#ifndef _TIL_FB_H #define _TIL_FB_H #include #include #include #include "til_settings.h" #include "til_setup.h" #include "til_util.h" typedef struct til_fb_fragment_t til_fb_fragment_t; #define TIL_FB_DRAW_FLAG_TEXTURABLE 0x1 /* All renderers should target fb_fragment_t, which may or may not represent * a full-screen mmap. Helpers are provided for subdividing fragments for * concurrent renderers. */ typedef struct til_fb_fragment_t { til_fb_fragment_t *texture; /* optional source texture when drawing to this fragment */ uint32_t *buf; /* pointer to the first pixel in the fragment */ unsigned x, y; /* absolute coordinates of the upper left corner of this fragment */ unsigned width, height; /* width and height of this fragment */ unsigned frame_width; /* width of the frame this fragment is part of */ unsigned frame_height; /* height of the frame this fragment is part of */ unsigned stride; /* number of 32-bit words from the end of one row to the start of the next */ unsigned pitch; /* number of 32-bit words separating y from y + 1, including any padding */ unsigned number; /* this fragment's number as produced by fragmenting */ unsigned cleared:1; /* if this fragment has been cleared since last flip */ } til_fb_fragment_t; /* This is a page handle object for page flip submission/life-cycle. * Outside of fb_page_get()/fb_page_put(), you're going to be interested in * fb_fragment_t. The fragment included here describes the whole page, * it may be divided via fb_fragment_divide(). */ typedef struct til_fb_page_t { til_fb_fragment_t fragment; } til_fb_page_t; typedef struct til_fb_t til_fb_t; /* Supply this struct to fb_new() with the appropriate context */ typedef struct til_fb_ops_t { int (*setup)(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup); int (*init)(const til_settings_t *settings, void **res_context); void (*shutdown)(til_fb_t *fb, void *context); int (*acquire)(til_fb_t *fb, void *context, void *page); void (*release)(til_fb_t *fb, void *context); void * (*page_alloc)(til_fb_t *fb, void *context, til_fb_page_t *res_page); int (*page_free)(til_fb_t *fb, void *context, void *page); int (*page_flip)(til_fb_t *fb, void *context, void *page); } til_fb_ops_t; til_fb_page_t * til_fb_page_get(til_fb_t *fb); void til_fb_page_put(til_fb_t *fb, til_fb_page_t *page); til_fb_t * til_fb_free(til_fb_t *fb); void til_fb_get_put_pages_count(til_fb_t *fb, unsigned *count); int til_fb_new(const til_fb_ops_t *ops, til_settings_t *settings, int n_pages, til_fb_t **res_fb); void til_fb_rebuild(til_fb_t *fb); void * til_fb_context(til_fb_t *fb); int til_fb_flip(til_fb_t *fb); void til_fb_fragment_divide(til_fb_fragment_t *fragment, unsigned n_fragments, til_fb_fragment_t fragments[]); int til_fb_fragment_slice_single(const til_fb_fragment_t *fragment, unsigned n_fragments, unsigned num, til_fb_fragment_t *res_fragment); int til_fb_fragment_tile_single(const til_fb_fragment_t *fragment, unsigned tile_size, unsigned num, til_fb_fragment_t *res_fragment); /* checks if a coordinate is contained within a fragment */ static inline int til_fb_fragment_contains(til_fb_fragment_t *fragment, int x, int y) { if (x < fragment->x || x >= fragment->x + fragment->width || y < fragment->y || y >= fragment->y + fragment->height) return 0; return 1; } /* gets a pixel from the fragment, no bounds checking is performed. */ static inline uint32_t til_fb_fragment_get_pixel_unchecked(til_fb_fragment_t *fragment, int x, int y) { return fragment->buf[(y - fragment->y) * fragment->pitch + x - fragment->x]; } /* puts a pixel into the fragment, no bounds checking is performed. */ static inline void til_fb_fragment_put_pixel_unchecked(til_fb_fragment_t *fragment, uint32_t flags, int x, int y, uint32_t pixel) { if (fragment->texture && (flags & TIL_FB_DRAW_FLAG_TEXTURABLE)) pixel = til_fb_fragment_get_pixel_unchecked(fragment->texture, x, y); fragment->buf[(y - fragment->y) * fragment->pitch + x - fragment->x] = pixel; } /* puts a pixel into the fragment, bounds checking is performed with a draw performed return status */ static inline int til_fb_fragment_put_pixel_checked(til_fb_fragment_t *fragment, uint32_t flags, int x, int y, uint32_t pixel) { if (!til_fb_fragment_contains(fragment, x, y)) return 0; til_fb_fragment_put_pixel_unchecked(fragment, flags, x, y, pixel); return 1; } /* copy a fragment, x,y,width,height are absolute coordinates within the frames, and will be clipped to the overlapping fragment areas */ static inline void til_fb_fragment_copy(til_fb_fragment_t *dest, uint32_t flags, int x, int y, int width, int height, til_fb_fragment_t *src) { int X = MAX(dest->x, src->x); int Y = MAX(dest->y, src->y); int W = MIN(dest->x + dest->width, src->x + src->width) - X; int H = MIN(dest->y + dest->height, src->y + src->height) - Y; assert(W >= 0 && H >= 0); /* XXX FIXME TODO */ /* XXX FIXME TODO */ /* XXX FIXME TODO */ /* this is PoC fast and nasty code, optimize this to at least bulk copy rows of pixels */ /* XXX FIXME TODO */ /* XXX FIXME TODO */ /* XXX FIXME TODO */ for (int v = 0; v < H; v++) { for (int u = 0; u < W; u++) til_fb_fragment_put_pixel_unchecked(dest, flags, X + u, Y + v, til_fb_fragment_get_pixel_unchecked(src, X + u, Y + v)); } } static inline void _til_fb_fragment_fill(til_fb_fragment_t *fragment, uint32_t pixel) { uint32_t *buf = fragment->buf; /* TODO: there should be a fast-path for non-divided fragments where there's no stride to skip */ for (int y = 0; y < fragment->height; y++, buf += fragment->pitch) { /* TODO: this should use something memset-like for perf */ for (int x = 0; x < fragment->width; x++) buf[x] = pixel; } } /* fill a fragment with an arbitrary pixel */ static inline void til_fb_fragment_fill(til_fb_fragment_t *fragment, uint32_t flags, uint32_t pixel) { if (!(fragment->texture && (flags & TIL_FB_DRAW_FLAG_TEXTURABLE))) return _til_fb_fragment_fill(fragment, pixel); /* when a texture is present, pixel is ignored and instead sourced from fragment->texture->buf[y*pitch+x] */ til_fb_fragment_copy(fragment, flags, fragment->x, fragment->y, fragment->width, fragment->height, fragment->texture); } /* clear a fragment */ static inline void til_fb_fragment_clear(til_fb_fragment_t *fragment) { if (fragment->cleared) return; _til_fb_fragment_fill(fragment, 0); fragment->cleared = 1; } #endif