lp_rast_shader_inputs *inputs,
140                         unsigned x, unsigned y )
141{
142   const struct lp_rast_state *state = rast->tasks[thread_index].current_state;
143   struct lp_rast_tile *tile = &rast->tasks[thread_index].tile;
144   const unsigned ix = x % TILE_SIZE, iy = y % TILE_SIZE;
145   uint8_t *color[PIPE_MAX_COLOR_BUFS];
146   void *depth;
147   unsigned block_offset, i;
148
149   /* offset of the containing 16x16 pixel block within the tile */
150   block_offset = (iy / 4) * (16 * 16) + (ix / 4) * 16;
151
152   /* color buffer */
153   for (i = 0; i < rast->state.fb.nr_cbufs; i++)
154      color[i] = tile->color[i] + 4 * block_offset;
155
156   /* depth buffer */
157   depth = tile->depth + block_offset;
158
159   /* run shader */
160   state->jit_function[0]( &state->jit_context,
161                           x, y,
162                           inputs->a0,
163                           inputs->dadx,
164                           inputs->dady,
165                           color,
166                           depth,
167                           INT_MIN, INT_MIN, INT_MIN,
168                           NULL, NULL, NULL );
169}
170
171
172#endif
173