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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.
*
**************************************************************************/
#ifndef LP_RAST_PRIV_H
#define LP_RAST_PRIV_H
#include "os/os_thread.h"
#include "util/u_format.h"
#include "gallivm/lp_bld_debug.h"
#include "lp_rast.h"
#include "lp_tile_soa.h"
#define MAX_THREADS 8 /* XXX probably temporary here */
struct pipe_transfer;
struct pipe_screen;
struct lp_rasterizer;
/**
* A tile's color and depth memory.
* We can choose whatever layout for the internal tile storage we prefer.
*/
struct lp_rast_tile
{
uint8_t *color[PIPE_MAX_COLOR_BUFS];
};
/**
* Per-thread rasterization state
*/
struct lp_rasterizer_task
{
struct lp_rast_tile tile; /** Tile color/z/stencil memory */
unsigned x, y; /**< Pos of this tile in framebuffer, in pixels */
const struct lp_rast_state *current_state;
/** "back" pointer */
struct lp_rasterizer *rast;
/** "my" index */
unsigned thread_index;
pipe_semaphore work_ready;
pipe_semaphore work_done;
};
/**
* This is the state required while rasterizing tiles.
* Note that this contains per-thread information too.
* The tile size is TILE_SIZE x TILE_SIZE pixels.
*/
struct lp_rasterizer
{
boolean clipped_tile;
boolean check_for_clipped_tiles;
/* Framebuffer stuff
*/
struct pipe_screen *screen;
struct pipe_transfer *cbuf_transfer[PIPE_MAX_COLOR_BUFS];
struct pipe_transfer *zsbuf_transfer;
void *cbuf_map[PIPE_MAX_COLOR_BUFS];
uint8_t *zsbuf_map;
struct {
struct pipe_framebuffer_state fb;
boolean write_color;
boolean write_zstencil;
unsigned clear_color;
unsigned clear_depth;
char clear_stencil;
} state;
/** The incoming queue of scenes ready to rasterize */
struct lp_scene_queue *full_scenes;
/** The outgoing queue of processed scenes to return to setup modulee */
struct lp_scene_queue *empty_scenes;
/** The scene currently being rasterized by the threads */
struct lp_scene *curr_scene;
/** A task object for each rasterization thread */
struct lp_rasterizer_task tasks[MAX_THREADS];
unsigned num_threads;
pipe_thread threads[MAX_THREADS];
/** For synchronizing the rasterization threads */
pipe_barrier barrier;
};
void lp_rast_shade_quads( struct lp_rasterizer *rast,
unsigned thread_index,
const struct lp_rast_shader_inputs *inputs,
unsigned x, unsigned y,
int32_t c1, int32_t c2, int32_t c3);
/**
* Get the pointer to the depth buffer for a block.
* \param x, y location of 4x4 block in window coords
*/
static INLINE void *
lp_rast_depth_pointer( struct lp_rasterizer *rast,
unsigned x, unsigned y )
{
void * depth;
assert((x % TILE_VECTOR_WIDTH) == 0);
assert((y % TILE_VECTOR_HEIGHT) == 0);
if(!rast->zsbuf_map)
return NULL;
assert(rast->zsbuf_transfer);
depth = rast->zsbuf_map +
y*rast->zsbuf_transfer->stride +
TILE_VECTOR_HEIGHT*x*util_format_get_blocksize(rast->zsbuf_transfer->texture->format);
#ifdef DEBUG
assert(lp_check_alignment(depth, 16));
#endif
return depth;
}
/**
* Shade all pixels in a 4x4 block. The fragment code omits the
* triangle in/out tests.
* \param x, y location of 4x4 block in window coords
*/
static INLINE void
lp_rast_shade_quads_all( struct lp_rasterizer *rast,
unsigned thread_index,
const struct lp_rast_shader_inputs *inputs,
unsigned x, unsigned y )
{
const struct lp_rast_state *state = rast->tasks[thread_index].current_state;
struct lp_rast_tile *tile = &rast->tasks[thread_index].tile;
const unsigned ix = x % TILE_SIZE, iy = y % TILE_SIZE;
uint8_t *color[PIPE_MAX_COLOR_BUFS];
void *depth;
unsigned block_offset, i;
/* offset of the containing 16x16 pixel block within the tile */
block_offset = (iy / 4) * (16 * 16) + (ix / 4) * 16;
/* color buffer */
for (i = 0; i < rast->state.fb.nr_cbufs; i++)
color[i] = tile->color[i] + 4 * block_offset;
depth = lp_rast_depth_pointer(rast, x, y);
/* run shader */
state->jit_function[0]( &state->jit_context,
x, y,
inputs->a0,
inputs->dadx,
inputs->dady,
color,
depth,
INT_MIN, INT_MIN, INT_MIN,
NULL, NULL, NULL );
}
#endif
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