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#ifndef _TIL_FB_H
#define _TIL_FB_H
#include <assert.h>
#include <stdint.h>
#include <string.h>
#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_setup_t *setup, 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, const til_setup_t *setup, 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
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