コード例 #1
0
ファイル: lp_rast.c プロジェクト: mthuurne/mesa
/**
 * 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;

   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;
}
コード例 #2
0
void radeon_drm_ws_queue_cs(struct radeon_drm_winsys *ws, struct radeon_drm_cs *cs)
{
retry:
    pipe_mutex_lock(ws->cs_stack_lock);
    if (ws->ncs >= RING_LAST) {
        /* no room left for a flush */
        pipe_mutex_unlock(ws->cs_stack_lock);
        goto retry;
    }
    ws->cs_stack[ws->ncs++] = cs;
    pipe_mutex_unlock(ws->cs_stack_lock);
    pipe_semaphore_signal(&ws->cs_queued);
}
コード例 #3
0
ファイル: u_queue.c プロジェクト: airlied/mesa
static PIPE_THREAD_ROUTINE(util_queue_thread_func, param)
{
   struct util_queue *queue = (struct util_queue*)param;
   unsigned i;

   while (1) {
      struct util_queue_job job;

      pipe_semaphore_wait(&queue->queued);
      if (queue->kill_thread)
         break;

      pipe_mutex_lock(queue->lock);
      job = queue->jobs[0];
      for (i = 1; i < queue->num_jobs; i++)
         queue->jobs[i - 1] = queue->jobs[i];
      queue->jobs[--queue->num_jobs].job = NULL;
      pipe_mutex_unlock(queue->lock);

      pipe_semaphore_signal(&queue->has_space);

      if (job.job) {
         queue->execute_job(job.job);
         pipe_semaphore_signal(&job.fence->done);
      }
   }

   /* signal remaining jobs before terminating */
   pipe_mutex_lock(queue->lock);
   for (i = 0; i < queue->num_jobs; i++) {
      pipe_semaphore_signal(&queue->jobs[i].fence->done);
      queue->jobs[i].job = NULL;
   }
   queue->num_jobs = 0;
   pipe_mutex_unlock(queue->lock);
   return 0;
}
コード例 #4
0
ファイル: radeon_drm_cs.c プロジェクト: ChillyWillyGuru/RSXGL
static void radeon_drm_cs_flush(struct radeon_winsys_cs *rcs, unsigned flags)
{
    struct radeon_drm_cs *cs = radeon_drm_cs(rcs);
    struct radeon_cs_context *tmp;

    radeon_drm_cs_sync_flush(cs);

    /* Flip command streams. */
    tmp = cs->csc;
    cs->csc = cs->cst;
    cs->cst = tmp;

    /* If the CS is not empty, emit it in a separate thread. */
    if (cs->base.cdw) {
        unsigned i, crelocs = cs->cst->crelocs;

        cs->cst->chunks[0].length_dw = cs->base.cdw;

        for (i = 0; i < crelocs; i++) {
            /* Update the number of active asynchronous CS ioctls for the buffer. */
            p_atomic_inc(&cs->cst->relocs_bo[i]->num_active_ioctls);
        }

        if (flags & RADEON_FLUSH_KEEP_TILING_FLAGS) {
            cs->cst->cs.num_chunks = 3;
            cs->cst->flags = RADEON_CS_KEEP_TILING_FLAGS;
        } else {
            cs->cst->cs.num_chunks = 2;
        }

        if (cs->thread &&
            (flags & RADEON_FLUSH_ASYNC)) {
            cs->flush_started = 1;
            pipe_semaphore_signal(&cs->flush_queued);
        } else {
            radeon_drm_cs_emit_ioctl_oneshot(cs->cst);
        }
    } else {
        radeon_cs_context_cleanup(cs->cst);
    }

    /* Prepare a new CS. */
    cs->base.buf = cs->csc->buf;
    cs->base.cdw = 0;
}
コード例 #5
0
ファイル: u_queue.c プロジェクト: airlied/mesa
void
util_queue_add_job(struct util_queue *queue,
                   void *job,
                   struct util_queue_fence *fence)
{
   /* Set the semaphore to "busy". */
   pipe_semaphore_wait(&fence->done);

   /* if the queue is full, wait until there is space */
   pipe_semaphore_wait(&queue->has_space);

   pipe_mutex_lock(queue->lock);
   assert(queue->num_jobs < ARRAY_SIZE(queue->jobs));
   queue->jobs[queue->num_jobs].job = job;
   queue->jobs[queue->num_jobs].fence = fence;
   queue->num_jobs++;
   pipe_mutex_unlock(queue->lock);
   pipe_semaphore_signal(&queue->queued);
}
コード例 #6
0
ファイル: radeon_drm_cs.c プロジェクト: VadimGirlin/mesa
static void radeon_drm_cs_destroy(struct radeon_winsys_cs *rcs)
{
    struct radeon_drm_cs *cs = radeon_drm_cs(rcs);
    radeon_drm_cs_sync_flush(cs);
    if (cs->thread) {
        cs->kill_thread = 1;
        pipe_semaphore_signal(&cs->flush_queued);
        pipe_semaphore_wait(&cs->flush_completed);
        pipe_thread_wait(cs->thread);
    }
    pipe_semaphore_destroy(&cs->flush_queued);
    pipe_semaphore_destroy(&cs->flush_completed);
    radeon_cs_context_cleanup(&cs->csc1);
    radeon_cs_context_cleanup(&cs->csc2);
    p_atomic_dec(&cs->ws->num_cs);
    radeon_destroy_cs_context(&cs->csc1);
    radeon_destroy_cs_context(&cs->csc2);
    FREE(cs);
}
コード例 #7
0
ファイル: lp_rast.c プロジェクト: ndesh26/Mesa
/* 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.
    * We don't actually call pipe_thread_wait to avoid dead lock on Windows
    * per https://bugs.freedesktop.org/show_bug.cgi?id=76252 */
   for (i = 0; i < rast->num_threads; i++) {
#ifdef _WIN32
      pipe_semaphore_wait(&rast->tasks[i].work_done);
#else
      thrd_join(rast->threads[i], NULL);
#endif
   }

   /* 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 (i = 0; i < MAX2(1, rast->num_threads); i++) {
      align_free(rast->tasks[i].thread_data.cache);
   }

   /* for synchronizing rasterization threads */
   if (rast->num_threads > 0) {
      pipe_barrier_destroy( &rast->barrier );
   }

   lp_scene_queue_destroy(rast->full_scenes);

   FREE(rast);
}
コード例 #8
0
ファイル: lp_rast.c プロジェクト: ndesh26/Mesa
/**
 * 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__);
}
コード例 #9
0
static void radeon_winsys_destroy(struct radeon_winsys *rws)
{
    struct radeon_drm_winsys *ws = (struct radeon_drm_winsys*)rws;

    if (ws->thread) {
        ws->kill_thread = 1;
        pipe_semaphore_signal(&ws->cs_queued);
        pipe_thread_wait(ws->thread);
    }
    pipe_semaphore_destroy(&ws->cs_queued);

    pipe_mutex_destroy(ws->hyperz_owner_mutex);
    pipe_mutex_destroy(ws->cmask_owner_mutex);
    pipe_mutex_destroy(ws->cs_stack_lock);

    ws->cman->destroy(ws->cman);
    ws->kman->destroy(ws->kman);
    if (ws->gen >= DRV_R600) {
        radeon_surface_manager_free(ws->surf_man);
    }
    FREE(rws);
}
コード例 #10
0
ファイル: lp_rast.c プロジェクト: ndesh26/Mesa
/**
 * 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 int
thread_function(void *init_data)
{
   struct lp_rasterizer_task *task = (struct lp_rasterizer_task *) init_data;
   struct lp_rasterizer *rast = task->rast;
   boolean debug = false;
   char thread_name[16];
   unsigned fpstate;

   util_snprintf(thread_name, sizeof thread_name, "llvmpipe-%u", task->thread_index);
   u_thread_setname(thread_name);

   /* Make sure that denorms are treated like zeros. This is 
    * the behavior required by D3D10. OpenGL doesn't care.
    */
   fpstate = util_fpstate_get();
   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);
   }

#ifdef _WIN32
   pipe_semaphore_signal(&task->work_done);
#endif

   return 0;
}