void lp_scene_begin_binning( struct lp_scene *scene, struct pipe_framebuffer_state *fb ) { assert(lp_scene_is_empty(scene)); util_copy_framebuffer_state(&scene->fb, fb); scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE; scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE; assert(scene->tiles_x <= TILES_X); assert(scene->tiles_y <= TILES_Y); }
/** * Free all the temporary data in a scene. */ void lp_scene_end_rasterization(struct lp_scene *scene ) { int i, j; /* Unmap color buffers */ for (i = 0; i < scene->fb.nr_cbufs; i++) { if (scene->cbufs[i].map) { struct pipe_surface *cbuf = scene->fb.cbufs[i]; if (llvmpipe_resource_is_texture(cbuf->texture)) { llvmpipe_resource_unmap(cbuf->texture, cbuf->u.tex.level, cbuf->u.tex.first_layer); } scene->cbufs[i].map = NULL; } } /* Unmap z/stencil buffer */ if (scene->zsbuf.map) { struct pipe_surface *zsbuf = scene->fb.zsbuf; llvmpipe_resource_unmap(zsbuf->texture, zsbuf->u.tex.level, zsbuf->u.tex.first_layer); scene->zsbuf.map = NULL; } /* Reset all command lists: */ for (i = 0; i < scene->tiles_x; i++) { for (j = 0; j < scene->tiles_y; j++) { struct cmd_bin *bin = lp_scene_get_bin(scene, i, j); bin->head = NULL; bin->tail = NULL; bin->last_state = NULL; } } /* If there are any bins which weren't cleared by the loop above, * they will be caught (on debug builds at least) by this assert: */ assert(lp_scene_is_empty(scene)); /* Decrement texture ref counts */ { struct resource_ref *ref; int i, j = 0; for (ref = scene->resources; ref; ref = ref->next) { for (i = 0; i < ref->count; i++) { if (LP_DEBUG & DEBUG_SETUP) debug_printf("resource %d: %p %dx%d sz %d\n", j, (void *) ref->resource[i], ref->resource[i]->width0, ref->resource[i]->height0, llvmpipe_resource_size(ref->resource[i])); j++; pipe_resource_reference(&ref->resource[i], NULL); } } if (LP_DEBUG & DEBUG_SETUP) debug_printf("scene %d resources, sz %d\n", j, scene->resource_reference_size); } /* Free all scene data blocks: */ { struct data_block_list *list = &scene->data; struct data_block *block, *tmp; for (block = list->head->next; block; block = tmp) { tmp = block->next; FREE(block); } list->head->next = NULL; list->head->used = 0; } lp_fence_reference(&scene->fence, NULL); scene->resources = NULL; scene->scene_size = 0; scene->resource_reference_size = 0; scene->has_depthstencil_clear = FALSE; scene->alloc_failed = FALSE; util_unreference_framebuffer_state( &scene->fb ); }