/************************************************************************** * * Copyright 2007 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. * **************************************************************************/ /** * Tiling engine. * * Builds per-tile display lists and executes them on calls to * lp_setup_flush(). */ #include #include "pipe/p_defines.h" #include "util/u_framebuffer.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_pack_color.h" #include "draw/draw_pipe.h" #include "lp_context.h" #include "lp_memory.h" #include "lp_scene.h" #include "lp_texture.h" #include "lp_debug.h" #include "lp_fence.h" #include "lp_query.h" #include "lp_rast.h" #include "lp_setup_context.h" #include "lp_screen.h" #include "lp_state.h" #include "state_tracker/sw_winsys.h" #include "draw/draw_context.h" #include "draw/draw_vbuf.h" static boolean set_scene_state( struct lp_setup_context *, enum setup_state, const char *reason); static boolean try_update_scene_state( struct lp_setup_context *setup ); static void lp_setup_get_empty_scene(struct lp_setup_context *setup) { assert(setup->scene == NULL); setup->scene_idx++; setup->scene_idx %= Elements(setup->scenes); setup->scene = setup->scenes[setup->scene_idx]; if (setup->scene->fence) { if (LP_DEBUG & DEBUG_SETUP) debug_printf("%s: wait for scene %d\n", __FUNCTION__, setup->scene->fence->id); lp_fence_wait(setup->scene->fence); } lp_scene_begin_binning(setup->scene, &setup->fb); } static void first_triangle( struct lp_setup_context *setup, const float (*v0)[4], const float (*v1)[4], const float (*v2)[4]) { assert(setup->state == SETUP_ACTIVE); lp_setup_choose_triangle( setup ); setup->triangle( setup, v0, v1, v2 ); } static void first_line( struct lp_setup_context *setup, const float (*v0)[4], const float (*v1)[4]) { assert(setup->state == SETUP_ACTIVE); lp_setup_choose_line( setup ); setup->line( setup, v0, v1 ); } static void first_point( struct lp_setup_context *setup, const float (*v0)[4]) { assert(setup->state == SETUP_ACTIVE); lp_setup_choose_point( setup ); setup->point( setup, v0 ); } void lp_setup_reset( struct lp_setup_context *setup ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); /* Reset derived state */ setup->constants.stored_size = 0; setup->constants.stored_data = NULL; setup->fs.stored = NULL; setup->dirty = ~0; /* no current bin */ setup->scene = NULL; /* Reset some state: */ memset(&setup->clear, 0, sizeof setup->clear); /* Have an explicit "start-binning" call and get rid of this * pointer twiddling? */ setup->line = first_line; setup->point = first_point; setup->triangle = first_triangle; } /** Rasterize all scene's bins */ static void lp_setup_rasterize_scene( struct lp_setup_context *setup ) { struct lp_scene *scene = setup->scene; struct llvmpipe_screen *screen = llvmpipe_screen(scene->pipe->screen); lp_scene_end_binning(scene); lp_fence_reference(&setup->last_fence, scene->fence); if (setup->last_fence) setup->last_fence->issued = TRUE; pipe_mutex_lock(screen->rast_mutex); lp_rast_queue_scene(screen->rast, scene); lp_rast_finish(screen->rast); pipe_mutex_unlock(screen->rast_mutex); lp_scene_end_rasterization(setup->scene); lp_setup_reset( setup ); LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__); } static boolean begin_binning( struct lp_setup_context *setup ) { struct lp_scene *scene = setup->scene; boolean need_zsload = FALSE; boolean ok; unsigned i, j; assert(scene); assert(scene->fence == NULL); /* Always create a fence: */ scene->fence = lp_fence_create(MAX2(1, setup->num_threads)); if (!scene->fence) return FALSE; /* Initialize the bin flags and x/y coords: */ for (i = 0; i < scene->tiles_x; i++) { for (j = 0; j < scene->tiles_y; j++) { scene->tile[i][j].x = i; scene->tile[i][j].y = j; } } ok = try_update_scene_state(setup); if (!ok) return FALSE; if (setup->fb.zsbuf && ((setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL) && util_format_is_depth_and_stencil(setup->fb.zsbuf->format)) need_zsload = TRUE; LP_DBG(DEBUG_SETUP, "%s color: %s depth: %s\n", __FUNCTION__, (setup->clear.flags & PIPE_CLEAR_COLOR) ? "clear": "load", need_zsload ? "clear": "load"); if (setup->fb.nr_cbufs) { if (setup->clear.flags & PIPE_CLEAR_COLOR) { ok = lp_scene_bin_everywhere( scene, LP_RAST_OP_CLEAR_COLOR, setup->clear.color ); if (!ok) return FALSE; } } if (setup->fb.zsbuf) { if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL) { if (!need_zsload) scene->has_depthstencil_clear = TRUE; ok = lp_scene_bin_everywhere( scene, LP_RAST_OP_CLEAR_ZSTENCIL, lp_rast_arg_clearzs( setup->clear.zsvalue, setup->clear.zsmask)); if (!ok) return FALSE; } } if (setup->active_query) { ok = lp_scene_bin_everywhere( scene, LP_RAST_OP_BEGIN_QUERY, lp_rast_arg_query(setup->active_query) ); if (!ok) return FALSE; } setup->clear.flags = 0; setup->clear.zsmask = 0; setup->clear.zsvalue = 0; LP_DBG(DEBUG_SETUP, "%s done\n", __FUNCTION__); return TRUE; } /* This basically bins and then flushes any outstanding full-screen * clears. * * TODO: fast path for fullscreen clears and no triangles. */ static boolean execute_clears( struct lp_setup_context *setup ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); return begin_binning( setup ); } const char *states[] = { "FLUSHED", "CLEARED", "ACTIVE " }; static boolean set_scene_state( struct lp_setup_context *setup, enum setup_state new_state, const char *reason) { unsigned old_state = setup->state; if (old_state == new_state) return TRUE; if (LP_DEBUG & DEBUG_SCENE) { debug_printf("%s old %s new %s%s%s\n", __FUNCTION__, states[old_state], states[new_state], (new_state == SETUP_FLUSHED) ? ": " : "", (new_state == SETUP_FLUSHED) ? reason : ""); if (new_state == SETUP_FLUSHED && setup->scene) lp_debug_draw_bins_by_cmd_length(setup->scene); } /* wait for a free/empty scene */ if (old_state == SETUP_FLUSHED) lp_setup_get_empty_scene(setup); switch (new_state) { case SETUP_CLEARED: break; case SETUP_ACTIVE: if (!begin_binning( setup )) goto fail; break; case SETUP_FLUSHED: if (old_state == SETUP_CLEARED) if (!execute_clears( setup )) goto fail; lp_setup_rasterize_scene( setup ); assert(setup->scene == NULL); break; default: assert(0 && "invalid setup state mode"); goto fail; } setup->state = new_state; return TRUE; fail: if (setup->scene) { lp_scene_end_rasterization(setup->scene); setup->scene = NULL; } setup->state = SETUP_FLUSHED; lp_setup_reset( setup ); return FALSE; } void lp_setup_flush( struct lp_setup_context *setup, struct pipe_fence_handle **fence, const char *reason) { set_scene_state( setup, SETUP_FLUSHED, reason ); if (fence) { lp_fence_reference((struct lp_fence **)fence, setup->last_fence); } } void lp_setup_bind_framebuffer( struct lp_setup_context *setup, const struct pipe_framebuffer_state *fb ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); /* Flush any old scene. */ set_scene_state( setup, SETUP_FLUSHED, __FUNCTION__ ); /* * Ensure the old scene is not reused. */ assert(!setup->scene); /* Set new state. This will be picked up later when we next need a * scene. */ util_copy_framebuffer_state(&setup->fb, fb); setup->framebuffer.x0 = 0; setup->framebuffer.y0 = 0; setup->framebuffer.x1 = fb->width-1; setup->framebuffer.y1 = fb->height-1; setup->dirty |= LP_SETUP_NEW_SCISSOR; } static boolean lp_setup_try_clear( struct lp_setup_context *setup, const float *color, double depth, unsigned stencil, unsigned flags ) { uint32_t zsmask = 0; uint32_t zsvalue = 0; union lp_rast_cmd_arg color_arg; unsigned i; LP_DBG(DEBUG_SETUP, "%s state %d\n", __FUNCTION__, setup->state); if (flags & PIPE_CLEAR_COLOR) { for (i = 0; i < 4; i++) color_arg.clear_color[i] = color[i]; } if (flags & PIPE_CLEAR_DEPTHSTENCIL) { uint32_t zmask = (flags & PIPE_CLEAR_DEPTH) ? ~0 : 0; uint32_t smask = (flags & PIPE_CLEAR_STENCIL) ? ~0 : 0; zsvalue = util_pack_z_stencil(setup->fb.zsbuf->format, depth, stencil); zsmask = util_pack_mask_z_stencil(setup->fb.zsbuf->format, zmask, smask); zsvalue &= zsmask; } if (setup->state == SETUP_ACTIVE) { struct lp_scene *scene = setup->scene; /* Add the clear to existing scene. In the unusual case where * both color and depth-stencil are being cleared when there's * already been some rendering, we could discard the currently * binned scene and start again, but I don't see that as being * a common usage. */ if (flags & PIPE_CLEAR_COLOR) { if (!lp_scene_bin_everywhere( scene, LP_RAST_OP_CLEAR_COLOR, color_arg )) return FALSE; } if (flags & PIPE_CLEAR_DEPTHSTENCIL) { if (!lp_scene_bin_everywhere( scene, LP_RAST_OP_CLEAR_ZSTENCIL, lp_rast_arg_clearzs(zsvalue, zsmask) )) return FALSE; } } else { /* Put ourselves into the 'pre-clear' state, specifically to try * and accumulate multiple clears to color and depth_stencil * buffers which the app or state-tracker might issue * separately. */ set_scene_state( setup, SETUP_CLEARED, __FUNCTION__ ); setup->clear.flags |= flags; if (flags & PIPE_CLEAR_DEPTHSTENCIL) { setup->clear.zsmask |= zsmask; setup->clear.zsvalue = (setup->clear.zsvalue & ~zsmask) | (zsvalue & zsmask); } if (flags & PIPE_CLEAR_COLOR) { memcpy(setup->clear.color.clear_color, &color_arg, sizeof setup->clear.color.clear_color); } } return TRUE; } void lp_setup_clear( struct lp_setup_context *setup, const float *color, double depth, unsigned stencil, unsigned flags ) { if (!lp_setup_try_clear( setup, color, depth, stencil, flags )) { lp_setup_flush(setup, NULL, __FUNCTION__); if (!lp_setup_try_clear( setup, color, depth, stencil, flags )) assert(0); } } void lp_setup_set_triangle_state( struct lp_setup_context *setup, unsigned cull_mode, boolean ccw_is_frontface, boolean scissor, boolean gl_rasterization_rules) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); setup->ccw_is_frontface = ccw_is_frontface; setup->cullmode = cull_mode; setup->triangle = first_triangle; setup->pixel_offset = gl_rasterization_rules ? 0.5f : 0.0f; if (setup->scissor_test != scissor) { setup->dirty |= LP_SETUP_NEW_SCISSOR; setup->scissor_test = scissor; } } void lp_setup_set_line_state( struct lp_setup_context *setup, float line_width) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); setup->line_width = line_width; } void lp_setup_set_point_state( struct lp_setup_context *setup, float point_size, boolean point_size_per_vertex, uint sprite_coord_enable, uint sprite_coord_origin) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); setup->point_size = point_size; setup->sprite_coord_enable = sprite_coord_enable; setup->sprite_coord_origin = sprite_coord_origin; setup->point_size_per_vertex = point_size_per_vertex; } void lp_setup_set_setup_variant( struct lp_setup_context *setup, const struct lp_setup_variant *variant) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); setup->setup.variant = variant; } void lp_setup_set_fs_variant( struct lp_setup_context *setup, struct lp_fragment_shader_variant *variant) { LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, variant); /* FIXME: reference count */ setup->fs.current.variant = variant; setup->dirty |= LP_SETUP_NEW_FS; } void lp_setup_set_fs_constants(struct lp_setup_context *setup, struct pipe_resource *buffer) { LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, (void *) buffer); pipe_resource_reference(&setup->constants.current, buffer); setup->dirty |= LP_SETUP_NEW_CONSTANTS; } void lp_setup_set_alpha_ref_value( struct lp_setup_context *setup, float alpha_ref_value ) { LP_DBG(DEBUG_SETUP, "%s %f\n", __FUNCTION__, alpha_ref_value); if(setup->fs.current.jit_context.alpha_ref_value != alpha_ref_value) { setup->fs.current.jit_context.alpha_ref_value = alpha_ref_value; setup->dirty |= LP_SETUP_NEW_FS; } } void lp_setup_set_stencil_ref_values( struct lp_setup_context *setup, const ubyte refs[2] ) { LP_DBG(DEBUG_SETUP, "%s %d %d\n", __FUNCTION__, refs[0], refs[1]); if (setup->fs.current.jit_context.stencil_ref_front != refs[0] || setup->fs.current.jit_context.stencil_ref_back != refs[1]) { setup->fs.current.jit_context.stencil_ref_front = refs[0]; setup->fs.current.jit_context.stencil_ref_back = refs[1]; setup->dirty |= LP_SETUP_NEW_FS; } } void lp_setup_set_blend_color( struct lp_setup_context *setup, const struct pipe_blend_color *blend_color ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(blend_color); if(memcmp(&setup->blend_color.current, blend_color, sizeof *blend_color) != 0) { memcpy(&setup->blend_color.current, blend_color, sizeof *blend_color); setup->dirty |= LP_SETUP_NEW_BLEND_COLOR; } } void lp_setup_set_scissor( struct lp_setup_context *setup, const struct pipe_scissor_state *scissor ) { LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(scissor); setup->scissor.x0 = scissor->minx; setup->scissor.x1 = scissor->maxx-1; setup->scissor.y0 = scissor->miny; setup->scissor.y1 = scissor->maxy-1; setup->dirty |= LP_SETUP_NEW_SCISSOR; } void lp_setup_set_flatshade_first( struct lp_setup_context *setup, boolean flatshade_first ) { setup->flatshade_first = flatshade_first; } void lp_setup_set_vertex_info( struct lp_setup_context *setup, struct vertex_info *vertex_info ) { /* XXX: just silently holding onto the pointer: */ setup->vertex_info = vertex_info; } /** * Called during state validation when LP_NEW_SAMPLER_VIEW is set. */ void lp_setup_set_fragment_sampler_views(struct lp_setup_context *setup, unsigned num, struct pipe_sampler_view **views) { unsigned i; LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(num <= PIPE_MAX_SAMPLERS); for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { struct pipe_sampler_view *view = i < num ? views[i] : NULL; if (view) { struct pipe_resource *tex = view->texture; struct llvmpipe_resource *lp_tex = llvmpipe_resource(tex); struct lp_jit_texture *jit_tex; jit_tex = &setup->fs.current.jit_context.textures[i]; jit_tex->width = tex->width0; jit_tex->height = tex->height0; jit_tex->first_level = view->u.tex.first_level; jit_tex->last_level = tex->last_level; if (tex->target == PIPE_TEXTURE_3D) { jit_tex->depth = tex->depth0; } else { jit_tex->depth = tex->array_size; } /* We're referencing the texture's internal data, so save a * reference to it. */ pipe_resource_reference(&setup->fs.current_tex[i], tex); if (!lp_tex->dt) { /* regular texture - setup array of mipmap level offsets */ void *mip_ptr; int j; /* * XXX this is messed up we don't want to accidentally trigger * tiled->linear conversion for levels we don't need. * So ask for first_level data (which will allocate all levels) * then if successful get base ptr. */ mip_ptr = llvmpipe_get_texture_image_all(lp_tex, view->u.tex.first_level, LP_TEX_USAGE_READ, LP_TEX_LAYOUT_LINEAR); if ((LP_PERF & PERF_TEX_MEM) || !mip_ptr) { /* out of memory - use dummy tile memory */ jit_tex->base = lp_dummy_tile; jit_tex->width = TILE_SIZE/8; jit_tex->height = TILE_SIZE/8; jit_tex->depth = 1; jit_tex->first_level = 0; jit_tex->last_level = 0; } else { jit_tex->base = lp_tex->linear_img.data; } for (j = view->u.tex.first_level; j <= tex->last_level; j++) { mip_ptr = llvmpipe_get_texture_image_all(lp_tex, j, LP_TEX_USAGE_READ, LP_TEX_LAYOUT_LINEAR); jit_tex->mip_offsets[j] = (uint8_t *)mip_ptr - (uint8_t *)jit_tex->base; /* * could get mip offset directly but need call above to * invoke tiled->linear conversion. */ assert(lp_tex->linear_mip_offsets[j] == jit_tex->mip_offsets[j]); jit_tex->row_stride[j] = lp_tex->row_stride[j]; jit_tex->img_stride[j] = lp_tex->img_stride[j]; if (jit_tex->base == lp_dummy_tile) { /* out of memory - use dummy tile memory */ jit_tex->mip_offsets[j] = 0; jit_tex->row_stride[j] = 0; jit_tex->img_stride[j] = 0; } } } else { /* display target texture/surface */ /* * XXX: Where should this be unmapped? */ struct llvmpipe_screen *screen = llvmpipe_screen(tex->screen); struct sw_winsys *winsys = screen->winsys; jit_tex->base = winsys->displaytarget_map(winsys, lp_tex->dt, PIPE_TRANSFER_READ); jit_tex->row_stride[0] = lp_tex->row_stride[0]; jit_tex->img_stride[0] = lp_tex->img_stride[0]; jit_tex->mip_offsets[0] = 0; assert(jit_tex->base); } } } setup->dirty |= LP_SETUP_NEW_FS; } /** * Called during state validation when LP_NEW_SAMPLER is set. */ void lp_setup_set_fragment_sampler_state(struct lp_setup_context *setup, unsigned num, struct pipe_sampler_state **samplers) { unsigned i; LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__); assert(num <= PIPE_MAX_SAMPLERS); for (i = 0; i < PIPE_MAX_SAMPLERS; i++) { const struct pipe_sampler_state *sampler = i < num ? samplers[i] : NULL; if (sampler) { struct lp_jit_texture *jit_tex; jit_tex = &setup->fs.current.jit_context.textures[i]; jit_tex->min_lod = sampler->min_lod; jit_tex->max_lod = sampler->max_lod; jit_tex->lod_bias = sampler->lod_bias; COPY_4V(jit_tex->border_color, sampler->border_color.f); } } setup->dirty |= LP_SETUP_NEW_FS; } /** * Is the given texture referenced by any scene? * Note: we have to check all scenes including any scenes currently * being rendered and the current scene being built. */ unsigned lp_setup_is_resource_referenced( const struct lp_setup_context *setup, const struct pipe_resource *texture ) { unsigned i; /* check the render targets */ for (i = 0; i < setup->fb.nr_cbufs; i++) { if (setup->fb.cbufs[i]->texture == texture) return LP_REFERENCED_FOR_READ | LP_REFERENCED_FOR_WRITE; } if (setup->fb.zsbuf && setup->fb.zsbuf->texture == texture) { return LP_REFERENCED_FOR_READ | LP_REFERENCED_FOR_WRITE; } /* check textures referenced by the scene */ for (i = 0; i < Elements(setup->scenes); i++) { if (lp_scene_is_resource_referenced(setup->scenes[i], texture)) { return LP_REFERENCED_FOR_READ; } } return LP_UNREFERENCED; } /** * Called by vbuf code when we're about to draw something. */ static boolean try_update_scene_state( struct lp_setup_context *setup ) { boolean new_scene = (setup->fs.stored == NULL); struct lp_scene *scene = setup->scene; assert(scene); if(setup->dirty & LP_SETUP_NEW_BLEND_COLOR) { uint8_t *stored; float* fstored; unsigned i, j; unsigned size; /* Alloc u8_blend_color (16 x i8) and f_blend_color (4 or 8 x f32) */ size = 4 * 16 * sizeof(uint8_t); size += (LP_MAX_VECTOR_LENGTH / 4) * sizeof(float); stored = lp_scene_alloc_aligned(scene, size, LP_MAX_VECTOR_LENGTH); if (!stored) { assert(!new_scene); return FALSE; } /* Store floating point colour */ fstored = (float*)(stored + 4*16); for (i = 0; i < (LP_MAX_VECTOR_LENGTH / 4); ++i) { fstored[i] = setup->blend_color.current.color[i % 4]; } /* smear each blend color component across 16 ubyte elements */ for (i = 0; i < 4; ++i) { uint8_t c = float_to_ubyte(setup->blend_color.current.color[i]); for (j = 0; j < 16; ++j) stored[i*16 + j] = c; } setup->blend_color.stored = stored; setup->fs.current.jit_context.u8_blend_color = stored; setup->fs.current.jit_context.f_blend_color = fstored; setup->dirty |= LP_SETUP_NEW_FS; } if(setup->dirty & LP_SETUP_NEW_CONSTANTS) { struct pipe_resource *buffer = setup->constants.current; if(buffer) { unsigned current_size = buffer->width0; const void *current_data = llvmpipe_resource_data(buffer); /* TODO: copy only the actually used constants? */ if(setup->constants.stored_size != current_size || !setup->constants.stored_data || memcmp(setup->constants.stored_data, current_data, current_size) != 0) { void *stored; stored = lp_scene_alloc(scene, current_size); if (!stored) { assert(!new_scene); return FALSE; } memcpy(stored, current_data, current_size); setup->constants.stored_size = current_size; setup->constants.stored_data = stored; } } else { setup->constants.stored_size = 0; setup->constants.stored_data = NULL; } setup->fs.current.jit_context.constants = setup->constants.stored_data; setup->dirty |= LP_SETUP_NEW_FS; } if (setup->dirty & LP_SETUP_NEW_FS) { if (!setup->fs.stored || memcmp(setup->fs.stored, &setup->fs.current, sizeof setup->fs.current) != 0) { struct lp_rast_state *stored; uint i; /* The fs state that's been stored in the scene is different from * the new, current state. So allocate a new lp_rast_state object * and append it to the bin's setup data buffer. */ stored = (struct lp_rast_state *) lp_scene_alloc(scene, sizeof *stored); if (!stored) { assert(!new_scene); return FALSE; } memcpy(stored, &setup->fs.current, sizeof setup->fs.current); setup->fs.stored = stored; /* The scene now references the textures in the rasterization * state record. Note that now. */ for (i = 0; i < Elements(setup->fs.current_tex); i++) { if (setup->fs.current_tex[i]) { if (!lp_scene_add_resource_reference(scene, setup->fs.current_tex[i], new_scene)) { assert(!new_scene); return FALSE; } } } } } if (setup->dirty & LP_SETUP_NEW_SCISSOR) { setup->draw_region = setup->framebuffer; if (setup->scissor_test) { u_rect_possible_intersection(&setup->scissor, &setup->draw_region); } } setup->dirty = 0; assert(setup->fs.stored); return TRUE; } boolean lp_setup_update_state( struct lp_setup_context *setup, boolean update_scene ) { /* Some of the 'draw' pipeline stages may have changed some driver state. * Make sure we've processed those state changes before anything else. * * XXX this is the only place where llvmpipe_context is used in the * setup code. This may get refactored/changed... */ { struct llvmpipe_context *lp = llvmpipe_context(setup->pipe); if (lp->dirty) { llvmpipe_update_derived(lp); } if (lp->setup->dirty) { llvmpipe_update_setup(lp); } assert(setup->setup.variant); /* Will probably need to move this somewhere else, just need * to know about vertex shader point size attribute. */ setup->psize = lp->psize_slot; assert(lp->dirty == 0); assert(lp->setup_variant.key.size == setup->setup.variant->key.size); assert(memcmp(&lp->setup_variant.key, &setup->setup.variant->key, setup->setup.variant->key.size) == 0); } if (update_scene && setup->state != SETUP_ACTIVE) { if (!set_scene_state( setup, SETUP_ACTIVE, __FUNCTION__ )) return FALSE; } /* Only call into update_scene_state() if we already have a * scene: */ if (update_scene && setup->scene) { assert(setup->state == SETUP_ACTIVE); if (try_update_scene_state(setup)) return TRUE; /* Update failed, try to restart the scene. * * Cannot call lp_setup_flush_and_restart() directly here * because of potential recursion. */ if (!set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__)) return FALSE; if (!set_scene_state(setup, SETUP_ACTIVE, __FUNCTION__)) return FALSE; if (!setup->scene) return FALSE; return try_update_scene_state(setup); } return TRUE; } /* Only caller is lp_setup_vbuf_destroy() */ void lp_setup_destroy( struct lp_setup_context *setup ) { uint i; lp_setup_reset( setup ); util_unreference_framebuffer_state(&setup->fb); for (i = 0; i < Elements(setup->fs.current_tex); i++) { pipe_resource_reference(&setup->fs.current_tex[i], NULL); } pipe_resource_reference(&setup->constants.current, NULL); /* free the scenes in the 'empty' queue */ for (i = 0; i < Elements(setup->scenes); i++) { struct lp_scene *scene = setup->scenes[i]; if (scene->fence) lp_fence_wait(scene->fence); lp_scene_destroy(scene); } lp_fence_reference(&setup->last_fence, NULL); FREE( setup ); } /** * Create a new primitive tiling engine. Plug it into the backend of * the draw module. Currently also creates a rasterizer to use with * it. */ struct lp_setup_context * lp_setup_create( struct pipe_context *pipe, struct draw_context *draw ) { struct llvmpipe_screen *screen = llvmpipe_screen(pipe->screen); struct lp_setup_context *setup; unsigned i; setup = CALLOC_STRUCT(lp_setup_context); if (!setup) { goto no_setup; } lp_setup_init_vbuf(setup); /* Used only in update_state(): */ setup->pipe = pipe; setup->num_threads = screen->num_threads; setup->vbuf = draw_vbuf_stage(draw, &setup->base); if (!setup->vbuf) { goto no_vbuf; } draw_set_rasterize_stage(draw, setup->vbuf); draw_set_render(draw, &setup->base); /* create some empty scenes */ for (i = 0; i < MAX_SCENES; i++) { setup->scenes[i] = lp_scene_create( pipe ); if (!setup->scenes[i]) { goto no_scenes; } } setup->triangle = first_triangle; setup->line = first_line; setup->point = first_point; setup->dirty = ~0; return setup; no_scenes: for (i = 0; i < MAX_SCENES; i++) { if (setup->scenes[i]) { lp_scene_destroy(setup->scenes[i]); } } setup->vbuf->destroy(setup->vbuf); no_vbuf: FREE(setup); no_setup: return NULL; } /** * Put a BeginQuery command into all bins. */ void lp_setup_begin_query(struct lp_setup_context *setup, struct llvmpipe_query *pq) { /* init the query to its beginning state */ assert(setup->active_query == NULL); set_scene_state(setup, SETUP_ACTIVE, "begin_query"); setup->active_query = pq; if (setup->scene) { if (!lp_scene_bin_everywhere(setup->scene, LP_RAST_OP_BEGIN_QUERY, lp_rast_arg_query(pq))) { if (!lp_setup_flush_and_restart(setup)) return; if (!lp_scene_bin_everywhere(setup->scene, LP_RAST_OP_BEGIN_QUERY, lp_rast_arg_query(pq))) { return; } } } } /** * Put an EndQuery command into all bins. */ void lp_setup_end_query(struct lp_setup_context *setup, struct llvmpipe_query *pq) { union lp_rast_cmd_arg dummy = { 0 }; set_scene_state(setup, SETUP_ACTIVE, "end_query"); assert(setup->active_query == pq); setup->active_query = NULL; /* Setup will automatically re-issue any query which carried over a * scene boundary, and the rasterizer automatically "ends" queries * which are active at the end of a scene, so there is no need to * retry this commands on failure. */ if (setup->scene) { /* pq->fence should be the fence of the *last* scene which * contributed to the query result. */ lp_fence_reference(&pq->fence, setup->scene->fence); if (!lp_scene_bin_everywhere(setup->scene, LP_RAST_OP_END_QUERY, dummy)) { lp_setup_flush(setup, NULL, __FUNCTION__); } } else { lp_fence_reference(&pq->fence, setup->last_fence); } } boolean lp_setup_flush_and_restart(struct lp_setup_context *setup) { if (0) debug_printf("%s\n", __FUNCTION__); assert(setup->state == SETUP_ACTIVE); if (!set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__)) return FALSE; if (!lp_setup_update_state(setup, TRUE)) return FALSE; return TRUE; }