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📄 intel_regions.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/************************************************************************** *  * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. *  * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: *  * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. *  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *  **************************************************************************//* Provide additional functionality on top of bufmgr buffers: *   - 2d semantics and blit operations *   - refcounting of buffers for multiple images in a buffer. *   - refcounting of buffer mappings. *   - some logic for moving the buffers to the best memory pools for *     given operations. * * Most of this is to make it easier to implement the fixed-layout * mipmap tree required by intel hardware in the face of GL's * programming interface where each image can be specifed in random * order and it isn't clear what layout the tree should have until the * last moment. */#include "intel_context.h"#include "intel_regions.h"#include "intel_blit.h"#include "intel_buffer_objects.h"#include "dri_bufmgr.h"#include "intel_bufmgr_ttm.h"#include "intel_batchbuffer.h"#define FILE_DEBUG_FLAG DEBUG_REGION/* XXX: Thread safety? */GLubyte *intel_region_map(struct intel_context *intel, struct intel_region *region){   DBG("%s\n", __FUNCTION__);   if (!region->map_refcount++) {      if (region->pbo)         intel_region_cow(intel, region);      dri_bo_map(region->buffer, GL_TRUE);      region->map = region->buffer->virtual;   }   return region->map;}voidintel_region_unmap(struct intel_context *intel, struct intel_region *region){   DBG("%s\n", __FUNCTION__);   if (!--region->map_refcount) {      dri_bo_unmap(region->buffer);      region->map = NULL;   }}static struct intel_region *intel_region_alloc_internal(struct intel_context *intel,			    GLuint cpp, GLuint pitch, GLuint height,			    GLuint tiled, dri_bo *buffer){   struct intel_region *region;   DBG("%s\n", __FUNCTION__);   if (buffer == NULL)      return NULL;   region = calloc(sizeof(*region), 1);   region->cpp = cpp;   region->pitch = pitch;   region->height = height;     /* needed? */   region->refcount = 1;   region->tiled = tiled;   region->buffer = buffer;   return region;}struct intel_region *intel_region_alloc(struct intel_context *intel,                   GLuint cpp, GLuint pitch, GLuint height){   dri_bo *buffer;   buffer = dri_bo_alloc(intel->bufmgr, "region",			 pitch * cpp * height, 64,			 DRM_BO_FLAG_MEM_LOCAL |			 DRM_BO_FLAG_CACHED |			 DRM_BO_FLAG_CACHED_MAPPED);   return intel_region_alloc_internal(intel, cpp, pitch, height, 0, buffer);}struct intel_region *intel_region_alloc_for_handle(struct intel_context *intel,			      GLuint cpp, GLuint pitch, GLuint height,			      GLuint tiled, GLuint handle){   dri_bo *buffer;   buffer = intel_ttm_bo_create_from_handle(intel->bufmgr, "region", handle);   return intel_region_alloc_internal(intel,				      cpp, pitch, height, tiled, buffer);}voidintel_region_reference(struct intel_region **dst, struct intel_region *src){   assert(*dst == NULL);   if (src) {      src->refcount++;      *dst = src;   }}voidintel_region_release(struct intel_region **region){   if (!*region)      return;   DBG("%s %d\n", __FUNCTION__, (*region)->refcount - 1);   ASSERT((*region)->refcount > 0);   (*region)->refcount--;   if ((*region)->refcount == 0) {      assert((*region)->map_refcount == 0);      if ((*region)->pbo)	 (*region)->pbo->region = NULL;      (*region)->pbo = NULL;      dri_bo_unreference((*region)->buffer);      free(*region);   }   *region = NULL;}/* * XXX Move this into core Mesa? */void_mesa_copy_rect(GLubyte * dst,                GLuint cpp,                GLuint dst_pitch,                GLuint dst_x,                GLuint dst_y,                GLuint width,                GLuint height,                const GLubyte * src,                GLuint src_pitch, GLuint src_x, GLuint src_y){   GLuint i;   dst_pitch *= cpp;   src_pitch *= cpp;   dst += dst_x * cpp;   src += src_x * cpp;   dst += dst_y * dst_pitch;   src += src_y * dst_pitch;   width *= cpp;   if (width == dst_pitch && width == src_pitch)      memcpy(dst, src, height * width);   else {      for (i = 0; i < height; i++) {         memcpy(dst, src, width);         dst += dst_pitch;         src += src_pitch;      }   }}/* Upload data to a rectangular sub-region.  Lots of choices how to do this: * * - memcpy by span to current destination * - upload data as new buffer and blit * * Currently always memcpy. */voidintel_region_data(struct intel_context *intel,                  struct intel_region *dst,                  GLuint dst_offset,                  GLuint dstx, GLuint dsty,                  const void *src, GLuint src_pitch,                  GLuint srcx, GLuint srcy, GLuint width, GLuint height){   GLboolean locked = GL_FALSE;   DBG("%s\n", __FUNCTION__);   if (intel == NULL)      return;   if (dst->pbo) {      if (dstx == 0 &&          dsty == 0 && width == dst->pitch && height == dst->height)         intel_region_release_pbo(intel, dst);      else         intel_region_cow(intel, dst);   }   if (!intel->locked) {      LOCK_HARDWARE(intel);      locked = GL_TRUE;   }   _mesa_copy_rect(intel_region_map(intel, dst) + dst_offset,                   dst->cpp,                   dst->pitch,                   dstx, dsty, width, height, src, src_pitch, srcx, srcy);   intel_region_unmap(intel, dst);   if (locked)      UNLOCK_HARDWARE(intel);}/* Copy rectangular sub-regions. Need better logic about when to * push buffers into AGP - will currently do so whenever possible. */voidintel_region_copy(struct intel_context *intel,                  struct intel_region *dst,                  GLuint dst_offset,                  GLuint dstx, GLuint dsty,                  struct intel_region *src,                  GLuint src_offset,                  GLuint srcx, GLuint srcy, GLuint width, GLuint height){   DBG("%s\n", __FUNCTION__);   if (intel == NULL)      return;   if (dst->pbo) {      if (dstx == 0 &&          dsty == 0 && width == dst->pitch && height == dst->height)         intel_region_release_pbo(intel, dst);      else         intel_region_cow(intel, dst);   }   assert(src->cpp == dst->cpp);   intelEmitCopyBlit(intel,                     dst->cpp,                     src->pitch, src->buffer, src_offset, src->tiled,                     dst->pitch, dst->buffer, dst_offset, dst->tiled,                     srcx, srcy, dstx, dsty, width, height,		     GL_COPY);}/* Fill a rectangular sub-region.  Need better logic about when to * push buffers into AGP - will currently do so whenever possible. */voidintel_region_fill(struct intel_context *intel,                  struct intel_region *dst,                  GLuint dst_offset,                  GLuint dstx, GLuint dsty,                  GLuint width, GLuint height, GLuint color){   DBG("%s\n", __FUNCTION__);   if (intel == NULL)      return;      if (dst->pbo) {      if (dstx == 0 &&          dsty == 0 && width == dst->pitch && height == dst->height)         intel_region_release_pbo(intel, dst);      else         intel_region_cow(intel, dst);   }   intelEmitFillBlit(intel,                     dst->cpp,                     dst->pitch, dst->buffer, dst_offset, dst->tiled,                     dstx, dsty, width, height, color);}/* Attach to a pbo, discarding our data.  Effectively zero-copy upload * the pbo's data. */voidintel_region_attach_pbo(struct intel_context *intel,                        struct intel_region *region,                        struct intel_buffer_object *pbo){   if (region->pbo == pbo)      return;   /* If there is already a pbo attached, break the cow tie now.    * Don't call intel_region_release_pbo() as that would    * unnecessarily allocate a new buffer we would have to immediately    * discard.    */   if (region->pbo) {      region->pbo->region = NULL;      region->pbo = NULL;   }   if (region->buffer) {      dri_bo_unreference(region->buffer);      region->buffer = NULL;   }   region->pbo = pbo;   region->pbo->region = region;   dri_bo_reference(pbo->buffer);   region->buffer = pbo->buffer;}/* Break the COW tie to the pbo and allocate a new buffer. * The pbo gets to keep the data. */voidintel_region_release_pbo(struct intel_context *intel,                         struct intel_region *region){   assert(region->buffer == region->pbo->buffer);   region->pbo->region = NULL;   region->pbo = NULL;   dri_bo_unreference(region->buffer);   region->buffer = NULL;   region->buffer = dri_bo_alloc(intel->bufmgr, "region",				 region->pitch * region->cpp * region->height,				 64,				 DRM_BO_FLAG_MEM_LOCAL |				 DRM_BO_FLAG_CACHED |				 DRM_BO_FLAG_CACHED_MAPPED);}/* Break the COW tie to the pbo.  Both the pbo and the region end up * with a copy of the data. */voidintel_region_cow(struct intel_context *intel, struct intel_region *region){   struct intel_buffer_object *pbo = region->pbo;   GLboolean was_locked = intel->locked;   if (intel == NULL)      return;   intel_region_release_pbo(intel, region);   assert(region->cpp * region->pitch * region->height == pbo->Base.Size);   DBG("%s (%d bytes)\n", __FUNCTION__, pbo->Base.Size);   /* Now blit from the texture buffer to the new buffer:     */   intel_batchbuffer_flush(intel->batch);   was_locked = intel->locked;   if (intel->locked)      LOCK_HARDWARE(intel);   intelEmitCopyBlit(intel,		     region->cpp,		     region->pitch, region->buffer, 0, region->tiled,		     region->pitch, pbo->buffer, 0, region->tiled,		     0, 0, 0, 0,		     region->pitch, region->height,		     GL_COPY);   intel_batchbuffer_flush(intel->batch);   if (was_locked)      UNLOCK_HARDWARE(intel);}dri_bo *intel_region_buffer(struct intel_context *intel,                    struct intel_region *region, GLuint flag){   if (region->pbo) {      if (flag == INTEL_WRITE_PART)         intel_region_cow(intel, region);      else if (flag == INTEL_WRITE_FULL)         intel_region_release_pbo(intel, region);   }   return region->buffer;}static struct intel_region *intel_recreate_static(struct intel_context *intel,		      const char *name,		      struct intel_region *region,		      intelRegion *region_desc){   intelScreenPrivate *intelScreen = intel->intelScreen;   if (region == NULL) {      region = calloc(sizeof(*region), 1);      region->refcount = 1;   }   if (intel->ctx.Visual.rgbBits == 24)      region->cpp = 4;   else      region->cpp = intel->ctx.Visual.rgbBits / 8;   region->pitch = intelScreen->pitch;   region->height = intelScreen->height;     /* needed? */   region->tiled = region_desc->tiled;   if (intel->ttm) {      assert(region_desc->bo_handle != -1);      region->buffer = intel_ttm_bo_create_from_handle(intel->bufmgr,						       name,						       region_desc->bo_handle);   } else {      region->buffer = dri_bo_alloc_static(intel->bufmgr,					   name,					   region_desc->offset,					   intelScreen->pitch *					   intelScreen->height,					   region_desc->map,					   DRM_BO_FLAG_MEM_TT);   }   assert(region->buffer != NULL);   return region;}/** * Create intel_region structs to describe the static front, back, and depth * buffers created by the xserver. * * Although FBO's mean we now no longer use these as render targets in * all circumstances, they won't go away until the back and depth * buffers become private, and the front buffer will remain even then. * * Note that these don't allocate video memory, just describe * allocations alread made by the X server. */voidintel_recreate_static_regions(struct intel_context *intel){   intelScreenPrivate *intelScreen = intel->intelScreen;   intel->front_region =      intel_recreate_static(intel, "front",			    intel->front_region,			    &intelScreen->front);   intel->back_region =      intel_recreate_static(intel, "back",			    intel->back_region,			    &intelScreen->back);#ifdef I915   if (intelScreen->third.handle) {      intel->third_region =	 intel_recreate_static(intel, "third",			       intel->third_region,			       &intelScreen->third);   }#endif /* I915 */   /* Still assumes front.cpp == depth.cpp.  We can kill this when we move to    * private buffers.    */   intel->depth_region =      intel_recreate_static(intel, "depth",			    intel->depth_region,			    &intelScreen->depth);}

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