/************************************************************************** * * Copyright 2009 VMware, Inc. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ /** * Scene queue. We'll use two queues. One contains "full" scenes which * are produced by the "setup" code. The other contains "empty" scenes * which are produced by the "rast" code when it finishes rendering a scene. */ #include "util/u_thread.h" #include "util/u_memory.h" #include "lp_scene_queue.h" #include "util/u_math.h" #include "lp_setup_context.h" #define SCENE_QUEUE_SIZE MAX_SCENES /** * A queue of scenes */ struct lp_scene_queue { struct lp_scene *scenes[SCENE_QUEUE_SIZE]; mtx_t mutex; cnd_t change; /* These values wrap around, so that head == tail means empty. When used * to index the array, we use them modulo the queue size. This scheme * works because the queue size is a power of two. */ unsigned head; unsigned tail; }; /** Allocate a new scene queue */ struct lp_scene_queue * lp_scene_queue_create(void) { /* Circular queue behavior depends on size being a power of two. */ STATIC_ASSERT(SCENE_QUEUE_SIZE > 0); STATIC_ASSERT((SCENE_QUEUE_SIZE & (SCENE_QUEUE_SIZE - 1)) == 0); struct lp_scene_queue *queue = CALLOC_STRUCT(lp_scene_queue); if (!queue) return NULL; (void) mtx_init(&queue->mutex, mtx_plain); cnd_init(&queue->change); return queue; } /** Delete a scene queue */ void lp_scene_queue_destroy(struct lp_scene_queue *queue) { cnd_destroy(&queue->change); mtx_destroy(&queue->mutex); FREE(queue); } /** Remove first lp_scene from head of queue */ struct lp_scene * lp_scene_dequeue(struct lp_scene_queue *queue, bool wait) { mtx_lock(&queue->mutex); if (wait) { /* Wait for queue to be not empty. */ while (queue->head == queue->tail) cnd_wait(&queue->change, &queue->mutex); } else { if (queue->head == queue->tail) { mtx_unlock(&queue->mutex); return NULL; } } struct lp_scene *scene = queue->scenes[queue->head++ % SCENE_QUEUE_SIZE]; cnd_signal(&queue->change); mtx_unlock(&queue->mutex); return scene; } /** Add an lp_scene to tail of queue */ void lp_scene_enqueue(struct lp_scene_queue *queue, struct lp_scene *scene) { mtx_lock(&queue->mutex); /* Wait for free space. */ while (queue->tail - queue->head >= SCENE_QUEUE_SIZE) cnd_wait(&queue->change, &queue->mutex); queue->scenes[queue->tail++ % SCENE_QUEUE_SIZE] = scene; cnd_signal(&queue->change); mtx_unlock(&queue->mutex); }