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#include <assert.h>
#include <pthread.h>
#include <stddef.h>
#include <stdlib.h>
#include <stdint.h>
#include "fb.h"
#include "settings.h"
#include "util.h"
/* Copyright (C) 2016-2017 Vito Caputo <vcaputo@pengaru.com> */
/* 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, *previous;
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_head; /* finished pages available for (re)use */
_fb_page_t *inactive_pages_tail;
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, 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_head;
fb->inactive_pages_head = fb->active_page;
fb->inactive_pages_head->previous = NULL;
if (fb->inactive_pages_head->next)
fb->inactive_pages_head->next->previous = fb->inactive_pages_head;
else
fb->inactive_pages_tail = fb->inactive_pages_head;
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, 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, fb->ops_context);
/* XXX: this is getting silly, either add a doubly linked list header or
* at least use some functions for this local to this file.
*/
fb->active_page->next = fb->inactive_pages_head;
fb->inactive_pages_head = fb->active_page;
fb->inactive_pages_head->previous = NULL;
if (fb->inactive_pages_head->next)
fb->inactive_pages_head->next->previous = fb->inactive_pages_head;
else
fb->inactive_pages_tail = fb->inactive_pages_head;
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, fb->ops_context, &page->public_page);
pthread_mutex_lock(&fb->inactive_mutex);
page->next = fb->inactive_pages_head;
fb->inactive_pages_head = page;
if (fb->inactive_pages_head->next)
fb->inactive_pages_head->next->previous = fb->inactive_pages_head;
else
fb->inactive_pages_tail = fb->inactive_pages_head;
pthread_mutex_unlock(&fb->inactive_mutex);
}
static void _fb_page_free(fb_t *fb, _fb_page_t *page)
{
fb->ops->page_free(fb, 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_tail))
pthread_cond_wait(&fb->inactive_cond, &fb->inactive_mutex);
fb->inactive_pages_tail = page->previous;
if (fb->inactive_pages_tail)
fb->inactive_pages_tail->next = NULL;
else
fb->inactive_pages_head = NULL;
pthread_mutex_unlock(&fb->inactive_mutex);
page->next = page->previous = NULL;
page->public_page.fragment.zeroed = 0;
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 */
fb_t * fb_free(fb_t *fb)
{
if (fb) {
if (fb->active_page)
fb_release(fb);
/* TODO: free all the pages */
if (fb->ops->shutdown && fb->ops_context)
fb->ops->shutdown(fb, 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);
}
return NULL;
}
/* create a new fb instance */
int fb_new(const fb_ops_t *ops, settings_t *settings, int n_pages, fb_t **res_fb)
{
_fb_page_t *page;
fb_t *fb;
int r;
assert(ops);
assert(ops->page_alloc);
assert(ops->page_free);
assert(ops->page_flip);
assert(n_pages > 1);
assert(res_fb);
/* XXX: page-flipping is the only supported rendering model, requiring 2+ pages. */
if (n_pages < 2)
return -EINVAL;
fb = calloc(1, sizeof(fb_t));
if (!fb)
return -ENOMEM;
fb->ops = ops;
if (ops->init) {
r = ops->init(settings, &fb->ops_context);
if (r < 0)
goto fail;
}
for (int 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) {
r = -ENOMEM;
goto fail;
}
r = fb_acquire(fb, page);
if (r < 0)
goto fail;
*res_fb = fb;
return r;
fail:
fb_free(fb);
return r;
}
/* helpers for fragmenting incrementally */
int fb_fragment_slice_single(const fb_fragment_t *fragment, unsigned n_fragments, unsigned number, fb_fragment_t *res_fragment)
{
unsigned slice = fragment->height / n_fragments;
unsigned yoff = slice * number;
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 = number;
res_fragment->zeroed = fragment->zeroed;
return 1;
}
int fb_fragment_tile_single(const fb_fragment_t *fragment, unsigned tile_size, unsigned number, 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 = number / w;
if (y >= h)
return 0;
x = number - (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 = number;
return 1;
}
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