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/**************************************************************************
*
* 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 "pipe/p_defines.h"
#include "pipe/p_inlines.h"
#include "util/u_memory.h"
#include "util/u_pack_color.h"
#include "util/u_surface.h"
#include "lp_scene.h"
#include "lp_scene_queue.h"
#include "lp_debug.h"
#include "lp_fence.h"
#include "lp_state.h"
#include "lp_buffer.h"
#include "lp_texture.h"
#include "lp_setup_context.h"
/** XXX temporary value, temporary here */
#define MAX_SCENES 2
static void set_state( struct setup_context *, unsigned );
struct lp_scene *
lp_setup_get_current_scene(struct setup_context *setup)
{
if (!setup->scene) {
/* wait for a free/empty bin */
setup->scene = lp_scene_dequeue(setup->empty_scenes);
if(0)lp_scene_reset( setup->scene ); /* XXX temporary? */
lp_scene_set_framebuffer_size(setup->scene,
setup->fb.width,
setup->fb.height);
}
return setup->scene;
}
static void
first_triangle( struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4])
{
set_state( setup, SETUP_ACTIVE );
lp_setup_choose_triangle( setup );
setup->triangle( setup, v0, v1, v2 );
}
static void
first_line( struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4])
{
set_state( setup, SETUP_ACTIVE );
lp_setup_choose_line( setup );
setup->line( setup, v0, v1 );
}
static void
first_point( struct setup_context *setup,
const float (*v0)[4])
{
set_state( setup, SETUP_ACTIVE );
lp_setup_choose_point( setup );
setup->point( setup, v0 );
}
static void reset_context( struct 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:
*/
setup->clear.flags = 0;
/* 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 setup_context *setup,
boolean write_depth )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
lp_rasterize_scene(setup->rast,
scene,
&setup->fb,
write_depth);
reset_context( setup );
LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__);
}
static void
begin_binning( struct setup_context *setup )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
if (setup->fb.cbufs[0]) {
if (setup->clear.flags & PIPE_CLEAR_COLOR)
lp_scene_bin_everywhere( scene,
lp_rast_clear_color,
setup->clear.color );
else
lp_scene_bin_everywhere( scene,
lp_rast_load_color,
lp_rast_arg_null() );
}
if (setup->fb.zsbuf) {
if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL)
lp_scene_bin_everywhere( scene,
lp_rast_clear_zstencil,
setup->clear.zstencil );
else
lp_scene_bin_everywhere( scene,
lp_rast_load_zstencil,
lp_rast_arg_null() );
}
LP_DBG(DEBUG_SETUP, "%s done\n", __FUNCTION__);
}
/* This basically bins and then flushes any outstanding full-screen
* clears.
*
* TODO: fast path for fullscreen clears and no triangles.
*/
static void
execute_clears( struct setup_context *setup )
{
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
begin_binning( setup );
lp_setup_rasterize_scene( setup, TRUE );
}
static void
set_state( struct setup_context *setup,
unsigned new_state )
{
unsigned old_state = setup->state;
if (old_state == new_state)
return;
LP_DBG(DEBUG_SETUP, "%s old %d new %d\n", __FUNCTION__, old_state, new_state);
switch (new_state) {
case SETUP_ACTIVE:
begin_binning( setup );
break;
case SETUP_CLEARED:
if (old_state == SETUP_ACTIVE) {
assert(0);
return;
}
break;
case SETUP_FLUSHED:
if (old_state == SETUP_CLEARED)
execute_clears( setup );
else
lp_setup_rasterize_scene( setup, TRUE );
break;
}
setup->state = new_state;
}
void
lp_setup_flush( struct setup_context *setup,
unsigned flags )
{
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
set_state( setup, SETUP_FLUSHED );
}
void
lp_setup_bind_framebuffer( struct setup_context *setup,
const struct pipe_framebuffer_state *fb )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
set_state( setup, SETUP_FLUSHED );
util_copy_framebuffer_state(&setup->fb, fb);
lp_scene_set_framebuffer_size(scene, setup->fb.width, setup->fb.height);
}
void
lp_setup_clear( struct setup_context *setup,
const float *color,
double depth,
unsigned stencil,
unsigned flags )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
unsigned i;
LP_DBG(DEBUG_SETUP, "%s state %d\n", __FUNCTION__, setup->state);
if (flags & PIPE_CLEAR_COLOR) {
for (i = 0; i < 4; ++i)
setup->clear.color.clear_color[i] = float_to_ubyte(color[i]);
}
if (flags & PIPE_CLEAR_DEPTHSTENCIL) {
setup->clear.zstencil.clear_zstencil =
util_pack_z_stencil(setup->fb.zsbuf->format,
depth,
stencil);
}
if (setup->state == SETUP_ACTIVE) {
/* 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)
lp_scene_bin_everywhere( scene,
lp_rast_clear_color,
setup->clear.color );
if (setup->clear.flags & PIPE_CLEAR_DEPTHSTENCIL)
lp_scene_bin_everywhere( scene,
lp_rast_clear_zstencil,
setup->clear.zstencil );
}
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_state( setup, SETUP_CLEARED );
setup->clear.flags |= flags;
}
}
/**
* Emit a fence.
*/
struct pipe_fence_handle *
lp_setup_fence( struct setup_context *setup )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
const unsigned rank = lp_scene_get_num_bins( scene ); /* xxx */
struct lp_fence *fence = lp_fence_create(rank);
LP_DBG(DEBUG_SETUP, "%s rank %u\n", __FUNCTION__, rank);
set_state( setup, SETUP_ACTIVE );
/* insert the fence into all command bins */
lp_scene_bin_everywhere( scene,
lp_rast_fence,
lp_rast_arg_fence(fence) );
return (struct pipe_fence_handle *) fence;
}
void
lp_setup_set_triangle_state( struct setup_context *setup,
unsigned cull_mode,
boolean ccw_is_frontface)
{
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
setup->ccw_is_frontface = ccw_is_frontface;
setup->cullmode = cull_mode;
setup->triangle = first_triangle;
}
void
lp_setup_set_fs_inputs( struct setup_context *setup,
const struct lp_shader_input *input,
unsigned nr )
{
LP_DBG(DEBUG_SETUP, "%s %p %u\n", __FUNCTION__, (void *) input, nr);
memcpy( setup->fs.input, input, nr * sizeof input[0] );
setup->fs.nr_inputs = nr;
}
void
lp_setup_set_fs( struct setup_context *setup,
struct lp_fragment_shader *fs )
{
LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, (void *) fs);
/* FIXME: reference count */
setup->fs.current.jit_function = fs ? fs->current->jit_function : NULL;
setup->dirty |= LP_SETUP_NEW_FS;
}
void
lp_setup_set_fs_constants(struct setup_context *setup,
struct pipe_buffer *buffer)
{
LP_DBG(DEBUG_SETUP, "%s %p\n", __FUNCTION__, (void *) buffer);
pipe_buffer_reference(&setup->constants.current, buffer);
setup->dirty |= LP_SETUP_NEW_CONSTANTS;
}
void
lp_setup_set_alpha_ref_value( struct 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_blend_color( struct 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_sampler_textures( struct setup_context *setup,
unsigned num, struct pipe_texture **texture)
{
struct pipe_texture *dummy;
unsigned i;
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
assert(num <= PIPE_MAX_SAMPLERS);
for (i = 0; i < PIPE_MAX_SAMPLERS; i++) {
struct pipe_texture *tex = i < num ? texture[i] : NULL;
/* FIXME: hold on to the reference */
dummy = NULL;
pipe_texture_reference(&dummy, tex);
if(tex) {
struct llvmpipe_texture *lp_tex = llvmpipe_texture(tex);
struct lp_jit_texture *jit_tex;
jit_tex = &setup->fs.current.jit_context.textures[i];
jit_tex->width = tex->width[0];
jit_tex->height = tex->height[0];
jit_tex->stride = lp_tex->stride[0];
if(!lp_tex->dt)
jit_tex->data = lp_tex->data;
else
/* FIXME: map the rendertarget */
assert(0);
}
}
setup->dirty |= LP_SETUP_NEW_FS;
}
boolean
lp_setup_is_texture_referenced( struct setup_context *setup,
const struct pipe_texture *texture )
{
/* FIXME */
return PIPE_UNREFERENCED;
}
static INLINE void
lp_setup_update_shader_state( struct setup_context *setup )
{
struct lp_scene *scene = lp_setup_get_current_scene(setup);
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
assert(setup->fs.current.jit_function);
if(setup->dirty & LP_SETUP_NEW_BLEND_COLOR) {
uint8_t *stored;
unsigned i, j;
stored = lp_scene_alloc_aligned(scene, 4 * 16, 16);
/* 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.blend_color = setup->blend_color.stored;
setup->dirty |= LP_SETUP_NEW_FS;
}
if(setup->dirty & LP_SETUP_NEW_CONSTANTS) {
struct pipe_buffer *buffer = setup->constants.current;
if(buffer) {
unsigned current_size = buffer->size;
const void *current_data = llvmpipe_buffer(buffer)->data;
/* 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) {
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) {
/* 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.
*/
struct lp_rast_state *stored =
(struct lp_rast_state *) lp_scene_alloc(scene, sizeof *stored);
if(stored) {
memcpy(stored,
&setup->fs.current,
sizeof setup->fs.current);
setup->fs.stored = stored;
/* put the state-set command into all bins */
lp_scene_bin_state_command( scene,
lp_rast_set_state,
lp_rast_arg_state(setup->fs.stored) );
}
}
}
setup->dirty = 0;
assert(setup->fs.stored);
}
/* Stubs for lines & points for now:
*/
void
lp_setup_point(struct setup_context *setup,
const float (*v0)[4])
{
lp_setup_update_shader_state(setup);
setup->point( setup, v0 );
}
void
lp_setup_line(struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4])
{
lp_setup_update_shader_state(setup);
setup->line( setup, v0, v1 );
}
void
lp_setup_tri(struct setup_context *setup,
const float (*v0)[4],
const float (*v1)[4],
const float (*v2)[4])
{
LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);
lp_setup_update_shader_state(setup);
setup->triangle( setup, v0, v1, v2 );
}
void
lp_setup_destroy( struct setup_context *setup )
{
reset_context( setup );
pipe_buffer_reference(&setup->constants.current, NULL);
/* free the scenes in the 'empty' queue */
while (lp_scene_queue_count(setup->empty_scenes) > 0) {
struct lp_scene *scene = lp_scene_dequeue(setup->empty_scenes);
if (!scene)
break;
lp_scene_destroy(scene);
}
lp_rast_destroy( setup->rast );
FREE( setup );
}
/**
* Create a new primitive tiling engine. Currently also creates a
* rasterizer to use with it.
*/
struct setup_context *
lp_setup_create( struct pipe_screen *screen )
{
unsigned i;
struct setup_context *setup = CALLOC_STRUCT(setup_context);
if (!setup)
return NULL;
setup->empty_scenes = lp_scene_queue_create();
if (!setup->empty_scenes)
goto fail;
setup->rast = lp_rast_create( screen, setup->empty_scenes );
if (!setup->rast)
goto fail;
/* create some empty scenes */
for (i = 0; i < MAX_SCENES; i++) {
struct lp_scene *scene = lp_scene_create();
lp_scene_enqueue(setup->empty_scenes, scene);
}
setup->triangle = first_triangle;
setup->line = first_line;
setup->point = first_point;
setup->dirty = ~0;
return setup;
fail:
if (setup->empty_scenes)
lp_scene_queue_destroy(setup->empty_scenes);
FREE(setup);
return NULL;
}
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