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#include <limits.h> 29#include "util/u_memory.h" 30#include "util/u_math.h" 31#include "util/u_rect.h" 32#include "util/u_surface.h" 33#include "util/u_pack_color.h" 34 35#include "lp_scene_queue.h" 36#include "lp_debug.h" 37#include "lp_fence.h" 38#include "lp_perf.h" 39#include "lp_query.h" 40#include "lp_rast.h" 41#include "lp_rast_priv.h" 42#include "lp_tile_soa.h" 43#include "gallivm/lp_bld_debug.h" 44#include "lp_scene.h" 45#include "lp_tex_sample.h" 46 47 48#ifdef DEBUG 49int jit_line = 0; 50const struct lp_rast_state *jit_state = NULL; 51const struct lp_rasterizer_task *jit_task = NULL; 52#endif 53 54 55/** 56 * Begin rasterizing a scene. 57 * Called once per scene by one thread. 58 */ 59static void 60lp_rast_begin( struct lp_rasterizer *rast, 61 struct lp_scene *scene ) 62{ 63 64 rast->curr_scene = scene; 65 66 LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__); 67 68 lp_scene_begin_rasterization( scene ); 69 lp_scene_bin_iter_begin( scene ); 70} 71 72 73static void 74lp_rast_end( struct lp_rasterizer *rast ) 75{ 76 lp_scene_end_rasterization( rast->curr_scene ); 77 78 rast->curr_scene = NULL; 79 80#ifdef DEBUG 81 if (0) 82 debug_printf("Post render scene: tile unswizzle: %u tile swizzle: %u\n", 83 lp_tile_unswizzle_count, lp_tile_swizzle_count); 84#endif 85} 86 87 88/** 89 * Begining rasterization of a tile. 90 * \param x window X position of the tile, in pixels 91 * \param y window Y position of the tile, in pixels 92 */ 93static void 94lp_rast_tile_begin(struct lp_rasterizer_task *task, 95 const struct cmd_bin *bin) 96{ 97 const struct lp_scene *scene = task->scene; 98 enum lp_texture_usage usage; 99 100 LP_DBG(DEBUG_RAST, "%s %d,%d\n", __FUNCTION__, bin->x, bin->y); 101 102 task->bin = bin; 103 task->x = bin->x * TILE_SIZE; 104 task->y = bin->y * TILE_SIZE; 105 106 /* reset pointers to color tile(s) */ 107 memset(task->color_tiles, 0, sizeof(task->color_tiles)); 108 109 /* get pointer to depth/stencil tile */ 110 { 111 struct pipe_surface *zsbuf = task->scene->fb.zsbuf; 112 if (zsbuf) { 113 struct llvmpipe_resource *lpt = llvmpipe_resource(zsbuf->texture); 114 115 if (scene->has_depthstencil_clear) 116 usage = LP_TEX_USAGE_WRITE_ALL; 117 else 118 usage = LP_TEX_USAGE_READ_WRITE; 119 120 /* "prime" the tile: convert data from linear to tiled if necessary 121 * and update the tile's layout info. 122 */ 123 (void) llvmpipe_get_texture_tile(lpt, 124 zsbuf->u.tex.first_layer, 125 zsbuf->u.tex.level, 126 usage, 127 task->x, 128 task->y); 129 /* Get actual pointer to the tile data. Note that depth/stencil 130 * data is tiled differently than color data. 131 */ 132 task->depth_tile = lp_rast_get_depth_block_pointer(task, 133 task->x, 134 task->y); 135 136 assert(task->depth_tile); 137 } 138 else { 139 task->depth_tile = NULL; 140 } 141 } 142} 143 144 145/** 146 * Clear the rasterizer's current color tile. 147 * This is a bin command called during bin processing. 148 */ 149static void 150lp_rast_clear_color(struct lp_rasterizer_task *task, 151 const union lp_rast_cmd_arg arg) 152{ 153 const struct lp_scene *scene = task->scene; 154 const uint8_t *clear_color = arg.clear_color; 155 156 unsigned i; 157 158 LP_DBG(DEBUG_RAST, "%s 0x%x,0x%x,0x%x,0x%x\n", __FUNCTION__, 159 clear_color[0], 160 clear_color[1], 161 clear_color[2], 162 clear_color[3]); 163 164 if (clear_color[0] == clear_color[1] && 165 clear_color[1] == clear_color[2] && 166 clear_color[2] == clear_color[3]) { 167 /* clear to grayscale value {x, x, x, x} */ 168 for (i = 0; i < scene->fb.nr_cbufs; i++) { 169 uint8_t *ptr = 170 lp_rast_get_color_tile_pointer(task, i, LP_TEX_USAGE_WRITE_ALL); 171 memset(ptr, clear_color[0], TILE_SIZE * TILE_SIZE * 4); 172 } 173 } 174 else { 175 /* Non-gray color. 176 * Note: if the swizzled tile layout changes (see TILE_PIXEL) this code 177 * will need to change. It'll be pretty obvious when clearing no longer 178 * works. 179 */ 180 const unsigned chunk = TILE_SIZE / 4; 181 for (i = 0; i < scene->fb.nr_cbufs; i++) { 182 uint8_t *c = 183 lp_rast_get_color_tile_pointer(task, i, LP_TEX_USAGE_WRITE_ALL); 184 unsigned j; 185 186 for (j = 0; j < 4 * TILE_SIZE; j++) { 187 memset(c, clear_color[0], chunk); 188 c += chunk; 189 memset(c, clear_color[1], chunk); 190 c += chunk; 191 memset(c, clear_color[2], chunk); 192 c += chunk; 193 memset(c, clear_color[3], chunk); 194 c += chunk; 195 } 196 } 197 } 198 199 LP_COUNT(nr_color_tile_clear); 200} 201 202 203 204 205 206 207/** 208 * Clear the rasterizer's current z/stencil tile. 209 * This is a bin command called during bin processing. 210 */ 211static void 212lp_rast_clear_zstencil(struct lp_rasterizer_task *task, 213 const union lp_rast_cmd_arg arg) 214{ 215 const struct lp_scene *scene = task->scene; 216 uint32_t clear_value = arg.clear_zstencil.value; 217 uint32_t clear_mask = arg.clear_zstencil.mask; 218 const unsigned height = TILE_SIZE / TILE_VECTOR_HEIGHT; 219 const unsigned width = TILE_SIZE * TILE_VECTOR_HEIGHT; 220 const unsigned block_size = scene->zsbuf.blocksize; 221 const unsigned dst_stride = scene->zsbuf.stride * TILE_VECTOR_HEIGHT; 222 uint8_t *dst; 223 unsigned i, j; 224 225 LP_DBG(DEBUG_RAST, "%s: value=0x%08x, mask=0x%08x\n", 226 __FUNCTION__, clear_value, clear_mask); 227 228 /* 229 * Clear the area of the swizzled depth/depth buffer matching this tile, in 230 * stripes of TILE_VECTOR_HEIGHT x TILE_SIZE at a time. 231 * 232 * The swizzled depth format is such that the depths for 233 * TILE_VECTOR_HEIGHT x TILE_VECTOR_WIDTH pixels have consecutive offsets. 234 */ 235 236 dst = task->depth_tile; 237 238 clear_value &= clear_mask; 239 240 switch (block_size) { 241 case 1: 242 assert(clear_mask == 0xff); 243 memset(dst, (uint8_t) clear_value, height * width); 244 break; 245 case 2: 246 if (clear_mask == 0xffff) { 247 for (i = 0; i < height; i++) { 248 uint16_t *row = (uint16_t *)dst; 249 for (j = 0; j < width; j++) 250 *row++ = (uint16_t) clear_value; 251 dst += dst_stride; 252 } 253 } 254 else { 255 for (i = 0; i < height; i++) { 256 uint16_t *row = (uint16_t *)dst; 257 for (j = 0; j < width; j++) { 258 uint16_t tmp = ~clear_mask & *row; 259 *row++ = clear_value | tmp; 260 } 261 dst += dst_stride; 262 } 263 } 264 break; 265 case 4: 266 if (clear_mask == 0xffffffff) { 267 for (i = 0; i < height; i++) { 268 uint32_t *row = (uint32_t *)dst; 269 for (j = 0; j < width; j++) 270 *row++ = clear_value; 271 dst += dst_stride; 272 } 273 } 274 else { 275 for (i = 0; i < height; i++) { 276 uint32_t *row = (uint32_t *)dst; 277 for (j = 0; j < width; j++) { 278 uint32_t tmp = ~clear_mask & *row; 279 *row++ = clear_value | tmp; 280 } 281 dst += dst_stride; 282 } 283 } 284 break; 285 default: 286 assert(0); 287 break; 288 } 289} 290 291 292 293/** 294 * Convert the color tile from tiled to linear layout. 295 * This is generally only done when we're flushing the scene just prior to 296 * SwapBuffers. If we didn't do this here, we'd have to convert the entire 297 * tiled color buffer to linear layout in the llvmpipe_texture_unmap() 298 * function. It's better to do it here to take advantage of 299 * threading/parallelism. 300 * This is a bin command which is stored in all bins. 301 */ 302static void 303lp_rast_store_linear_color( struct lp_rasterizer_task *task ) 304{ 305 const struct lp_scene *scene = task->scene; 306 unsigned buf; 307 308 for (buf = 0; buf < scene->fb.nr_cbufs; buf++) { 309 struct pipe_surface *cbuf = scene->fb.cbufs[buf]; 310 const unsigned layer = cbuf->u.tex.first_layer; 311 const unsigned level = cbuf->u.tex.level; 312 struct llvmpipe_resource *lpt = llvmpipe_resource(cbuf->texture); 313 314 if (!task->color_tiles[buf]) 315 continue; 316 317 llvmpipe_unswizzle_cbuf_tile(lpt, 318 layer, 319 level, 320 task->x, task->y, 321 task->color_tiles[buf]); 322 } 323} 324 325 326 327/** 328 * Run the shader on all blocks in a tile. This is used when a tile is 329 * completely contained inside a triangle. 330 * This is a bin command called during bin processing. 331 */ 332static void 333lp_rast_shade_tile(struct lp_rasterizer_task *task, 334 const union lp_rast_cmd_arg arg) 335{ 336 const struct lp_scene *scene = task->scene; 337 const struct lp_rast_shader_inputs *inputs = arg.shade_tile; 338 const struct lp_rast_state *state; 339 struct lp_fragment_shader_variant *variant; 340 const unsigned tile_x = task->x, tile_y = task->y; 341 unsigned x, y; 342 343 if (inputs->disable) { 344 /* This command was partially binned and has been disabled */ 345 return; 346 } 347 348 LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__); 349 350 state = task->state; 351 assert(state); 352 if (!state) { 353 return; 354 } 355 variant = state->variant; 356 357 /* render the whole 64x64 tile in 4x4 chunks */ 358 for (y = 0; y < TILE_SIZE; y += 4){ 359 for (x = 0; x < TILE_SIZE; x += 4) { 360 uint8_t *color[PIPE_MAX_COLOR_BUFS]; 361 uint32_t *depth; 362 unsigned i; 363 364 /* color buffer */ 365 for (i = 0; i < scene->fb.nr_cbufs; i++) 366 color[i] = lp_rast_get_color_block_pointer(task, i, 367 tile_x + x, tile_y + y); 368 369 /* depth buffer */ 370 depth = lp_rast_get_depth_block_pointer(task, tile_x + x, tile_y + y); 371 372 /* run shader on 4x4 block */ 373 BEGIN_JIT_CALL(state, task); 374 variant->jit_function[RAST_WHOLE]( &state->jit_context, 375 tile_x + x, tile_y + y, 376 inputs->frontfacing, 377 GET_A0(inputs), 378 GET_DADX(inputs), 379 GET_DADY(inputs), 380 color, 381 depth, 382 0xffff, 383 &task->vis_counter); 384 END_JIT_CALL(); 385 } 386 } 387} 388 389 390/** 391 * Run the shader on all blocks in a tile. This is used when a tile is 392 * completely contained inside a triangle, and the shader is opaque. 393 * This is a bin command called during bin processing. 394 */ 395static void 396lp_rast_shade_tile_opaque(struct lp_rasterizer_task *task, 397 const union lp_rast_cmd_arg arg) 398{ 399 const struct lp_scene *scene = task->scene; 400 unsigned i; 401 402 LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__); 403 404 assert(task->state); 405 if (!task->state) { 406 return; 407 } 408 409 /* this will prevent converting the layout from tiled to linear */ 410 for (i = 0; i < scene->fb.nr_cbufs; i++) { 411 (void)lp_rast_get_color_tile_pointer(task, i, LP_TEX_USAGE_WRITE_ALL); 412 } 413 414 lp_rast_shade_tile(task, arg); 415} 416 417 418/** 419 * Compute shading for a 4x4 block of pixels inside a triangle. 420 * This is a bin command called during bin processing. 421 * \param x X position of quad in window coords 422 * \param y Y position of quad in window coords 423 */ 424void 425lp_rast_shade_quads_mask(struct lp_rasterizer_task *task, 426 const struct lp_rast_shader_inputs *inputs, 427 unsigned x, unsigned y, 428 unsigned mask) 429{ 430 const struct lp_rast_state *state = task->state; 431 struct lp_fragment_shader_variant *variant = state->variant; 432 const struct lp_scene *scene = task->scene; 433 uint8_t *color[PIPE_MAX_COLOR_BUFS]; 434 void *depth; 435 unsigned i; 436 437 assert(state); 438 439 /* Sanity checks */ 440 assert(x < scene->tiles_x * TILE_SIZE); 441 assert(y < scene->tiles_y * TILE_SIZE); 442 assert(x % TILE_VECTOR_WIDTH == 0); 443 assert(y % TILE_VECTOR_HEIGHT == 0); 444 445 assert((x % 4) == 0); 446 assert((y % 4) == 0); 447 448 /* color buffer */ 449 for (i = 0; i < scene->fb.nr_cbufs; i++) { 450 color[i] = lp_rast_get_color_block_pointer(task, i, x, y); 451 assert(lp_check_alignment(color[i], 16)); 452 } 453 454 /* depth buffer */ 455 depth = lp_rast_get_depth_block_pointer(task, x, y); 456 457 458 assert(lp_check_alignment(state->jit_context.blend_color, 16)); 459 460 /* run shader on 4x4 block */ 461 BEGIN_JIT_CALL(state, task); 462 variant->jit_function[RAST_EDGE_TEST](&state->jit_context, 463 x, y, 464 inputs->frontfacing, 465 GET_A0(inputs), 466 GET_DADX(inputs), 467 GET_DADY(inputs), 468 color, 469 depth, 470 mask, 471 &task->vis_counter); 472 END_JIT_CALL(); 473} 474 475 476 477/** 478 * Begin a new occlusion query. 479 * This is a bin command put in all bins. 480 * Called per thread. 481 */ 482static void 483lp_rast_begin_query(struct lp_rasterizer_task *task, 484 const union lp_rast_cmd_arg arg) 485{ 486 struct llvmpipe_query *pq = arg.query_obj; 487 488 assert(task->query == NULL); 489 task->vis_counter = 0; 490 task->query = pq; 491} 492 493 494/** 495 * End the current occlusion query. 496 * This is a bin command put in all bins. 497 * Called per thread. 498 */ 499static void 500lp_rast_end_query(struct lp_rasterizer_task *task, 501 const union lp_rast_cmd_arg arg) 502{ 503 assert(task->query); 504 if (task->query) { 505 task->query->count[task->thread_index] += task->vis_counter; 506 task->query = NULL; 507 } 508} 509 510 511void 512lp_rast_set_state(struct lp_rasterizer_task *task, 513 const union lp_rast_cmd_arg arg) 514{ 515 task->state = arg.state; 516} 517 518 519 520/** 521 * Set top row and left column of the tile's pixels to white. For debugging. 522 */ 523static void 524outline_tile(uint8_t *tile) 525{ 526 const uint8_t val = 0xff; 527 unsigned i; 528 529 for (i = 0; i < TILE_SIZE; i++) { 530 TILE_PIXEL(tile, i, 0, 0) = val; 531 TILE_PIXEL(tile, i, 0, 1) = val; 532 TILE_PIXEL(tile, i, 0, 2) = val; 533 TILE_PIXEL(tile, i, 0, 3) = val; 534 535 TILE_PIXEL(tile, 0, i, 0) = val; 536 TILE_PIXEL(tile, 0, i, 1) = val; 537 TILE_PIXEL(tile, 0, i, 2) = val; 538 TILE_PIXEL(tile, 0, i, 3) = val; 539 } 540} 541 542 543/** 544 * Draw grid of gray lines at 16-pixel intervals across the tile to 545 * show the sub-tile boundaries. For debugging. 546 */ 547static void 548outline_subtiles(uint8_t *tile) 549{ 550 const uint8_t val = 0x80; 551 const unsigned step = 16; 552 unsigned i, j; 553 554 for (i = 0; i < TILE_SIZE; i += step) { 555 for (j = 0; j < TILE_SIZE; j++) { 556 TILE_PIXEL(tile, i, j, 0) = val; 557 TILE_PIXEL(tile, i, j, 1) = val; 558 TILE_PIXEL(tile, i, j, 2) = val; 559 TILE_PIXEL(tile, i, j, 3) = val; 560 561 TILE_PIXEL(tile, j, i, 0) = val; 562 TILE_PIXEL(tile, j, i, 1) = val; 563 TILE_PIXEL(tile, j, i, 2) = val; 564 TILE_PIXEL(tile, j, i, 3) = val; 565 } 566 } 567 568 outline_tile(tile); 569} 570 571 572 573/** 574 * Called when we're done writing to a color tile. 575 */ 576static void 577lp_rast_tile_end(struct lp_rasterizer_task *task) 578{ 579#ifdef DEBUG 580 if (LP_DEBUG & (DEBUG_SHOW_SUBTILES | DEBUG_SHOW_TILES)) { 581 const struct lp_scene *scene = task->scene; 582 unsigned buf; 583 584 for (buf = 0; buf < scene->fb.nr_cbufs; buf++) { 585 uint8_t *color = lp_rast_get_color_block_pointer(task, buf, 586 task->x, task->y); 587 588 if (LP_DEBUG & DEBUG_SHOW_SUBTILES) 589 outline_subtiles(color); 590 else if (LP_DEBUG & DEBUG_SHOW_TILES) 591 outline_tile(color); 592 } 593 } 594#else 595 (void) outline_subtiles; 596#endif 597 598 lp_rast_store_linear_color(task); 599 600 if (task->query) { 601 union lp_rast_cmd_arg dummy = {0}; 602 lp_rast_end_query(task, dummy); 603 } 604 605 /* debug */ 606 memset(task->color_tiles, 0, sizeof(task->color_tiles)); 607 task->depth_tile = NULL; 608 609 task->bin = NULL; 610} 611 612static lp_rast_cmd_func dispatch[LP_RAST_OP_MAX] = 613{ 614 lp_rast_clear_color, 615 lp_rast_clear_zstencil, 616 lp_rast_triangle_1, 617 lp_rast_triangle_2, 618 lp_rast_triangle_3, 619 lp_rast_triangle_4, 620 lp_rast_triangle_5, 621 lp_rast_triangle_6, 622 lp_rast_triangle_7, 623 lp_rast_triangle_8, 624 lp_rast_triangle_3_4, 625 lp_rast_triangle_3_16, 626 lp_rast_triangle_4_16, 627 lp_rast_shade_tile, 628 lp_rast_shade_tile_opaque, 629 lp_rast_begin_query, 630 lp_rast_end_query, 631 lp_rast_set_state, 632}; 633 634 635static void 636do_rasterize_bin(struct lp_rasterizer_task *task, 637 const struct cmd_bin *bin) 638{ 639 const struct cmd_block *block; 640 unsigned k; 641 642 if (0) 643 lp_debug_bin(bin); 644 645 for (block = bin->head; block; block = block->next) { 646 for (k = 0; k < block->count; k++) { 647 dispatch[block->cmd[k]]( task, block->arg[k] ); 648 } 649 } 650} 651 652 653 654/** 655 * Rasterize commands for a single bin. 656 * \param x, y position of the bin's tile in the framebuffer 657 * Must be called between lp_rast_begin() and lp_rast_end(). 658 * Called per thread. 659 */ 660static void 661rasterize_bin(struct lp_rasterizer_task *task, 662 const struct cmd_bin *bin ) 663{ 664 lp_rast_tile_begin( task, bin ); 665 666 do_rasterize_bin(task, bin); 667 668 lp_rast_tile_end(task); 669 670 671 /* Debug/Perf flags: 672 */ 673 if (bin->head->count == 1) { 674 if (bin->head->cmd[0] == LP_RAST_OP_SHADE_TILE_OPAQUE) 675 LP_COUNT(nr_pure_shade_opaque_64); 676 else if (bin->head->cmd[0] == LP_RAST_OP_SHADE_TILE) 677 LP_COUNT(nr_pure_shade_64); 678 } 679} 680 681 682/* An empty bin is one that just loads the contents of the tile and 683 * stores them again unchanged. This typically happens when bins have 684 * been flushed for some reason in the middle of a frame, or when 685 * incremental updates are being made to a render target. 686 * 687 * Try to avoid doing pointless work in this case. 688 */ 689static boolean 690is_empty_bin( const struct cmd_bin *bin ) 691{ 692 return bin->head == NULL; 693} 694 695 696/** 697 * Rasterize/execute all bins within a scene. 698 * Called per thread. 699 */ 700static void 701rasterize_scene(struct lp_rasterizer_task *task, 702 struct lp_scene *scene) 703{ 704 task->scene = scene; 705 706 if (!task->rast->no_rast) { 707 /* loop over scene bins, rasterize each */ 708#if 0 709 { 710 unsigned i, j; 711 for (i = 0; i < scene->tiles_x; i++) { 712 for (j = 0; j < scene->tiles_y; j++) { 713 struct cmd_bin *bin = lp_scene_get_bin(scene, i, j); 714 rasterize_bin(task, bin, i, j); 715 } 716 } 717 } 718#else 719 { 720 struct cmd_bin *bin; 721 722 assert(scene); 723 while ((bin = lp_scene_bin_iter_next(scene))) { 724 if (!is_empty_bin( bin )) 725 rasterize_bin(task, bin); 726 } 727 } 728#endif 729 } 730 731 732 if (scene->fence) { 733 lp_fence_signal(scene->fence); 734 } 735 736 task->scene = NULL; 737} 738 739 740/** 741 * Called by setup module when it has something for us to render. 742 */ 743void 744lp_rast_queue_scene( struct lp_rasterizer *rast, 745 struct lp_scene *scene) 746{ 747 LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); 748 749 if (rast->num_threads == 0) { 750 /* no threading */ 751 752 lp_rast_begin( rast, scene ); 753 754 rasterize_scene( &rast->tasks[0], scene ); 755 756 lp_rast_end( rast ); 757 758 rast->curr_scene = NULL; 759 } 760 else { 761 /* threaded rendering! */ 762 unsigned i; 763 764 lp_scene_enqueue( rast->full_scenes, scene ); 765 766 /* signal the threads that there's work to do */ 767 for (i = 0; i < rast->num_threads; i++) { 768 pipe_semaphore_signal(&rast->tasks[i].work_ready); 769 } 770 } 771 772 LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__); 773} 774 775 776void 777lp_rast_finish( struct lp_rasterizer *rast ) 778{ 779 if (rast->num_threads == 0) { 780 /* nothing to do */ 781 } 782 else { 783 int i; 784 785 /* wait for work to complete */ 786 for (i = 0; i < rast->num_threads; i++) { 787 pipe_semaphore_wait(&rast->tasks[i].work_done); 788 } 789 } 790} 791 792 793/** 794 * This is the thread's main entrypoint. 795 * It's a simple loop: 796 * 1. wait for work 797 * 2. do work 798 * 3. signal that we're done 799 */ 800static PIPE_THREAD_ROUTINE( thread_function, init_data ) 801{ 802 struct lp_rasterizer_task *task = (struct lp_rasterizer_task *) init_data; 803 struct lp_rasterizer *rast = task->rast; 804 boolean debug = false; 805 806 while (1) { 807 /* wait for work */ 808 if (debug) 809 debug_printf("thread %d waiting for work\n", task->thread_index); 810 pipe_semaphore_wait(&task->work_ready); 811 812 if (rast->exit_flag) 813 break; 814 815 if (task->thread_index == 0) { 816 /* thread[0]: 817 * - get next scene to rasterize 818 * - map the framebuffer surfaces 819 */ 820 lp_rast_begin( rast, 821 lp_scene_dequeue( rast->full_scenes, TRUE ) ); 822 } 823 824 /* Wait for all threads to get here so that threads[1+] don't 825 * get a null rast->curr_scene pointer. 826 */ 827 pipe_barrier_wait( &rast->barrier ); 828 829 /* do work */ 830 if (debug) 831 debug_printf("thread %d doing work\n", task->thread_index); 832 833 rasterize_scene(task, 834 rast->curr_scene); 835 836 /* wait for all threads to finish with this scene */ 837 pipe_barrier_wait( &rast->barrier ); 838 839 /* XXX: shouldn't be necessary: 840 */ 841 if (task->thread_index == 0) { 842 lp_rast_end( rast ); 843 } 844 845 /* signal done with work */ 846 if (debug) 847 debug_printf("thread %d done working\n", task->thread_index); 848 849 pipe_semaphore_signal(&task->work_done); 850 } 851 852 return NULL; 853} 854 855 856/** 857 * Initialize semaphores and spawn the threads. 858 */ 859static void 860create_rast_threads(struct lp_rasterizer *rast) 861{ 862 unsigned i; 863 864 /* NOTE: if num_threads is zero, we won't use any threads */ 865 for (i = 0; i < rast->num_threads; i++) { 866 pipe_semaphore_init(&rast->tasks[i].work_ready, 0); 867 pipe_semaphore_init(&rast->tasks[i].work_done, 0); 868 rast->threads[i] = pipe_thread_create(thread_function, 869 (void *) &rast->tasks[i]); 870 } 871} 872 873 874 875/** 876 * Create new lp_rasterizer. If num_threads is zero, don't create any 877 * new threads, do rendering synchronously. 878 * \param num_threads number of rasterizer threads to create 879 */ 880struct lp_rasterizer * 881lp_rast_create( unsigned num_threads ) 882{ 883 struct lp_rasterizer *rast; 884 unsigned i; 885 886 rast = CALLOC_STRUCT(lp_rasterizer); 887 if (!rast) { 888 goto no_rast; 889 } 890 891 rast->full_scenes = lp_scene_queue_create(); 892 if (!rast->full_scenes) { 893 goto no_full_scenes; 894 } 895 896 for (i = 0; i < Elements(rast->tasks); i++) { 897 struct lp_rasterizer_task *task = &rast->tasks[i]; 898 task->rast = rast; 899 task->thread_index = i; 900 } 901 902 rast->num_threads = num_threads; 903 904 rast->no_rast = debug_get_bool_option("LP_NO_RAST", FALSE); 905 906 create_rast_threads(rast); 907 908 /* for synchronizing rasterization threads */ 909 pipe_barrier_init( &rast->barrier, rast->num_threads ); 910 911 memset(lp_swizzled_cbuf, 0, sizeof lp_swizzled_cbuf); 912 913 memset(lp_dummy_tile, 0, sizeof lp_dummy_tile); 914 915 return rast; 916 917no_full_scenes: 918 FREE(rast); 919no_rast: 920 return NULL; 921} 922 923 924/* Shutdown: 925 */ 926void lp_rast_destroy( struct lp_rasterizer *rast ) 927{ 928 unsigned i; 929 930 /* Set exit_flag and signal each thread's work_ready semaphore. 931 * Each thread will be woken up, notice that the exit_flag is set and 932 * break out of its main loop. The thread will then exit. 933 */ 934 rast->exit_flag = TRUE; 935 for (i = 0; i < rast->num_threads; i++) { 936 pipe_semaphore_signal(&rast->tasks[i].work_ready); 937 } 938 939 /* Wait for threads to terminate before cleaning up per-thread data */ 940 for (i = 0; i < rast->num_threads; i++) { 941 pipe_thread_wait(rast->threads[i]); 942 } 943 944 /* Clean up per-thread data */ 945 for (i = 0; i < rast->num_threads; i++) { 946 pipe_semaphore_destroy(&rast->tasks[i].work_ready); 947 pipe_semaphore_destroy(&rast->tasks[i].work_done); 948 } 949 950 /* for synchronizing rasterization threads */ 951 pipe_barrier_destroy( &rast->barrier ); 952 953 lp_scene_queue_destroy(rast->full_scenes); 954 955 FREE(rast); 956} 957 958 959/** Return number of rasterization threads */ 960unsigned 961lp_rast_get_num_threads( struct lp_rasterizer *rast ) 962{ 963 return rast->num_threads; 964} 965 966 967