/** Rasterize all scene's bins */ static void lp_setup_rasterize_scene( struct lp_setup_context *setup ) { struct lp_scene *scene = setup->scene; struct llvmpipe_screen *screen = llvmpipe_screen(scene->pipe->screen); scene->num_active_queries = setup->active_binned_queries; memcpy(scene->active_queries, setup->active_queries, scene->num_active_queries * sizeof(scene->active_queries[0])); lp_scene_end_binning(scene); lp_fence_reference(&setup->last_fence, scene->fence); if (setup->last_fence) setup->last_fence->issued = TRUE; pipe_mutex_lock(screen->rast_mutex); /* FIXME: We enqueue the scene then wait on the rasterizer to finish. * This means we never actually run any vertex stuff in parallel to * rasterization (not in the same context at least) which is what the * multiple scenes per setup is about - when we get a new empty scene * any old one is already empty again because we waited here for * raster tasks to be finished. Ideally, we shouldn't need to wait here * and rely on fences elsewhere when waiting is necessary. * Certainly, lp_scene_end_rasterization() would need to be deferred too * and there's probably other bits why this doesn't actually work. */ lp_rast_queue_scene(screen->rast, scene); lp_rast_finish(screen->rast); pipe_mutex_unlock(screen->rast_mutex); lp_scene_end_rasterization(setup->scene); lp_setup_reset( setup ); LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__); }
/** Rasterize all scene's bins */ static void lp_setup_rasterize_scene( struct lp_setup_context *setup ) { struct lp_scene *scene = setup->scene; struct llvmpipe_screen *screen = llvmpipe_screen(scene->pipe->screen); lp_scene_end_binning(scene); lp_fence_reference(&setup->last_fence, scene->fence); if (setup->last_fence) setup->last_fence->issued = TRUE; pipe_mutex_lock(screen->rast_mutex); lp_rast_queue_scene(screen->rast, scene); lp_rast_finish(screen->rast); pipe_mutex_unlock(screen->rast_mutex); lp_scene_end_rasterization(setup->scene); lp_setup_reset( setup ); LP_DBG(DEBUG_SETUP, "%s done \n", __FUNCTION__); }