예제 #1
0
파일: lp_setup.c 프로젝트: RobinWuDev/Qt
/**
 * Put an EndQuery command into all bins.
 */
void
lp_setup_end_query(struct lp_setup_context *setup, struct llvmpipe_query *pq)
{
    union lp_rast_cmd_arg dummy = { 0 };

    set_scene_state(setup, SETUP_ACTIVE, "end_query");

    assert(setup->active_query == pq);
    setup->active_query = NULL;

    /* Setup will automatically re-issue any query which carried over a
     * scene boundary, and the rasterizer automatically "ends" queries
     * which are active at the end of a scene, so there is no need to
     * retry this commands on failure.
     */
    if (setup->scene) {
        /* pq->fence should be the fence of the *last* scene which
         * contributed to the query result.
         */
        lp_fence_reference(&pq->fence, setup->scene->fence);

        if (!lp_scene_bin_everywhere(setup->scene,
                                     LP_RAST_OP_END_QUERY,
                                     dummy)) {
            lp_setup_flush(setup, NULL, __FUNCTION__);
        }
    }
    else {
        lp_fence_reference(&pq->fence, setup->last_fence);
    }
}
예제 #2
0
void
lp_setup_bind_framebuffer( struct lp_setup_context *setup,
                           const struct pipe_framebuffer_state *fb )
{
   LP_DBG(DEBUG_SETUP, "%s\n", __FUNCTION__);

   /* Flush any old scene.
    */
   set_scene_state( setup, SETUP_FLUSHED, __FUNCTION__ );

   /*
    * Ensure the old scene is not reused.
    */
   assert(!setup->scene);

   /* Set new state.  This will be picked up later when we next need a
    * scene.
    */
   util_copy_framebuffer_state(&setup->fb, fb);
   setup->framebuffer.x0 = 0;
   setup->framebuffer.y0 = 0;
   setup->framebuffer.x1 = fb->width-1;
   setup->framebuffer.y1 = fb->height-1;
   setup->dirty |= LP_SETUP_NEW_SCISSOR;
}
예제 #3
0
파일: lp_setup.c 프로젝트: RobinWuDev/Qt
/**
 * Put a BeginQuery command into all bins.
 */
void
lp_setup_begin_query(struct lp_setup_context *setup,
                     struct llvmpipe_query *pq)
{
    /* init the query to its beginning state */
    assert(setup->active_query == NULL);

    set_scene_state(setup, SETUP_ACTIVE, "begin_query");

    setup->active_query = pq;

    if (setup->scene) {
        if (!lp_scene_bin_everywhere(setup->scene,
                                     LP_RAST_OP_BEGIN_QUERY,
                                     lp_rast_arg_query(pq))) {

            if (!lp_setup_flush_and_restart(setup))
                return;

            if (!lp_scene_bin_everywhere(setup->scene,
                                         LP_RAST_OP_BEGIN_QUERY,
                                         lp_rast_arg_query(pq))) {
                return;
            }
        }
    }
}
예제 #4
0
파일: lp_setup.c 프로젝트: NSinopoli/mesa
/**
 * Put a BeginQuery command into all bins.
 */
void
lp_setup_begin_query(struct lp_setup_context *setup,
                     struct llvmpipe_query *pq)
{
   /* init the query to its beginning state */
   assert(setup->active_query[pq->type] == NULL);

   set_scene_state(setup, SETUP_ACTIVE, "begin_query");
   
   setup->active_query[pq->type] = pq;

   /* XXX: It is possible that a query is created before the scene
    * has been created. This means that setup->scene == NULL resulting
    * in the query not being binned and thus is ignored.
    */

   if (setup->scene) {
      if (!lp_scene_bin_everywhere(setup->scene,
                                   LP_RAST_OP_BEGIN_QUERY,
                                   lp_rast_arg_query(pq))) {

         if (!lp_setup_flush_and_restart(setup))
            return;

         if (!lp_scene_bin_everywhere(setup->scene,
                                      LP_RAST_OP_BEGIN_QUERY,
                                      lp_rast_arg_query(pq))) {
            return;
         }
      }
   }
}
예제 #5
0
void
lp_setup_set_rasterizer_discard( struct lp_setup_context *setup,
                                 boolean rasterizer_discard )
{
   if (setup->rasterizer_discard != rasterizer_discard) {
      setup->rasterizer_discard = rasterizer_discard;
      set_scene_state( setup, SETUP_FLUSHED, __FUNCTION__ );
   }
}
예제 #6
0
void
lp_setup_flush_and_restart(struct lp_setup_context *setup)
{
   if (0) debug_printf("%s\n", __FUNCTION__);

   assert(setup->state == SETUP_ACTIVE);
   set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__);
   lp_setup_update_state(setup, TRUE);
}
예제 #7
0
파일: lp_setup.c 프로젝트: Distrotech/Mesa
static boolean
lp_setup_try_clear_zs(struct lp_setup_context *setup,
                      double depth,
                      unsigned stencil,
                      unsigned flags)
{
   uint64_t zsmask = 0;
   uint64_t zsvalue = 0;
   uint32_t zmask32;
   uint8_t smask8;

   LP_DBG(DEBUG_SETUP, "%s state %d\n", __FUNCTION__, setup->state);

   zmask32 = (flags & PIPE_CLEAR_DEPTH) ? ~0 : 0;
   smask8 = (flags & PIPE_CLEAR_STENCIL) ? ~0 : 0;

   zsvalue = util_pack64_z_stencil(setup->fb.zsbuf->format,
                                   depth,
                                   stencil);

   zsmask = util_pack64_mask_z_stencil(setup->fb.zsbuf->format,
                                       zmask32,
                                       smask8);

   zsvalue &= zsmask;

   if (setup->state == SETUP_ACTIVE) {
      struct lp_scene *scene = setup->scene;

      /* 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 (!lp_scene_bin_everywhere(scene,
                                   LP_RAST_OP_CLEAR_ZSTENCIL,
                                   lp_rast_arg_clearzs(zsvalue, zsmask)))
         return FALSE;
   }
   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_scene_state( setup, SETUP_CLEARED, __FUNCTION__ );

      setup->clear.flags |= flags;

      setup->clear.zsmask |= zsmask;
      setup->clear.zsvalue =
         (setup->clear.zsvalue & ~zsmask) | (zsvalue & zsmask);
   }

   return TRUE;
}
예제 #8
0
void
lp_setup_flush( struct lp_setup_context *setup,
                struct pipe_fence_handle **fence,
                const char *reason)
{
   set_scene_state( setup, SETUP_FLUSHED, reason );

   if (fence) {
      lp_fence_reference((struct lp_fence **)fence, setup->last_fence);
   }
}
예제 #9
0
boolean
lp_setup_flush_and_restart(struct lp_setup_context *setup)
{
   if (0) debug_printf("%s\n", __FUNCTION__);

   assert(setup->state == SETUP_ACTIVE);

   if (!set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__))
      return FALSE;
   
   if (!lp_setup_update_state(setup, TRUE))
      return FALSE;

   return TRUE;
}
예제 #10
0
/**
 * Put a BeginQuery command into all bins.
 */
void
lp_setup_begin_query(struct lp_setup_context *setup,
                     struct llvmpipe_query *pq)
{

   set_scene_state(setup, SETUP_ACTIVE, "begin_query");

   if (!(pq->type == PIPE_QUERY_OCCLUSION_COUNTER ||
         pq->type == PIPE_QUERY_OCCLUSION_PREDICATE ||
         pq->type == PIPE_QUERY_PIPELINE_STATISTICS))
      return;

   /* init the query to its beginning state */
   assert(setup->active_binned_queries < LP_MAX_ACTIVE_BINNED_QUERIES);
   /* exceeding list size so just ignore the query */
   if (setup->active_binned_queries >= LP_MAX_ACTIVE_BINNED_QUERIES) {
      return;
   }
   assert(setup->active_queries[setup->active_binned_queries] == NULL);
   setup->active_queries[setup->active_binned_queries] = pq;
   setup->active_binned_queries++;

   assert(setup->scene);
   if (setup->scene) {
      if (!lp_scene_bin_everywhere(setup->scene,
                                   LP_RAST_OP_BEGIN_QUERY,
                                   lp_rast_arg_query(pq))) {

         if (!lp_setup_flush_and_restart(setup))
            return;

         if (!lp_scene_bin_everywhere(setup->scene,
                                      LP_RAST_OP_BEGIN_QUERY,
                                      lp_rast_arg_query(pq))) {
            return;
         }
      }
      setup->scene->had_queries |= TRUE;
   }
}
예제 #11
0
void
lp_setup_update_state( struct lp_setup_context *setup,
                       boolean update_scene )
{
   /* Some of the 'draw' pipeline stages may have changed some driver state.
    * Make sure we've processed those state changes before anything else.
    *
    * XXX this is the only place where llvmpipe_context is used in the
    * setup code.  This may get refactored/changed...
    */
   {
      struct llvmpipe_context *lp = llvmpipe_context(setup->pipe);
      if (lp->dirty) {
         llvmpipe_update_derived(lp);
      }

      /* Will probably need to move this somewhere else, just need  
       * to know about vertex shader point size attribute.
       */
      setup->psize = lp->psize_slot;

      assert(lp->dirty == 0);
   }

   if (update_scene)
      set_scene_state( setup, SETUP_ACTIVE, __FUNCTION__ );

   /* Only call into update_scene_state() if we already have a
    * scene:
    */
   if (update_scene && setup->scene) {
      assert(setup->state == SETUP_ACTIVE);
      if (!try_update_scene_state(setup)) {
         lp_setup_flush_and_restart(setup);
         if (!try_update_scene_state(setup))
            assert(0);
      }
   }
}
예제 #12
0
/*
 * Try to clear one color buffer of the attached fb, either by binning a clear
 * command or queuing up the clear for later (when binning is started).
 */
static boolean
lp_setup_try_clear_color_buffer(struct lp_setup_context *setup,
                                const union pipe_color_union *color,
                                unsigned cbuf)
{
   union lp_rast_cmd_arg clearrb_arg;
   union util_color uc;
   enum pipe_format format = setup->fb.cbufs[cbuf]->format;

   LP_DBG(DEBUG_SETUP, "%s state %d\n", __FUNCTION__, setup->state);

   if (util_format_is_pure_integer(format)) {
      /*
       * We expect int/uint clear values here, though some APIs
       * might disagree (but in any case util_pack_color()
       * couldn't handle it)...
       */
      if (util_format_is_pure_sint(format)) {
         util_format_write_4i(format, color->i, 0, &uc, 0, 0, 0, 1, 1);
      }
      else {
         assert(util_format_is_pure_uint(format));
         util_format_write_4ui(format, color->ui, 0, &uc, 0, 0, 0, 1, 1);
      }
   }
   else {
      util_pack_color(color->f, format, &uc);
   }

   if (setup->state == SETUP_ACTIVE) {
      struct lp_scene *scene = setup->scene;

      /* 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.
       */
      struct lp_rast_clear_rb *cc_scene =
         (struct lp_rast_clear_rb *)
            lp_scene_alloc_aligned(scene, sizeof(struct lp_rast_clear_rb), 8);

      if (!cc_scene) {
         return FALSE;
      }

      cc_scene->cbuf = cbuf;
      cc_scene->color_val = uc;
      clearrb_arg.clear_rb = cc_scene;

      if (!lp_scene_bin_everywhere(scene,
                                   LP_RAST_OP_CLEAR_COLOR,
                                   clearrb_arg))
         return FALSE;
   }
   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_scene_state( setup, SETUP_CLEARED, __FUNCTION__ );

      assert(PIPE_CLEAR_COLOR0 == (1 << 2));
      setup->clear.flags |= 1 << (cbuf + 2);
      setup->clear.color_val[cbuf] = uc;
   }

   return TRUE;
}
예제 #13
0
/**
 * Put an EndQuery command into all bins.
 */
void
lp_setup_end_query(struct lp_setup_context *setup, struct llvmpipe_query *pq)
{
   set_scene_state(setup, SETUP_ACTIVE, "end_query");

   assert(setup->scene);
   if (setup->scene) {
      /* pq->fence should be the fence of the *last* scene which
       * contributed to the query result.
       */
      lp_fence_reference(&pq->fence, setup->scene->fence);

      if (pq->type == PIPE_QUERY_OCCLUSION_COUNTER ||
          pq->type == PIPE_QUERY_OCCLUSION_PREDICATE ||
          pq->type == PIPE_QUERY_PIPELINE_STATISTICS ||
          pq->type == PIPE_QUERY_TIMESTAMP) {
         if (pq->type == PIPE_QUERY_TIMESTAMP &&
               !(setup->scene->tiles_x | setup->scene->tiles_y)) {
            /*
             * If there's a zero width/height framebuffer, there's no bins and
             * hence no rast task is ever run. So fill in something here instead.
             */
            pq->end[0] = os_time_get_nano();
         }

         if (!lp_scene_bin_everywhere(setup->scene,
                                      LP_RAST_OP_END_QUERY,
                                      lp_rast_arg_query(pq))) {
            if (!lp_setup_flush_and_restart(setup))
               goto fail;

            if (!lp_scene_bin_everywhere(setup->scene,
                                         LP_RAST_OP_END_QUERY,
                                         lp_rast_arg_query(pq))) {
               goto fail;
            }
         }
         setup->scene->had_queries |= TRUE;
      }
   }
   else {
      lp_fence_reference(&pq->fence, setup->last_fence);
   }

fail:
   /* Need to do this now not earlier since it still needs to be marked as
    * active when binning it would cause a flush.
    */
   if (pq->type == PIPE_QUERY_OCCLUSION_COUNTER ||
      pq->type == PIPE_QUERY_OCCLUSION_PREDICATE ||
      pq->type == PIPE_QUERY_PIPELINE_STATISTICS) {
      unsigned i;

      /* remove from active binned query list */
      for (i = 0; i < setup->active_binned_queries; i++) {
         if (setup->active_queries[i] == pq)
            break;
      }
      assert(i < setup->active_binned_queries);
      if (i == setup->active_binned_queries)
         return;
      setup->active_binned_queries--;
      setup->active_queries[i] = setup->active_queries[setup->active_binned_queries];
      setup->active_queries[setup->active_binned_queries] = NULL;
   }
}
예제 #14
0
boolean
lp_setup_update_state( struct lp_setup_context *setup,
                       boolean update_scene )
{
   /* Some of the 'draw' pipeline stages may have changed some driver state.
    * Make sure we've processed those state changes before anything else.
    *
    * XXX this is the only place where llvmpipe_context is used in the
    * setup code.  This may get refactored/changed...
    */
   {
      struct llvmpipe_context *lp = llvmpipe_context(setup->pipe);
      if (lp->dirty) {
         llvmpipe_update_derived(lp);
      }

      if (lp->setup->dirty) {
         llvmpipe_update_setup(lp);
      }

      assert(setup->setup.variant);

      /* Will probably need to move this somewhere else, just need  
       * to know about vertex shader point size attribute.
       */
      setup->psize_slot = lp->psize_slot;
      setup->viewport_index_slot = lp->viewport_index_slot;
      setup->layer_slot = lp->layer_slot;
      setup->face_slot = lp->face_slot;

      assert(lp->dirty == 0);

      assert(lp->setup_variant.key.size == 
	     setup->setup.variant->key.size);

      assert(memcmp(&lp->setup_variant.key,
		    &setup->setup.variant->key,
		    setup->setup.variant->key.size) == 0);
   }

   if (update_scene && setup->state != SETUP_ACTIVE) {
      if (!set_scene_state( setup, SETUP_ACTIVE, __FUNCTION__ ))
         return FALSE;
   }

   /* Only call into update_scene_state() if we already have a
    * scene:
    */
   if (update_scene && setup->scene) {
      assert(setup->state == SETUP_ACTIVE);

      if (try_update_scene_state(setup))
         return TRUE;

      /* Update failed, try to restart the scene.
       *
       * Cannot call lp_setup_flush_and_restart() directly here
       * because of potential recursion.
       */
      if (!set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__))
         return FALSE;

      if (!set_scene_state(setup, SETUP_ACTIVE, __FUNCTION__))
         return FALSE;

      if (!setup->scene)
         return FALSE;

      return try_update_scene_state(setup);
   }

   return TRUE;
}
예제 #15
0
static boolean
lp_setup_try_clear( struct lp_setup_context *setup,
                    const float *color,
                    double depth,
                    unsigned stencil,
                    unsigned flags )
{
   uint32_t zsmask = 0;
   uint32_t zsvalue = 0;
   union lp_rast_cmd_arg color_arg;
   unsigned i;

   LP_DBG(DEBUG_SETUP, "%s state %d\n", __FUNCTION__, setup->state);

   if (flags & PIPE_CLEAR_COLOR) {
      for (i = 0; i < 4; i++)
         color_arg.clear_color[i] = float_to_ubyte(color[i]);
   }

   if (flags & PIPE_CLEAR_DEPTHSTENCIL) {
      unsigned zmask = (flags & PIPE_CLEAR_DEPTH) ? ~0 : 0;
      unsigned smask = (flags & PIPE_CLEAR_STENCIL) ? ~0 : 0;

      zsvalue = util_pack_z_stencil(setup->fb.zsbuf->format,
                                    depth,
                                    stencil);

      zsmask = util_pack_uint_z_stencil(setup->fb.zsbuf->format,
                                        zmask,
                                        smask);
   }

   if (setup->state == SETUP_ACTIVE) {
      struct lp_scene *scene = setup->scene;

      /* 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) {
         if (!lp_scene_bin_everywhere( scene, 
                                       LP_RAST_OP_CLEAR_COLOR,
                                       color_arg ))
            return FALSE;
      }

      if (flags & PIPE_CLEAR_DEPTHSTENCIL) {
         if (!lp_scene_bin_everywhere( scene,
                                       LP_RAST_OP_CLEAR_ZSTENCIL,
                                       lp_rast_arg_clearzs(zsvalue, zsmask) ))
            return FALSE;
      }
   }
   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_scene_state( setup, SETUP_CLEARED, __FUNCTION__ );

      setup->clear.flags |= flags;

      if (flags & PIPE_CLEAR_DEPTHSTENCIL) {
         setup->clear.zsmask |= zsmask;
         setup->clear.zsvalue =
            (setup->clear.zsvalue & ~zsmask) | (zsvalue & zsmask);
      }

      if (flags & PIPE_CLEAR_COLOR) {
         memcpy(setup->clear.color.clear_color,
                &color_arg,
                sizeof color_arg);
      }
   }
   
   return TRUE;
}