#include #include #include #include #include #include "fb.h" #include "settings.h" #include "util.h" /* Copyright (C) 2016-2017 Vito Caputo */ /* I've used a separate thread for page-flipping duties because the libdrm api * (and related kernel ioctl) for page flips doesn't appear to support queueing * multiple flip requests. In this use case we aren't interactive and wish to * just accumulate rendered pages until we run out of spare pages, allowing the * renderer to get as far ahead of vsync as possible, and certainly never * blocked waiting for vsync unless there's no spare page available for drawing * into. * * In lieu of a queueing mechanism on the drm fd, we must submit the next page * once the currently submitted page is flipped to - it's at that moment we * won't get EBUSY from the ioctl any longer. Without a dedicated thread * submitting flip requests and synchronously consuming their flip events, * we're liable to introduce latency in the page flip submission if implemented * in a more opportunistic manner whenever the fb api is entered from the * render loop. * * If the kernel simply let us queue multiple flip requests we could maintain * our submission queue entirely in the drm fd, and get available pages from * the drm event handler once our pool of pages is depleted. The kernel on * vsync could check the fd to see if another flip is queued and there would be * the least latency possible in submitting the flips - the least likely to * miss a vsync. This would also elide the need for synchronization in * userspace between the renderer and the flipper thread, since there would no * longer be a flipper thread. * * Let me know if you're aware of a better way with existing mainline drm! * * * XXX: fb_new() used to create a thread which did the equivalent of fb_flip() * continuously in a loop. This posed a problem for the sdl_fb backend, due to * the need for event pumping in the page flip hook. SDL internally uses TLS * and requires that the same thread which initialized SDL call the event * functions. To satisfy this requirement, the body of the flipper thread loop * has been moved to the fb_flip() function. Rototiller's main thread is * expected to call this repeatedly, turning it effectively into the flipper * thread. This required rototiller to move what was previously the main * thread's duties - page rendering dispatch, to a separate thread. */ /* Most of fb_page_t is kept private, the public part is * just an fb_fragment_t describing the whole page. */ typedef struct _fb_page_t _fb_page_t; struct _fb_page_t { void *ops_page; _fb_page_t *next; fb_page_t public_page; }; typedef struct fb_t { const fb_ops_t *ops; void *ops_context; _fb_page_t *active_page; /* page currently displayed */ pthread_mutex_t ready_mutex; pthread_cond_t ready_cond; _fb_page_t *ready_pages_head; /* next pages to flip to */ _fb_page_t *ready_pages_tail; pthread_mutex_t inactive_mutex; pthread_cond_t inactive_cond; _fb_page_t *inactive_pages; /* finished pages available for (re)use */ unsigned put_pages_count; } fb_t; #ifndef container_of #define container_of(_ptr, _type, _member) \ (_type *)((void *)(_ptr) - offsetof(_type, _member)) #endif /* Consumes ready pages queued via fb_page_put(), submits them to drm to flip * on vsync. Produces inactive pages from those replaced, making them * available to fb_page_get(). */ int fb_flip(fb_t *fb) { _fb_page_t *next_active_page; int r; /* wait for a flip req, submit the req page for flip on vsync, wait for it to flip before making the * active page inactive/available, repeat. */ pthread_mutex_lock(&fb->ready_mutex); while (!fb->ready_pages_head) pthread_cond_wait(&fb->ready_cond, &fb->ready_mutex); next_active_page = fb->ready_pages_head; fb->ready_pages_head = next_active_page->next; if (!fb->ready_pages_head) fb->ready_pages_tail = NULL; pthread_mutex_unlock(&fb->ready_mutex); /* submit the next active page for page flip on vsync, and wait for it. */ r = fb->ops->page_flip(fb->ops_context, next_active_page->ops_page); if (r < 0) /* TODO: vet this: what happens to this page? */ return r; /* now that we're displaying a new page, make the previously active one inactive so rendering can reuse it */ pthread_mutex_lock(&fb->inactive_mutex); fb->active_page->next = fb->inactive_pages; fb->inactive_pages = fb->active_page; pthread_cond_signal(&fb->inactive_cond); pthread_mutex_unlock(&fb->inactive_mutex); fb->active_page = next_active_page; return 0; } /* acquire the fb, making page the visible page */ static int fb_acquire(fb_t *fb, _fb_page_t *page) { int ret; ret = fb->ops->acquire(fb->ops_context, page->ops_page); if (ret < 0) return ret; fb->active_page = page; return 0; } /* release the fb, making the visible page inactive */ static void fb_release(fb_t *fb) { fb->ops->release(fb->ops_context); fb->active_page->next = fb->inactive_pages; fb->inactive_pages = fb->active_page; fb->active_page = NULL; } /* creates a framebuffer page */ static void fb_page_new(fb_t *fb) { _fb_page_t *page; page = calloc(1, sizeof(_fb_page_t)); assert(page); page->ops_page = fb->ops->page_alloc(fb->ops_context, &page->public_page); pthread_mutex_lock(&fb->inactive_mutex); page->next = fb->inactive_pages; fb->inactive_pages = page; pthread_mutex_unlock(&fb->inactive_mutex); } static void _fb_page_free(fb_t *fb, _fb_page_t *page) { fb->ops->page_free(fb->ops_context, page->ops_page); free(page); } /* get the next inactive page from the fb, waiting if necessary. */ static inline _fb_page_t * _fb_page_get(fb_t *fb) { _fb_page_t *page; /* As long as n_pages is >= 3 this won't block unless we're submitting * pages faster than vhz. */ pthread_mutex_lock(&fb->inactive_mutex); while (!(page = fb->inactive_pages)) pthread_cond_wait(&fb->inactive_cond, &fb->inactive_mutex); fb->inactive_pages = page->next; pthread_mutex_unlock(&fb->inactive_mutex); page->next = NULL; return page; } /* public interface */ fb_page_t * fb_page_get(fb_t *fb) { return &(_fb_page_get(fb)->public_page); } /* put a page into the fb, queueing for display */ static inline void _fb_page_put(fb_t *fb, _fb_page_t *page) { pthread_mutex_lock(&fb->ready_mutex); if (fb->ready_pages_tail) fb->ready_pages_tail->next = page; else fb->ready_pages_head = page; fb->ready_pages_tail = page; pthread_cond_signal(&fb->ready_cond); pthread_mutex_unlock(&fb->ready_mutex); } /* public interface */ /* put a page into the fb, queueing for display */ void fb_page_put(fb_t *fb, fb_page_t *page) { fb->put_pages_count++; _fb_page_put(fb, container_of(page, _fb_page_t, public_page)); } /* get (and reset) the current count of put pages */ void fb_get_put_pages_count(fb_t *fb, unsigned *count) { *count = fb->put_pages_count; fb->put_pages_count = 0; } /* free the fb and associated resources */ void fb_free(fb_t *fb) { if (fb->active_page) fb_release(fb); /* TODO: free all the pages */ if (fb->ops->shutdown && fb->ops_context) fb->ops->shutdown(fb->ops_context); pthread_mutex_destroy(&fb->ready_mutex); pthread_cond_destroy(&fb->ready_cond); pthread_mutex_destroy(&fb->inactive_mutex); pthread_cond_destroy(&fb->inactive_cond); free(fb); } /* create a new fb instance */ fb_t * fb_new(const fb_ops_t *ops, settings_t *settings, int n_pages) { _fb_page_t *page; fb_t *fb; int i; assert(ops); assert(ops->page_alloc); assert(ops->page_free); assert(ops->page_flip); assert(n_pages > 1); /* XXX: page-flipping is the only supported rendering model, requiring 2+ pages. */ if (n_pages < 2) return NULL; fb = calloc(1, sizeof(fb_t)); if (!fb) return NULL; fb->ops = ops; if (ops->init) { fb->ops_context = ops->init(settings); if (!fb->ops_context) goto fail; } for (i = 0; i < n_pages; i++) fb_page_new(fb); pthread_mutex_init(&fb->ready_mutex, NULL); pthread_cond_init(&fb->ready_cond, NULL); pthread_mutex_init(&fb->inactive_mutex, NULL); pthread_cond_init(&fb->inactive_cond, NULL); page = _fb_page_get(fb); if (!page) goto fail; if (fb_acquire(fb, page) < 0) goto fail; return fb; fail: fb_free(fb); return NULL; } /* helpers for fragmenting incrementally */ int fb_fragment_slice_single(const fb_fragment_t *fragment, unsigned n_fragments, unsigned num, fb_fragment_t *res_fragment) { unsigned slice = fragment->height / n_fragments; unsigned yoff = slice * num; unsigned pitch; if (yoff >= fragment->height) return 0; res_fragment->buf = ((void *)fragment->buf) + yoff * fragment->pitch; res_fragment->x = fragment->x; res_fragment->y = yoff; res_fragment->width = fragment->width; res_fragment->height = MIN(fragment->height - yoff, slice); res_fragment->frame_width = fragment->frame_width; res_fragment->frame_height = fragment->frame_height; res_fragment->stride = fragment->stride; res_fragment->pitch = fragment->pitch; res_fragment->number = num; return 1; } int fb_fragment_tile_single(const fb_fragment_t *fragment, unsigned tile_size, unsigned num, fb_fragment_t *res_fragment) { unsigned w = fragment->width / tile_size, h = fragment->height / tile_size; unsigned x, y, xoff, yoff; if (w * tile_size < fragment->width) w++; if (h * tile_size < fragment->height) h++; y = num / w; if (y >= h) return 0; x = num - (y * w); xoff = x * tile_size; yoff = y * tile_size; res_fragment->buf = (void *)fragment->buf + (yoff * fragment->pitch) + (xoff * 4); res_fragment->x = fragment->x + xoff; res_fragment->y = fragment->y + yoff; res_fragment->width = MIN(fragment->width - xoff, tile_size); res_fragment->height = MIN(fragment->height - yoff, tile_size); res_fragment->frame_width = fragment->frame_width; res_fragment->frame_height = fragment->frame_height; res_fragment->stride = fragment->stride + ((fragment->width - res_fragment->width) * 4); res_fragment->pitch = fragment->pitch; res_fragment->number = num; return 1; }