983 lines
27 KiB
C
983 lines
27 KiB
C
/**************************************************************************
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*
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* Copyright 2009 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include <limits.h>
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#include "util/u_memory.h"
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#include "util/u_math.h"
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#include "util/u_rect.h"
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#include "util/u_surface.h"
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#include "util/u_pack_color.h"
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#include "util/u_string.h"
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#include "os/os_time.h"
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#include "lp_scene_queue.h"
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#include "lp_context.h"
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#include "lp_debug.h"
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#include "lp_fence.h"
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#include "lp_perf.h"
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#include "lp_query.h"
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#include "lp_rast.h"
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#include "lp_rast_priv.h"
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#include "gallivm/lp_bld_format.h"
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#include "gallivm/lp_bld_debug.h"
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#include "lp_scene.h"
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#include "lp_tex_sample.h"
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#ifdef DEBUG
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int jit_line = 0;
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const struct lp_rast_state *jit_state = NULL;
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const struct lp_rasterizer_task *jit_task = NULL;
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#endif
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/**
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* Begin rasterizing a scene.
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* Called once per scene by one thread.
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*/
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static void
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lp_rast_begin( struct lp_rasterizer *rast,
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struct lp_scene *scene )
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{
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rast->curr_scene = scene;
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LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
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lp_scene_begin_rasterization( scene );
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lp_scene_bin_iter_begin( scene );
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}
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static void
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lp_rast_end( struct lp_rasterizer *rast )
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{
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lp_scene_end_rasterization( rast->curr_scene );
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rast->curr_scene = NULL;
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}
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/**
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* Beginning rasterization of a tile.
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* \param x window X position of the tile, in pixels
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* \param y window Y position of the tile, in pixels
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*/
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static void
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lp_rast_tile_begin(struct lp_rasterizer_task *task,
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const struct cmd_bin *bin,
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int x, int y)
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{
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unsigned i;
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struct lp_scene *scene = task->scene;
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LP_DBG(DEBUG_RAST, "%s %d,%d\n", __FUNCTION__, x, y);
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task->bin = bin;
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task->x = x * TILE_SIZE;
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task->y = y * TILE_SIZE;
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task->width = TILE_SIZE + x * TILE_SIZE > task->scene->fb.width ?
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task->scene->fb.width - x * TILE_SIZE : TILE_SIZE;
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task->height = TILE_SIZE + y * TILE_SIZE > task->scene->fb.height ?
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task->scene->fb.height - y * TILE_SIZE : TILE_SIZE;
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task->thread_data.vis_counter = 0;
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task->ps_invocations = 0;
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for (i = 0; i < task->scene->fb.nr_cbufs; i++) {
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if (task->scene->fb.cbufs[i]) {
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task->color_tiles[i] = scene->cbufs[i].map +
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scene->cbufs[i].stride * task->y +
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scene->cbufs[i].format_bytes * task->x;
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}
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}
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if (task->scene->fb.zsbuf) {
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task->depth_tile = scene->zsbuf.map +
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scene->zsbuf.stride * task->y +
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scene->zsbuf.format_bytes * task->x;
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}
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}
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/**
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* Clear the rasterizer's current color tile.
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* This is a bin command called during bin processing.
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* Clear commands always clear all bound layers.
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*/
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static void
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lp_rast_clear_color(struct lp_rasterizer_task *task,
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const union lp_rast_cmd_arg arg)
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{
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const struct lp_scene *scene = task->scene;
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unsigned cbuf = arg.clear_rb->cbuf;
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union util_color uc;
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enum pipe_format format;
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/* we never bin clear commands for non-existing buffers */
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assert(cbuf < scene->fb.nr_cbufs);
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assert(scene->fb.cbufs[cbuf]);
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format = scene->fb.cbufs[cbuf]->format;
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uc = arg.clear_rb->color_val;
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/*
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* this is pretty rough since we have target format (bunch of bytes...) here.
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* dump it as raw 4 dwords.
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*/
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LP_DBG(DEBUG_RAST, "%s clear value (target format %d) raw 0x%x,0x%x,0x%x,0x%x\n",
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__FUNCTION__, format, uc.ui[0], uc.ui[1], uc.ui[2], uc.ui[3]);
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util_fill_box(scene->cbufs[cbuf].map,
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format,
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scene->cbufs[cbuf].stride,
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scene->cbufs[cbuf].layer_stride,
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task->x,
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task->y,
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0,
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task->width,
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task->height,
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scene->fb_max_layer + 1,
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&uc);
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/* this will increase for each rb which probably doesn't mean much */
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LP_COUNT(nr_color_tile_clear);
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}
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/**
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* Clear the rasterizer's current z/stencil tile.
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* This is a bin command called during bin processing.
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* Clear commands always clear all bound layers.
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*/
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static void
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lp_rast_clear_zstencil(struct lp_rasterizer_task *task,
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const union lp_rast_cmd_arg arg)
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{
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const struct lp_scene *scene = task->scene;
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uint64_t clear_value64 = arg.clear_zstencil.value;
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uint64_t clear_mask64 = arg.clear_zstencil.mask;
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uint32_t clear_value = (uint32_t) clear_value64;
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uint32_t clear_mask = (uint32_t) clear_mask64;
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const unsigned height = task->height;
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const unsigned width = task->width;
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const unsigned dst_stride = scene->zsbuf.stride;
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uint8_t *dst;
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unsigned i, j;
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unsigned block_size;
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LP_DBG(DEBUG_RAST, "%s: value=0x%08x, mask=0x%08x\n",
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__FUNCTION__, clear_value, clear_mask);
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/*
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* Clear the area of the depth/depth buffer matching this tile.
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*/
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if (scene->fb.zsbuf) {
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unsigned layer;
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uint8_t *dst_layer = task->depth_tile;
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block_size = util_format_get_blocksize(scene->fb.zsbuf->format);
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clear_value &= clear_mask;
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for (layer = 0; layer <= scene->fb_max_layer; layer++) {
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dst = dst_layer;
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switch (block_size) {
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case 1:
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assert(clear_mask == 0xff);
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memset(dst, (uint8_t) clear_value, height * width);
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break;
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case 2:
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if (clear_mask == 0xffff) {
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for (i = 0; i < height; i++) {
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uint16_t *row = (uint16_t *)dst;
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for (j = 0; j < width; j++)
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*row++ = (uint16_t) clear_value;
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dst += dst_stride;
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}
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}
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else {
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for (i = 0; i < height; i++) {
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uint16_t *row = (uint16_t *)dst;
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for (j = 0; j < width; j++) {
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uint16_t tmp = ~clear_mask & *row;
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*row++ = clear_value | tmp;
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}
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dst += dst_stride;
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}
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}
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break;
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case 4:
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if (clear_mask == 0xffffffff) {
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for (i = 0; i < height; i++) {
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uint32_t *row = (uint32_t *)dst;
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for (j = 0; j < width; j++)
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*row++ = clear_value;
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dst += dst_stride;
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}
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}
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else {
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for (i = 0; i < height; i++) {
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uint32_t *row = (uint32_t *)dst;
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for (j = 0; j < width; j++) {
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uint32_t tmp = ~clear_mask & *row;
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*row++ = clear_value | tmp;
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}
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dst += dst_stride;
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}
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}
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break;
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case 8:
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clear_value64 &= clear_mask64;
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if (clear_mask64 == 0xffffffffffULL) {
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for (i = 0; i < height; i++) {
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uint64_t *row = (uint64_t *)dst;
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for (j = 0; j < width; j++)
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*row++ = clear_value64;
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dst += dst_stride;
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}
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}
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else {
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for (i = 0; i < height; i++) {
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uint64_t *row = (uint64_t *)dst;
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for (j = 0; j < width; j++) {
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uint64_t tmp = ~clear_mask64 & *row;
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*row++ = clear_value64 | tmp;
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}
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dst += dst_stride;
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}
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}
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break;
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default:
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assert(0);
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break;
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}
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dst_layer += scene->zsbuf.layer_stride;
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}
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}
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}
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/**
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* Run the shader on all blocks in a tile. This is used when a tile is
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* completely contained inside a triangle.
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* This is a bin command called during bin processing.
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*/
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static void
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lp_rast_shade_tile(struct lp_rasterizer_task *task,
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const union lp_rast_cmd_arg arg)
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{
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const struct lp_scene *scene = task->scene;
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const struct lp_rast_shader_inputs *inputs = arg.shade_tile;
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const struct lp_rast_state *state;
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struct lp_fragment_shader_variant *variant;
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const unsigned tile_x = task->x, tile_y = task->y;
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unsigned x, y;
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if (inputs->disable) {
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/* This command was partially binned and has been disabled */
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return;
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}
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LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
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state = task->state;
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assert(state);
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if (!state) {
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return;
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}
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variant = state->variant;
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/* render the whole 64x64 tile in 4x4 chunks */
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for (y = 0; y < task->height; y += 4){
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for (x = 0; x < task->width; x += 4) {
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uint8_t *color[PIPE_MAX_COLOR_BUFS];
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unsigned stride[PIPE_MAX_COLOR_BUFS];
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uint8_t *depth = NULL;
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unsigned depth_stride = 0;
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unsigned i;
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/* color buffer */
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for (i = 0; i < scene->fb.nr_cbufs; i++){
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if (scene->fb.cbufs[i]) {
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stride[i] = scene->cbufs[i].stride;
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color[i] = lp_rast_get_color_block_pointer(task, i, tile_x + x,
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tile_y + y, inputs->layer);
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}
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else {
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stride[i] = 0;
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color[i] = NULL;
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}
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}
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/* depth buffer */
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if (scene->zsbuf.map) {
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depth = lp_rast_get_depth_block_pointer(task, tile_x + x,
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tile_y + y, inputs->layer);
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depth_stride = scene->zsbuf.stride;
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}
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/* Propagate non-interpolated raster state. */
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task->thread_data.raster_state.viewport_index = inputs->viewport_index;
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/* run shader on 4x4 block */
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BEGIN_JIT_CALL(state, task);
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variant->jit_function[RAST_WHOLE]( &state->jit_context,
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tile_x + x, tile_y + y,
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inputs->frontfacing,
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GET_A0(inputs),
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GET_DADX(inputs),
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GET_DADY(inputs),
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color,
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depth,
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0xffff,
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&task->thread_data,
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stride,
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depth_stride);
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END_JIT_CALL();
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}
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}
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}
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/**
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* Run the shader on all blocks in a tile. This is used when a tile is
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* completely contained inside a triangle, and the shader is opaque.
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* This is a bin command called during bin processing.
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*/
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static void
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lp_rast_shade_tile_opaque(struct lp_rasterizer_task *task,
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const union lp_rast_cmd_arg arg)
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{
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LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
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assert(task->state);
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if (!task->state) {
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return;
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}
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lp_rast_shade_tile(task, arg);
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}
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/**
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* Compute shading for a 4x4 block of pixels inside a triangle.
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* This is a bin command called during bin processing.
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* \param x X position of quad in window coords
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* \param y Y position of quad in window coords
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*/
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void
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lp_rast_shade_quads_mask(struct lp_rasterizer_task *task,
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const struct lp_rast_shader_inputs *inputs,
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unsigned x, unsigned y,
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unsigned mask)
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{
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const struct lp_rast_state *state = task->state;
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struct lp_fragment_shader_variant *variant = state->variant;
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const struct lp_scene *scene = task->scene;
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uint8_t *color[PIPE_MAX_COLOR_BUFS];
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unsigned stride[PIPE_MAX_COLOR_BUFS];
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uint8_t *depth = NULL;
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unsigned depth_stride = 0;
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unsigned i;
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assert(state);
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/* Sanity checks */
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assert(x < scene->tiles_x * TILE_SIZE);
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assert(y < scene->tiles_y * TILE_SIZE);
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assert(x % TILE_VECTOR_WIDTH == 0);
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assert(y % TILE_VECTOR_HEIGHT == 0);
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assert((x % 4) == 0);
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assert((y % 4) == 0);
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/* color buffer */
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for (i = 0; i < scene->fb.nr_cbufs; i++) {
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if (scene->fb.cbufs[i]) {
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stride[i] = scene->cbufs[i].stride;
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color[i] = lp_rast_get_color_block_pointer(task, i, x, y,
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inputs->layer);
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}
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else {
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stride[i] = 0;
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color[i] = NULL;
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}
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}
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/* depth buffer */
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if (scene->zsbuf.map) {
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depth_stride = scene->zsbuf.stride;
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depth = lp_rast_get_depth_block_pointer(task, x, y, inputs->layer);
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}
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assert(lp_check_alignment(state->jit_context.u8_blend_color, 16));
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/*
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* The rasterizer may produce fragments outside our
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* allocated 4x4 blocks hence need to filter them out here.
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*/
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if ((x % TILE_SIZE) < task->width && (y % TILE_SIZE) < task->height) {
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/* not very accurate would need a popcount on the mask */
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/* always count this not worth bothering? */
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task->ps_invocations += 1 * variant->ps_inv_multiplier;
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/* Propagate non-interpolated raster state. */
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task->thread_data.raster_state.viewport_index = inputs->viewport_index;
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/* run shader on 4x4 block */
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BEGIN_JIT_CALL(state, task);
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variant->jit_function[RAST_EDGE_TEST](&state->jit_context,
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x, y,
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inputs->frontfacing,
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GET_A0(inputs),
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GET_DADX(inputs),
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GET_DADY(inputs),
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color,
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depth,
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mask,
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&task->thread_data,
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stride,
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depth_stride);
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END_JIT_CALL();
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}
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}
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|
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/**
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* Begin a new occlusion query.
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* This is a bin command put in all bins.
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* Called per thread.
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*/
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static void
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lp_rast_begin_query(struct lp_rasterizer_task *task,
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const union lp_rast_cmd_arg arg)
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{
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struct llvmpipe_query *pq = arg.query_obj;
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switch (pq->type) {
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case PIPE_QUERY_OCCLUSION_COUNTER:
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case PIPE_QUERY_OCCLUSION_PREDICATE:
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pq->start[task->thread_index] = task->thread_data.vis_counter;
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break;
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case PIPE_QUERY_PIPELINE_STATISTICS:
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pq->start[task->thread_index] = task->ps_invocations;
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break;
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default:
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assert(0);
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break;
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}
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}
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|
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/**
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* End the current occlusion query.
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* This is a bin command put in all bins.
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* Called per thread.
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*/
|
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static void
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lp_rast_end_query(struct lp_rasterizer_task *task,
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const union lp_rast_cmd_arg arg)
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{
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struct llvmpipe_query *pq = arg.query_obj;
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|
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switch (pq->type) {
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case PIPE_QUERY_OCCLUSION_COUNTER:
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case PIPE_QUERY_OCCLUSION_PREDICATE:
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pq->end[task->thread_index] +=
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task->thread_data.vis_counter - pq->start[task->thread_index];
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pq->start[task->thread_index] = 0;
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break;
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case PIPE_QUERY_TIMESTAMP:
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pq->end[task->thread_index] = os_time_get_nano();
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break;
|
|
case PIPE_QUERY_PIPELINE_STATISTICS:
|
|
pq->end[task->thread_index] +=
|
|
task->ps_invocations - pq->start[task->thread_index];
|
|
pq->start[task->thread_index] = 0;
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
lp_rast_set_state(struct lp_rasterizer_task *task,
|
|
const union lp_rast_cmd_arg arg)
|
|
{
|
|
task->state = arg.state;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Called when we're done writing to a color tile.
|
|
*/
|
|
static void
|
|
lp_rast_tile_end(struct lp_rasterizer_task *task)
|
|
{
|
|
unsigned i;
|
|
|
|
for (i = 0; i < task->scene->num_active_queries; ++i) {
|
|
lp_rast_end_query(task, lp_rast_arg_query(task->scene->active_queries[i]));
|
|
}
|
|
|
|
/* debug */
|
|
memset(task->color_tiles, 0, sizeof(task->color_tiles));
|
|
task->depth_tile = NULL;
|
|
|
|
task->bin = NULL;
|
|
}
|
|
|
|
static lp_rast_cmd_func dispatch[LP_RAST_OP_MAX] =
|
|
{
|
|
lp_rast_clear_color,
|
|
lp_rast_clear_zstencil,
|
|
lp_rast_triangle_1,
|
|
lp_rast_triangle_2,
|
|
lp_rast_triangle_3,
|
|
lp_rast_triangle_4,
|
|
lp_rast_triangle_5,
|
|
lp_rast_triangle_6,
|
|
lp_rast_triangle_7,
|
|
lp_rast_triangle_8,
|
|
lp_rast_triangle_3_4,
|
|
lp_rast_triangle_3_16,
|
|
lp_rast_triangle_4_16,
|
|
lp_rast_shade_tile,
|
|
lp_rast_shade_tile_opaque,
|
|
lp_rast_begin_query,
|
|
lp_rast_end_query,
|
|
lp_rast_set_state,
|
|
lp_rast_triangle_32_1,
|
|
lp_rast_triangle_32_2,
|
|
lp_rast_triangle_32_3,
|
|
lp_rast_triangle_32_4,
|
|
lp_rast_triangle_32_5,
|
|
lp_rast_triangle_32_6,
|
|
lp_rast_triangle_32_7,
|
|
lp_rast_triangle_32_8,
|
|
lp_rast_triangle_32_3_4,
|
|
lp_rast_triangle_32_3_16,
|
|
lp_rast_triangle_32_4_16
|
|
};
|
|
|
|
|
|
static void
|
|
do_rasterize_bin(struct lp_rasterizer_task *task,
|
|
const struct cmd_bin *bin,
|
|
int x, int y)
|
|
{
|
|
const struct cmd_block *block;
|
|
unsigned k;
|
|
|
|
if (0)
|
|
lp_debug_bin(bin, x, y);
|
|
|
|
for (block = bin->head; block; block = block->next) {
|
|
for (k = 0; k < block->count; k++) {
|
|
dispatch[block->cmd[k]]( task, block->arg[k] );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Rasterize commands for a single bin.
|
|
* \param x, y position of the bin's tile in the framebuffer
|
|
* Must be called between lp_rast_begin() and lp_rast_end().
|
|
* Called per thread.
|
|
*/
|
|
static void
|
|
rasterize_bin(struct lp_rasterizer_task *task,
|
|
const struct cmd_bin *bin, int x, int y )
|
|
{
|
|
lp_rast_tile_begin( task, bin, x, y );
|
|
|
|
do_rasterize_bin(task, bin, x, y);
|
|
|
|
lp_rast_tile_end(task);
|
|
|
|
|
|
/* Debug/Perf flags:
|
|
*/
|
|
if (bin->head->count == 1) {
|
|
if (bin->head->cmd[0] == LP_RAST_OP_SHADE_TILE_OPAQUE)
|
|
LP_COUNT(nr_pure_shade_opaque_64);
|
|
else if (bin->head->cmd[0] == LP_RAST_OP_SHADE_TILE)
|
|
LP_COUNT(nr_pure_shade_64);
|
|
}
|
|
}
|
|
|
|
|
|
/* An empty bin is one that just loads the contents of the tile and
|
|
* stores them again unchanged. This typically happens when bins have
|
|
* been flushed for some reason in the middle of a frame, or when
|
|
* incremental updates are being made to a render target.
|
|
*
|
|
* Try to avoid doing pointless work in this case.
|
|
*/
|
|
static boolean
|
|
is_empty_bin( const struct cmd_bin *bin )
|
|
{
|
|
return bin->head == NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* Rasterize/execute all bins within a scene.
|
|
* Called per thread.
|
|
*/
|
|
static void
|
|
rasterize_scene(struct lp_rasterizer_task *task,
|
|
struct lp_scene *scene)
|
|
{
|
|
task->scene = scene;
|
|
|
|
/* Clear the cache tags. This should not always be necessary but
|
|
simpler for now. */
|
|
#if LP_USE_TEXTURE_CACHE
|
|
memset(task->thread_data.cache->cache_tags, 0,
|
|
sizeof(task->thread_data.cache->cache_tags));
|
|
#if LP_BUILD_FORMAT_CACHE_DEBUG
|
|
task->thread_data.cache->cache_access_total = 0;
|
|
task->thread_data.cache->cache_access_miss = 0;
|
|
#endif
|
|
#endif
|
|
|
|
if (!task->rast->no_rast && !scene->discard) {
|
|
/* loop over scene bins, rasterize each */
|
|
{
|
|
struct cmd_bin *bin;
|
|
int i, j;
|
|
|
|
assert(scene);
|
|
while ((bin = lp_scene_bin_iter_next(scene, &i, &j))) {
|
|
if (!is_empty_bin( bin ))
|
|
rasterize_bin(task, bin, i, j);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#if LP_BUILD_FORMAT_CACHE_DEBUG
|
|
{
|
|
uint64_t total, miss;
|
|
total = task->thread_data.cache->cache_access_total;
|
|
miss = task->thread_data.cache->cache_access_miss;
|
|
if (total) {
|
|
debug_printf("thread %d cache access %llu miss %llu hit rate %f\n",
|
|
task->thread_index, (long long unsigned)total,
|
|
(long long unsigned)miss,
|
|
(float)(total - miss)/(float)total);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (scene->fence) {
|
|
lp_fence_signal(scene->fence);
|
|
}
|
|
|
|
task->scene = NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* 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__);
|
|
}
|
|
|
|
|
|
void
|
|
lp_rast_finish( struct lp_rasterizer *rast )
|
|
{
|
|
if (rast->num_threads == 0) {
|
|
/* nothing to do */
|
|
}
|
|
else {
|
|
int i;
|
|
|
|
/* wait for work to complete */
|
|
for (i = 0; i < rast->num_threads; i++) {
|
|
pipe_semaphore_wait(&rast->tasks[i].work_done);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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);
|
|
pipe_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;
|
|
}
|
|
|
|
|
|
/**
|
|
* Initialize semaphores and spawn the threads.
|
|
*/
|
|
static void
|
|
create_rast_threads(struct lp_rasterizer *rast)
|
|
{
|
|
unsigned i;
|
|
|
|
/* NOTE: if num_threads is zero, we won't use any threads */
|
|
for (i = 0; i < rast->num_threads; i++) {
|
|
pipe_semaphore_init(&rast->tasks[i].work_ready, 0);
|
|
pipe_semaphore_init(&rast->tasks[i].work_done, 0);
|
|
rast->threads[i] = u_thread_create(thread_function,
|
|
(void *) &rast->tasks[i]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Create new lp_rasterizer. If num_threads is zero, don't create any
|
|
* new threads, do rendering synchronously.
|
|
* \param num_threads number of rasterizer threads to create
|
|
*/
|
|
struct lp_rasterizer *
|
|
lp_rast_create( unsigned num_threads )
|
|
{
|
|
struct lp_rasterizer *rast;
|
|
unsigned i;
|
|
|
|
rast = CALLOC_STRUCT(lp_rasterizer);
|
|
if (!rast) {
|
|
goto no_rast;
|
|
}
|
|
|
|
rast->full_scenes = lp_scene_queue_create();
|
|
if (!rast->full_scenes) {
|
|
goto no_full_scenes;
|
|
}
|
|
|
|
for (i = 0; i < MAX2(1, num_threads); i++) {
|
|
struct lp_rasterizer_task *task = &rast->tasks[i];
|
|
task->rast = rast;
|
|
task->thread_index = i;
|
|
task->thread_data.cache = align_malloc(sizeof(struct lp_build_format_cache),
|
|
16);
|
|
if (!task->thread_data.cache) {
|
|
goto no_thread_data_cache;
|
|
}
|
|
}
|
|
|
|
rast->num_threads = num_threads;
|
|
|
|
rast->no_rast = debug_get_bool_option("LP_NO_RAST", FALSE);
|
|
|
|
create_rast_threads(rast);
|
|
|
|
/* for synchronizing rasterization threads */
|
|
if (rast->num_threads > 0) {
|
|
pipe_barrier_init( &rast->barrier, rast->num_threads );
|
|
}
|
|
|
|
memset(lp_dummy_tile, 0, sizeof lp_dummy_tile);
|
|
|
|
return rast;
|
|
|
|
no_thread_data_cache:
|
|
for (i = 0; i < MAX2(1, rast->num_threads); i++) {
|
|
if (rast->tasks[i].thread_data.cache) {
|
|
align_free(rast->tasks[i].thread_data.cache);
|
|
}
|
|
}
|
|
|
|
lp_scene_queue_destroy(rast->full_scenes);
|
|
no_full_scenes:
|
|
FREE(rast);
|
|
no_rast:
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/* 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);
|
|
}
|
|
|
|
|