+
+
+/**
+ * Prepare this scene for the rasterizer.
+ * Map the framebuffer surfaces. Initialize the 'rast' state.
+ */
+static boolean
+lp_scene_map_buffers( struct lp_scene *scene )
+{
+ struct pipe_screen *screen = scene->pipe->screen;
+ struct pipe_surface *cbuf, *zsbuf;
+ int i;
+
+ LP_DBG(DEBUG_RAST, "%s\n", __FUNCTION__);
+
+
+ /* Map all color buffers
+ */
+ for (i = 0; i < scene->fb.nr_cbufs; i++) {
+ cbuf = scene->fb.cbufs[i];
+ if (cbuf) {
+ scene->cbuf_transfer[i] = screen->get_tex_transfer(screen,
+ cbuf->texture,
+ cbuf->face,
+ cbuf->level,
+ cbuf->zslice,
+ PIPE_TRANSFER_READ_WRITE,
+ 0, 0,
+ cbuf->width,
+ cbuf->height);
+ if (!scene->cbuf_transfer[i])
+ goto fail;
+
+ scene->cbuf_map[i] = screen->transfer_map(screen,
+ scene->cbuf_transfer[i]);
+ if (!scene->cbuf_map[i])
+ goto fail;
+ }
+ }
+
+ /* Map the zsbuffer
+ */
+ zsbuf = scene->fb.zsbuf;
+ if (zsbuf) {
+ scene->zsbuf_transfer = screen->get_tex_transfer(screen,
+ zsbuf->texture,
+ zsbuf->face,
+ zsbuf->level,
+ zsbuf->zslice,
+ PIPE_TRANSFER_READ_WRITE,
+ 0, 0,
+ zsbuf->width,
+ zsbuf->height);
+ if (!scene->zsbuf_transfer)
+ goto fail;
+
+ scene->zsbuf_map = screen->transfer_map(screen,
+ scene->zsbuf_transfer);
+ if (!scene->zsbuf_map)
+ goto fail;
+ }
+
+ return TRUE;
+
+fail:
+ /* Unmap and release transfers?
+ */
+ return FALSE;
+}
+
+
+
+/**
+ * Called after rasterizer as finished rasterizing a scene.
+ *
+ * We want to call this from the pipe_context's current thread to
+ * avoid having to have mutexes on the transfer functions.
+ */
+static void
+lp_scene_unmap_buffers( struct lp_scene *scene )
+{
+ struct pipe_screen *screen = scene->pipe->screen;
+ unsigned i;
+
+ for (i = 0; i < scene->fb.nr_cbufs; i++) {
+ if (scene->cbuf_map[i])
+ screen->transfer_unmap(screen, scene->cbuf_transfer[i]);
+
+ if (scene->cbuf_transfer[i])
+ screen->tex_transfer_destroy(scene->cbuf_transfer[i]);
+
+ scene->cbuf_transfer[i] = NULL;
+ scene->cbuf_map[i] = NULL;
+ }
+
+ if (scene->zsbuf_map)
+ screen->transfer_unmap(screen, scene->zsbuf_transfer);
+
+ if (scene->zsbuf_transfer)
+ screen->tex_transfer_destroy(scene->zsbuf_transfer);
+
+ scene->zsbuf_transfer = NULL;
+ scene->zsbuf_map = NULL;
+
+ util_unreference_framebuffer_state( &scene->fb );
+}
+
+
+void lp_scene_begin_binning( struct lp_scene *scene,
+ struct pipe_framebuffer_state *fb )
+{
+ assert(lp_scene_is_empty(scene));
+
+ util_copy_framebuffer_state(&scene->fb, fb);
+
+ scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE;
+ scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE;
+}
+
+
+void lp_scene_rasterize( struct lp_scene *scene,
+ struct lp_rasterizer *rast,
+ boolean write_depth )
+{
+ if (0) {
+ unsigned x, y;
+ debug_printf("rasterize scene:\n");
+ debug_printf(" data size: %u\n", lp_scene_data_size(scene));
+ for (y = 0; y < scene->tiles_y; y++) {
+ for (x = 0; x < scene->tiles_x; x++) {
+ debug_printf(" bin %u, %u size: %u\n", x, y,
+ lp_scene_bin_size(scene, x, y));
+ }
+ }
+ }
+
+
+ scene->write_depth = (scene->fb.zsbuf != NULL &&
+ write_depth);
+
+ lp_scene_map_buffers( scene );
+
+ /* Enqueue the scene for rasterization, then immediately wait for
+ * it to finish.
+ */
+ lp_rast_queue_scene( rast, scene );
+
+ /* Currently just wait for the rasterizer to finish. Some
+ * threading interactions need to be worked out, particularly once
+ * transfers become per-context:
+ */
+ lp_rast_finish( rast );
+ lp_scene_unmap_buffers( scene );
+ lp_scene_enqueue( scene->empty_queue, scene );
+}