/************************************************************************** * * Copyright 2008 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. * **************************************************************************/ #include #include "util/u_memory.h" #include "util/u_inlines.h" #include "cell_context.h" #include "cell_batch.h" #include "cell_fence.h" #include "cell_texture.h" void cell_fence_init(struct cell_fence *fence) { uint i; ASSERT_ALIGN16(fence->status); for (i = 0; i < CELL_MAX_SPUS; i++) { fence->status[i][0] = CELL_FENCE_IDLE; } } boolean cell_fence_signalled(const struct cell_context *cell, const struct cell_fence *fence) { uint i; for (i = 0; i < cell->num_spus; i++) { if (fence->status[i][0] != CELL_FENCE_SIGNALLED) return FALSE; /*assert(fence->status[i][0] == CELL_FENCE_EMITTED);*/ } return TRUE; } void cell_fence_finish(const struct cell_context *cell, const struct cell_fence *fence) { while (!cell_fence_signalled(cell, fence)) { usleep(10); } #ifdef DEBUG { uint i; for (i = 0; i < cell->num_spus; i++) { assert(fence->status[i][0] == CELL_FENCE_SIGNALLED); } } #endif } struct cell_buffer_node { struct pipe_buffer *buffer; struct cell_buffer_node *next; }; static void cell_add_buffer_to_list(struct cell_context *cell, struct cell_buffer_list *list, struct pipe_buffer *buffer) { struct cell_buffer_node *node = CALLOC_STRUCT(cell_buffer_node); /* create new list node which references the buffer, insert at head */ if (node) { pipe_buffer_reference(&node->buffer, buffer); node->next = list->head; list->head = node; } } /** * Wait for completion of the given fence, then unreference any buffers * on the list. * This typically unrefs/frees texture buffers after any rendering which uses * them has completed. */ void cell_free_fenced_buffers(struct cell_context *cell, struct cell_buffer_list *list) { if (list->head) { struct pipe_screen *ps = cell->pipe.screen; struct cell_buffer_node *node; cell_fence_finish(cell, &list->fence); /* traverse the list, unreferencing buffers, freeing nodes */ node = list->head; while (node) { struct cell_buffer_node *next = node->next; assert(node->buffer); pipe_buffer_unmap(ps, node->buffer); #if 0 printf("Unref buffer %p\n", node->buffer); if (node->buffer->reference.count == 1) printf(" Delete!\n"); #endif pipe_buffer_reference(&node->buffer, NULL); FREE(node); node = next; } list->head = NULL; } } /** * This should be called for each render command. * Any texture buffers that are current bound will be added to a fenced * list to be freed later when the fence is executed/signalled. */ void cell_add_fenced_textures(struct cell_context *cell) { struct cell_buffer_list *list = &cell->fenced_buffers[cell->cur_batch]; uint i; for (i = 0; i < cell->num_textures; i++) { struct cell_texture *ct = cell->texture[i]; if (ct) { #if 0 printf("Adding texture %p buffer %p to list\n", ct, ct->tiled_buffer[level]); #endif if (ct->buffer) cell_add_buffer_to_list(cell, list, ct->buffer); } } }