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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_rect.h"
#include "util/u_surface.h"
#include "util/u_pack_color.h"
#include "os/os_time.h"
#include "lp_scene_queue.h"
#include "lp_debug.h"
#include "lp_fence.h"
#include "lp_perf.h"
#include "lp_query.h"
#include "lp_rast.h"
#include "lp_rast_priv.h"
#include "gallivm/lp_bld_debug.h"
#include "lp_scene.h"
#include "lp_tex_sample.h"
#ifdef DEBUG
int jit_line = 0;
const struct lp_rast_state *jit_state = NULL;
const struct lp_rasterizer_task *jit_task = NULL;
#endif
/**
* Begin rasterizing a scene.
* Called once per scene by one thread.
*/
static void
lp_rast_begin( struct lp_rasterizer *rast,
struct lp_scene *scene )
{
rast->curr_scene = scene;
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
lp_scene_begin_rasterization( scene );
lp_scene_bin_iter_begin( scene );
}
static void
lp_rast_end( struct lp_rasterizer *rast )
{
lp_scene_end_rasterization( rast->curr_scene );
rast->curr_scene = 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_tile_begin(struct lp_rasterizer_task *task,
const struct cmd_bin *bin,
int x, int y)
{
LP_DBG(DEBUG_RAST, "%s %d,%d\n", __FUNCTION__, x, y);
task->bin = bin;
task->x = x * TILE_SIZE;
task->y = y * TILE_SIZE;
task->width = TILE_SIZE + x * TILE_SIZE > task->scene->fb.width ?
task->scene->fb.width - x * TILE_SIZE : TILE_SIZE;
task->height = TILE_SIZE + y * TILE_SIZE > task->scene->fb.height ?
task->scene->fb.height - y * TILE_SIZE : TILE_SIZE;
task->thread_data.vis_counter = 0;
task->ps_invocations = 0;
/* reset pointers to color and depth tile(s) */
memset(task->color_tiles, 0, sizeof(task->color_tiles));
task->depth_tile = NULL;
}
/**
* Clear the rasterizer's current color tile.
* This is a bin command called during bin processing.
* Clear commands always clear all bound layers.
*/
static void
lp_rast_clear_color(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
const struct lp_scene *scene = task->scene;
if (scene->fb.nr_cbufs) {
unsigned i;
union util_color uc;
if (util_format_is_pure_integer(scene->fb.cbufs[0]->format)) {
/*
* We expect int/uint clear values here, though some APIs
* might disagree (but in any case util_pack_color()
* couldn't handle it)...
*/
LP_DBG(DEBUG_RAST, "%s pure int 0x%x,0x%x,0x%x,0x%x\n", __FUNCTION__,
arg.clear_color.ui[0],
arg.clear_color.ui[1],
arg.clear_color.ui[2],
arg.clear_color.ui[3]);
for (i = 0; i < scene->fb.nr_cbufs; i++) {
enum pipe_format format = scene->fb.cbufs[i]->format;
if (util_format_is_pure_sint(format)) {
util_format_write_4i(format, arg.clear_color.i, 0, &uc, 0, 0, 0, 1, 1);
}
else {
assert(util_format_is_pure_uint(format));
util_format_write_4ui(format, arg.clear_color.ui, 0, &uc, 0, 0, 0, 1, 1);
}
util_fill_box(scene->cbufs[i].map,
format,
scene->cbufs[i].stride,
scene->cbufs[i].layer_stride,
task->x,
task->y,
0,
task->width,
task->height,
scene->fb_max_layer + 1,
&uc);
}
}
else {
uint8_t clear_color[4];
for (i = 0; i < 4; ++i) {
clear_color[i] = float_to_ubyte(arg.clear_color.f[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]);
for (i = 0; i < scene->fb.nr_cbufs; i++) {
util_pack_color(arg.clear_color.f,
scene->fb.cbufs[i]->format, &uc);
util_fill_box(scene->cbufs[i].map,
scene->fb.cbufs[i]->format,
scene->cbufs[i].stride,
scene->cbufs[i].layer_stride,
task->x,
task->y,
0,
task->width,
task->height,
scene->fb_max_layer + 1,
&uc);
}
}
}
LP_COUNT(nr_color_tile_clear);
}
/**
* Clear the rasterizer's current z/stencil tile.
* This is a bin command called during bin processing.
* Clear commands always clear all bound layers.
*/
static void
lp_rast_clear_zstencil(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
const struct lp_scene *scene = task->scene;
uint64_t clear_value64 = arg.clear_zstencil.value;
uint64_t clear_mask64 = arg.clear_zstencil.mask;
uint32_t clear_value = (uint32_t) clear_value64;
uint32_t clear_mask = (uint32_t) clear_mask64;
const unsigned height = task->height;
const unsigned width = task->width;
const unsigned dst_stride = scene->zsbuf.stride;
uint8_t *dst;
unsigned i, j;
unsigned block_size;
LP_DBG(DEBUG_RAST, "%s: value=0x%08x, mask=0x%08x\n",
__FUNCTION__, clear_value, clear_mask);
/*
* Clear the area of the depth/depth buffer matching this tile.
*/
if (scene->fb.zsbuf) {
unsigned layer;
uint8_t *dst_layer = lp_rast_get_unswizzled_depth_tile_pointer(task, LP_TEX_USAGE_READ_WRITE);
block_size = util_format_get_blocksize(scene->fb.zsbuf->format);
clear_value &= clear_mask;
for (layer = 0; layer <= scene->fb_max_layer; layer++) {
dst = dst_layer;
switch (block_size) {
case 1:
assert(clear_mask == 0xff);
memset(dst, (uint8_t) clear_value, height * width);
break;
case 2:
if (clear_mask == 0xffff) {
for (i = 0; i < height; i++) {
uint16_t *row = (uint16_t *)dst;
for (j = 0; j < width; j++)
*row++ = (uint16_t) clear_value;
dst += dst_stride;
}
}
else {
for (i = 0; i < height; i++) {
uint16_t *row = (uint16_t *)dst;
for (j = 0; j < width; j++) {
uint16_t tmp = ~clear_mask & *row;
*row++ = clear_value | tmp;
}
dst += dst_stride;
}
}
break;
case 4:
if (clear_mask == 0xffffffff) {
for (i = 0; i < height; i++) {
uint32_t *row = (uint32_t *)dst;
for (j = 0; j < width; j++)
*row++ = clear_value;
dst += dst_stride;
}
}
else {
for (i = 0; i < height; i++) {
uint32_t *row = (uint32_t *)dst;
for (j = 0; j < width; j++) {
uint32_t tmp = ~clear_mask & *row;
*row++ = clear_value | tmp;
}
dst += dst_stride;
}
}
break;
case 8:
clear_value64 &= clear_mask64;
if (clear_mask64 == 0xffffffffffULL) {
for (i = 0; i < height; i++) {
uint64_t *row = (uint64_t *)dst;
for (j = 0; j < width; j++)
*row++ = clear_value64;
dst += dst_stride;
}
}
else {
for (i = 0; i < height; i++) {
uint64_t *row = (uint64_t *)dst;
for (j = 0; j < width; j++) {
uint64_t tmp = ~clear_mask64 & *row;
*row++ = clear_value64 | tmp;
}
dst += dst_stride;
}
}
break;
default:
assert(0);
break;
}
dst_layer += scene->zsbuf.layer_stride;
}
}
}
/**
* 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.
*/
static void
lp_rast_shade_tile(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
const struct lp_scene *scene = task->scene;
const struct lp_rast_shader_inputs *inputs = arg.shade_tile;
const struct lp_rast_state *state;
struct lp_fragment_shader_variant *variant;
const unsigned tile_x = task->x, tile_y = task->y;
unsigned x, y;
if (inputs->disable) {
/* This command was partially binned and has been disabled */
return;
}
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
state = task->state;
assert(state);
if (!state) {
return;
}
variant = state->variant;
/* render the whole 64x64 tile in 4x4 chunks */
for (y = 0; y < task->height; y += 4){
for (x = 0; x < task->width; x += 4) {
uint8_t *color[PIPE_MAX_COLOR_BUFS];
unsigned stride[PIPE_MAX_COLOR_BUFS];
uint8_t *depth = NULL;
unsigned depth_stride = 0;
unsigned i;
/* color buffer */
for (i = 0; i < scene->fb.nr_cbufs; i++){
stride[i] = scene->cbufs[i].stride;
color[i] = lp_rast_get_unswizzled_color_block_pointer(task, i, tile_x + x,
tile_y + y, inputs->layer);
}
/* depth buffer */
if (scene->zsbuf.map) {
depth = lp_rast_get_unswizzled_depth_block_pointer(task, tile_x + x,
tile_y + y, inputs->layer);
depth_stride = scene->zsbuf.stride;
}
/* run shader on 4x4 block */
BEGIN_JIT_CALL(state, task);
variant->jit_function[RAST_WHOLE]( &state->jit_context,
tile_x + x, tile_y + y,
inputs->frontfacing,
GET_A0(inputs),
GET_DADX(inputs),
GET_DADY(inputs),
color,
depth,
0xffff,
&task->thread_data,
stride,
depth_stride);
END_JIT_CALL();
}
}
}
/**
* Run the shader on all blocks in a tile. This is used when a tile is
* completely contained inside a triangle, and the shader is opaque.
* This is a bin command called during bin processing.
*/
static void
lp_rast_shade_tile_opaque(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
assert(task->state);
if (!task->state) {
return;
}
lp_rast_shade_tile(task, arg);
}
/**
* Compute shading for a 4x4 block of pixels inside a triangle.
* This is a bin command called during bin processing.
* \param x X position of quad in window coords
* \param y Y position of quad in window coords
*/
void
lp_rast_shade_quads_mask(struct lp_rasterizer_task *task,
const struct lp_rast_shader_inputs *inputs,
unsigned x, unsigned y,
unsigned mask)
{
const struct lp_rast_state *state = task->state;
struct lp_fragment_shader_variant *variant = state->variant;
const struct lp_scene *scene = task->scene;
uint8_t *color[PIPE_MAX_COLOR_BUFS];
unsigned stride[PIPE_MAX_COLOR_BUFS];
uint8_t *depth = NULL;
unsigned depth_stride = 0;
unsigned i;
assert(state);
/* Sanity checks */
assert(x < scene->tiles_x * TILE_SIZE);
assert(y < scene->tiles_y * TILE_SIZE);
assert(x % TILE_VECTOR_WIDTH == 0);
assert(y % TILE_VECTOR_HEIGHT == 0);
assert((x % 4) == 0);
assert((y % 4) == 0);
/* color buffer */
for (i = 0; i < scene->fb.nr_cbufs; i++) {
stride[i] = scene->cbufs[i].stride;
color[i] = lp_rast_get_unswizzled_color_block_pointer(task, i, x, y, inputs->layer);
}
/* depth buffer */
if (scene->zsbuf.map) {
depth_stride = scene->zsbuf.stride;
depth = lp_rast_get_unswizzled_depth_block_pointer(task, x, y, inputs->layer);
}
assert(lp_check_alignment(state->jit_context.u8_blend_color, 16));
/*
* The rasterizer may produce fragments outside our
* allocated 4x4 blocks hence need to filter them out here.
*/
if ((x % TILE_SIZE) < task->width && (y % TILE_SIZE) < task->height) {
/* not very accurate would need a popcount on the mask */
/* always count this not worth bothering? */
task->ps_invocations++;
/* run shader on 4x4 block */
BEGIN_JIT_CALL(state, task);
variant->jit_function[RAST_EDGE_TEST](&state->jit_context,
x, y,
inputs->frontfacing,
GET_A0(inputs),
GET_DADX(inputs),
GET_DADY(inputs),
color,
depth,
mask,
&task->thread_data,
stride,
depth_stride);
END_JIT_CALL();
}
}
/**
* Begin a new occlusion query.
* This is a bin command put in all bins.
* Called per thread.
*/
static void
lp_rast_begin_query(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct llvmpipe_query *pq = arg.query_obj;
switch (pq->type) {
case PIPE_QUERY_OCCLUSION_COUNTER:
case PIPE_QUERY_OCCLUSION_PREDICATE:
pq->start[task->thread_index] = task->thread_data.vis_counter;
break;
case PIPE_QUERY_PIPELINE_STATISTICS:
pq->start[task->thread_index] = task->ps_invocations;
break;
default:
assert(0);
break;
}
}
/**
* End the current occlusion query.
* This is a bin command put in all bins.
* Called per thread.
*/
static void
lp_rast_end_query(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
struct llvmpipe_query *pq = arg.query_obj;
switch (pq->type) {
case PIPE_QUERY_OCCLUSION_COUNTER:
case PIPE_QUERY_OCCLUSION_PREDICATE:
pq->end[task->thread_index] +=
task->thread_data.vis_counter - pq->start[task->thread_index];
pq->start[task->thread_index] = 0;
break;
case PIPE_QUERY_TIMESTAMP:
pq->end[task->thread_index] = os_time_get_nano();
break;
case PIPE_QUERY_PIPELINE_STATISTICS:
pq->end[task->thread_index] +=
task->ps_invocations - pq->start[task->thread_index];
pq->start[task->thread_index] = 0;
break;
default:
assert(0);
break;
}
}
void
lp_rast_set_state(struct lp_rasterizer_task *task,
const union lp_rast_cmd_arg arg)
{
task->state = arg.state;
}
/**
* Called when we're done writing to a color tile.
*/
static void
lp_rast_tile_end(struct lp_rasterizer_task *task)
{
unsigned i;
for (i = 0; i < task->scene->num_active_queries; ++i) {
lp_rast_end_query(task, lp_rast_arg_query(task->scene->active_queries[i]));
}
/* debug */
memset(task->color_tiles, 0, sizeof(task->color_tiles));
task->depth_tile = NULL;
task->bin = NULL;
}
static lp_rast_cmd_func dispatch[LP_RAST_OP_MAX] =
{
lp_rast_clear_color,
lp_rast_clear_zstencil,
lp_rast_triangle_1,
lp_rast_triangle_2,
lp_rast_triangle_3,
lp_rast_triangle_4,
lp_rast_triangle_5,
lp_rast_triangle_6,
lp_rast_triangle_7,
lp_rast_triangle_8,
lp_rast_triangle_3_4,
lp_rast_triangle_3_16,
lp_rast_triangle_4_16,
lp_rast_shade_tile,
lp_rast_shade_tile_opaque,
lp_rast_begin_query,
lp_rast_end_query,
lp_rast_set_state,
};
static void
do_rasterize_bin(struct lp_rasterizer_task *task,
const struct cmd_bin *bin,
int x, int y)
{
const struct cmd_block *block;
unsigned k;
if (0)
lp_debug_bin(bin, x, y);
for (block = bin->head; block; block = block->next) {
for (k = 0; k < block->count; k++) {
dispatch[block->cmd[k]]( task, block->arg[k] );
}
}
}
/**
* 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 )
{
lp_rast_tile_begin( task, bin, x, y );
do_rasterize_bin(task, bin, x, y);
lp_rast_tile_end(task);
/* Debug/Perf flags:
*/
if (bin->head->count == 1) {
if (bin->head->cmd[0] == LP_RAST_OP_SHADE_TILE_OPAQUE)
LP_COUNT(nr_pure_shade_opaque_64);
else if (bin->head->cmd[0] == LP_RAST_OP_SHADE_TILE)
LP_COUNT(nr_pure_shade_64);
}
}
/* 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 )
{
return bin->head == NULL;
}
/**
* Rasterize/execute all bins within a scene.
* Called per thread.
*/
static void
rasterize_scene(struct lp_rasterizer_task *task,
struct lp_scene *scene)
{
task->scene = scene;
if (!task->rast->no_rast && !scene->discard) {
/* loop over scene bins, rasterize each */
{
struct cmd_bin *bin;
int i, j;
assert(scene);
while ((bin = lp_scene_bin_iter_next(scene, &i, &j))) {
if (!is_empty_bin( bin ))
rasterize_bin(task, bin, i, j);
}
}
}
if (scene->fence) {
lp_fence_signal(scene->fence);
}
task->scene = NULL;
}
/**
* Called by setup module when it has something for us to render.
*/
void
lp_rast_queue_scene( struct lp_rasterizer *rast,
struct lp_scene *scene)
{
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
if (rast->num_threads == 0) {
/* no threading */
unsigned fpstate = util_fpstate_get();
/* Make sure that denorms are treated like zeros. This is
* the behavior required by D3D10. OpenGL doesn't care.
*/
util_fpstate_set_denorms_to_zero(fpstate);
lp_rast_begin( rast, scene );
rasterize_scene( &rast->tasks[0], scene );
lp_rast_end( rast );
util_fpstate_set(fpstate);
rast->curr_scene = NULL;
}
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);
}
}
LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__);
}
void
lp_rast_finish( struct lp_rasterizer *rast )
{
if (rast->num_threads == 0) {
/* nothing to do */
}
else {
int i;
/* wait for work to complete */
for (i = 0; i < rast->num_threads; i++) {
pipe_semaphore_wait(&rast->tasks[i].work_done);
}
}
}
/**
* 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_function, init_data )
{
struct lp_rasterizer_task *task = (struct lp_rasterizer_task *) init_data;
struct lp_rasterizer *rast = task->rast;
boolean debug = false;
unsigned fpstate = util_fpstate_get();
/* Make sure that denorms are treated like zeros. This is
* the behavior required by D3D10. OpenGL doesn't care.
*/
util_fpstate_set_denorms_to_zero(fpstate);
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
*/
lp_rast_begin( rast,
lp_scene_dequeue( rast->full_scenes, TRUE ) );
}
/* 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);
/* wait for all threads to finish with this scene */
pipe_barrier_wait( &rast->barrier );
/* XXX: shouldn't be necessary:
*/
if (task->thread_index == 0) {
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;
/* 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_function,
(void *) &rast->tasks[i]);
}
}
/**
* Create new lp_rasterizer. If num_threads is zero, don't create any
* new threads, do rendering synchronously.
* \param num_threads number of rasterizer threads to create
*/
struct lp_rasterizer *
lp_rast_create( unsigned num_threads )
{
struct lp_rasterizer *rast;
unsigned i;
rast = CALLOC_STRUCT(lp_rasterizer);
if (!rast) {
goto no_rast;
}
rast->full_scenes = lp_scene_queue_create();
if (!rast->full_scenes) {
goto no_full_scenes;
}
for (i = 0; i < Elements(rast->tasks); i++) {
struct lp_rasterizer_task *task = &rast->tasks[i];
task->rast = rast;
task->thread_index = i;
}
rast->num_threads = num_threads;
rast->no_rast = debug_get_bool_option("LP_NO_RAST", FALSE);
create_rast_threads(rast);
/* for synchronizing rasterization threads */
pipe_barrier_init( &rast->barrier, rast->num_threads );
memset(lp_dummy_tile, 0, sizeof lp_dummy_tile);
return rast;
no_full_scenes:
FREE(rast);
no_rast:
return NULL;
}
/* Shutdown:
*/
void lp_rast_destroy( struct lp_rasterizer *rast )
{
unsigned i;
/* 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);
}
/* Wait for threads to terminate before cleaning up per-thread data */
for (i = 0; i < rast->num_threads; i++) {
pipe_thread_wait(rast->threads[i]);
}
/* Clean up per-thread data */
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 );
lp_scene_queue_destroy(rast->full_scenes);
FREE(rast);
}
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