/******************************Module*Header*******************************\ * Module Name: heap.c * * This module contains the routines for a 2-d heap. It is used primarily * for allocating space for device-format-bitmaps in off-screen memory. * * Off-screen bitmaps are a big deal on NT because: * * 1) It reduces the working set. Any bitmap stored in off-screen * memory is a bitmap that isn't taking up space in main memory. * * 2) There is a speed win by using the accelerator hardware for * drawing, in place of NT's GDI code. NT's GDI is written entirely * in 'C++' and perhaps isn't as fast as it could be. * * 3) It leads naturally to nifty tricks that can take advantage of * the hardware, such as MaskBlt support and cheap double buffering * for OpenGL. * * The heap algorithm employed herein attempts to solve an unsolvable * problem: the problem of keeping arbitrary sized bitmaps as packed as * possible in a 2-d space, when the bitmaps can come and go at random. * * This problem is due entirely to the nature of the hardware for which this * driver is written: the hardware treats everything as 2-d quantities. If * the hardware bitmap pitch could be changed so that the bitmaps could be * packed linearly in memory, the problem would be infinitely easier (it is * much easier to track the memory, and the accelerator can be used to re-pack * the heap to avoid segmentation). * * If your hardware can treat bitmaps as one dimensional quantities (as can * the XGA and ATI), by all means please implement a new off-screen heap. * * When the heap gets full, old allocations will automatically be punted * from off-screen and copied to DIBs, which we'll let GDI draw on. * * Note that this heap manages reverse-L shape off-screen memory * configurations (where the scan pitch is longer than the visible screen, * such as happens at 800x600 when the scan length must be a multiple of * 1024). * * NOTE: All heap operations must be done under some sort of synchronization, * whether it's controlled by GDI or explicitly by the driver. All * the routines in this module assume that they have exclusive access * to the heap data structures; multiple threads partying in here at * the same time would be a Bad Thing. (By default, GDI does NOT * synchronize drawing on device-created bitmaps.) * * Copyright (c) 1993-1996 Microsoft Corporation \**************************************************************************/ #include "precomp.h" #define OH_ALLOC_SIZE 4000 // Do all memory allocations in 4k chunks #define OH_QUANTUM 4 // The minimum dimension of an allocation #define CXCY_SENTINEL 0x7fffffff // The sentinel at the end of the available // list has this very large 'cxcy' value // This macro results in the available list being maintained with a // cx-major, cy-minor sort: #define CXCY(cx, cy) (((cx) << 16) | (cy)) /******************************Public*Routine******************************\ * OH* pohNewNode * * Allocates a basic memory unit in which we'll pack our data structures. * * Since we'll have a lot of OH nodes, most of which we will be * occasionally traversing, we do our own memory allocation scheme to * keep them densely packed in memory. * * It would be the worst possible thing for the working set to simply * call EngAllocMem(sizeof(OH)) every time we needed a new node. There * would be no locality; OH nodes would get scattered throughout memory, * and as we traversed the available list for one of our allocations, * it would be far more likely that we would hit a hard page fault. \**************************************************************************/ OH* pohNewNode( PDEV* ppdev) { LONG i; LONG cOhs; OHALLOC* poha; OH* poh; if (ppdev->heap.pohFreeList == NULL) { // We zero-init to initialize all the OH flags, and to help in // debugging (we can afford to do this since we'll be doing this // very infrequently): poha = EngAllocMem(FL_ZERO_MEMORY, OH_ALLOC_SIZE, ALLOC_TAG); if (poha == NULL) return(NULL); // Insert this OHALLOC at the begining of the OHALLOC chain: poha->pohaNext = ppdev->heap.pohaChain; ppdev->heap.pohaChain = poha; // This has a '+ 1' because OHALLOC includes an extra OH in its // structure declaration: cOhs = (OH_ALLOC_SIZE - sizeof(OHALLOC)) / sizeof(OH) + 1; // The big OHALLOC allocation is simply a container for a bunch of // OH data structures in an array. The new OH data structures are // linked together and added to the OH free list: poh = &poha->aoh[0]; for (i = cOhs - 1; i != 0; i--) { poh->pohNext = poh + 1; poh = poh + 1; } poh->pohNext = NULL; ppdev->heap.pohFreeList = &poha->aoh[0]; } poh = ppdev->heap.pohFreeList; ppdev->heap.pohFreeList = poh->pohNext; return(poh); } /******************************Public*Routine******************************\ * VOID vOhFreeNode * * Frees our basic data structure allocation unit by adding it to a free * list. * \**************************************************************************/ VOID vOhFreeNode( PDEV* ppdev, OH* poh) { if (poh == NULL) return; poh->pohNext = ppdev->heap.pohFreeList; ppdev->heap.pohFreeList = poh; poh->ohState = -1; } /******************************Public*Routine******************************\ * VOID vCalculateMaximumNonPermanent * * Traverses the list of in-use and available rectangles to find the one * with the maximal area. * \**************************************************************************/ VOID vCalculateMaximumNonPermanent( PDEV* ppdev) { OH* poh; OH* pohSentinel; LONG lArea; LONG lMaxArea; LONG cxMax; LONG cyMax; LONG i; lMaxArea = 0; cxMax = 0; cyMax = 0; // First time through, loop through the list of free available // rectangles: pohSentinel = &ppdev->heap.ohFree; for (i = 2; i != 0; i--) { for (poh = pohSentinel->pohNext; poh != pohSentinel; poh = poh->pohNext) { ASSERTDD(poh->ohState != OH_PERMANENT, "Permanent node in free or discardable list"); // We don't have worry about this multiply overflowing // because we are dealing in physical screen coordinates, // which will probably never be more than 15 bits: lArea = poh->cx * poh->cy; if (lArea > lMaxArea) { cxMax = poh->cx; cyMax = poh->cy; lMaxArea = lArea; } } // Second time through, loop through the list of discardable // rectangles: pohSentinel = &ppdev->heap.ohDiscardable; } // All that we are interested in is the dimensions of the rectangle // that has the largest possible available area (and remember that // there might not be any possible available area): ppdev->heap.cxMax = cxMax; ppdev->heap.cyMax = cyMax; } /******************************Public*Routine******************************\ * OH* pohFree * * Frees an off-screen heap allocation. The free space will be combined * with any adjacent free spaces to avoid segmentation of the 2-d heap. * * Note: A key idea here is that the data structure for the upper-left- * most node must be kept at the same physical CPU memory so that * adjacency links are kept correctly (when two free spaces are * merged, the lower or right node can be freed). * \**************************************************************************/ OH* pohFree( PDEV* ppdev, OH* poh) { ULONG cxcy; OH* pohBeside; OH* pohNext; OH* pohPrev; OHSTATE oldState; if (poh == NULL) return(NULL); DISPDBG((2, "Freeing %li x %li at (%li, %li)", poh->cx, poh->cy, poh->x, poh->y)); #if DEBUG_HEAP { RECTL rclBitmap; RBRUSH_COLOR rbc; LONG xOffset; LONG yOffset; LONG xyOffset; rclBitmap.left = poh->x; rclBitmap.top = poh->y; rclBitmap.right = poh->x + poh->cx; rclBitmap.bottom = poh->y + poh->cy; xOffset = ppdev->xOffset; yOffset = ppdev->yOffset; xyOffset = ppdev->xyOffset; ppdev->xOffset = 0; ppdev->yOffset = 0; ppdev->xyOffset = 0; ppdev->pfnFillSolid(ppdev, 1, &rclBitmap, 0x0, rbc, NULL); ppdev->xOffset = xOffset; ppdev->yOffset = yOffset; ppdev->xyOffset = xyOffset; } #endif oldState = poh->ohState; if (oldState != OH_DISCARDABLE) { // We can remove the 'reserved' status unless we are merely // deleting a discardable rectangle that was temporarily // placed in a reserve rectangle: poh->cxReserved = 0; poh->cyReserved = 0; } // Update the uniqueness to show that space has been freed, so that // we may decide to see if some DIBs can be moved back into off-screen // memory: ppdev->iHeapUniq++; MergeLoop: // Try merging with the right sibling: pohBeside = poh->pohRight; if ((poh->cxReserved != poh->cx) && (pohBeside->ohState == OH_FREE) && (pohBeside->cy == poh->cy) && (pohBeside->pohUp == poh->pohUp) && (pohBeside->pohDown == poh->pohDown) && (pohBeside->pohRight->pohLeft != pohBeside)) { // Add the right rectangle to ours: poh->cx += pohBeside->cx; poh->pohRight = pohBeside->pohRight; // Remove 'pohBeside' from the free list and free it: pohBeside->pohNext->pohPrev = pohBeside->pohPrev; pohBeside->pohPrev->pohNext = pohBeside->pohNext; vOhFreeNode(ppdev, pohBeside); goto MergeLoop; } // Try merging with the lower sibling: pohBeside = poh->pohDown; if ((poh->cyReserved != poh->cy) && (pohBeside->ohState == OH_FREE) && (pohBeside->cx == poh->cx) && (pohBeside->pohLeft == poh->pohLeft) && (pohBeside->pohRight == poh->pohRight) && (pohBeside->pohDown->pohUp != pohBeside)) { poh->cy += pohBeside->cy; poh->pohDown = pohBeside->pohDown; pohBeside->pohNext->pohPrev = pohBeside->pohPrev; pohBeside->pohPrev->pohNext = pohBeside->pohNext; vOhFreeNode(ppdev, pohBeside); goto MergeLoop; } // Don't do any more merge this rectangle into anything to the // top or to the left if it's reserved: if (!poh->cxReserved) { // Try merging with the left sibling: pohBeside = poh->pohLeft; if ((pohBeside->cxReserved != pohBeside->cx) && (pohBeside->ohState == OH_FREE) && (pohBeside->cy == poh->cy) && (pohBeside->pohUp == poh->pohUp) && (pohBeside->pohDown == poh->pohDown) && (pohBeside->pohRight == poh) && (poh->pohRight->pohLeft != poh)) { // We add our rectangle to the one to the left: pohBeside->cx += poh->cx; pohBeside->pohRight = poh->pohRight; // Remove 'poh' from whatever list it was in (if we were // asked to free a 'permanent' node, it will have been in // the permanent list) and free it: poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev->pohNext = poh->pohNext; vOhFreeNode(ppdev, poh); poh = pohBeside; goto MergeLoop; } // Try merging with the upper sibling: pohBeside = poh->pohUp; if ((pohBeside->cyReserved != pohBeside->cy) && (pohBeside->ohState == OH_FREE) && (pohBeside->cx == poh->cx) && (pohBeside->pohLeft == poh->pohLeft) && (pohBeside->pohRight == poh->pohRight) && (pohBeside->pohDown == poh) && (poh->pohDown->pohUp != poh)) { pohBeside->cy += poh->cy; pohBeside->pohDown = poh->pohDown; poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev->pohNext = poh->pohNext; vOhFreeNode(ppdev, poh); poh = pohBeside; goto MergeLoop; } } // Remove this node from whatever list it's in: poh->pohNext->pohPrev = poh->pohPrev; poh->pohPrev->pohNext = poh->pohNext; cxcy = CXCY(poh->cx, poh->cy); // Insert the node, in order, into the free list: pohNext = ppdev->heap.ohFree.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = poh; pohNext->pohPrev = poh; poh->pohPrev = pohPrev; poh->pohNext = pohNext; poh->cxcy = cxcy; poh->ohState = OH_FREE; if (oldState == OH_PERMANENT) { // Removing the permanent entry means that we may be able to // enlarge the maximum possible rectangle we can allow: vCalculateMaximumNonPermanent(ppdev); } // Return the node pointer for the new and improved available rectangle: return(poh); } /******************************Public*Routine******************************\ * BOOL bDiscardEverythingInRectangle * * Throws out of the heap any discardable bitmaps that intersect with the * specified rectangle. * \**************************************************************************/ BOOL bDiscardEverythingInRectangle( PDEV* ppdev, LONG x, LONG y, LONG cx, LONG cy) { BOOL bRet; OH* poh; OH* pohNext; bRet = TRUE; // Assume success poh = ppdev->heap.ohDiscardable.pohNext; while (poh != &ppdev->heap.ohDiscardable) { ASSERTDD(poh->ohState == OH_DISCARDABLE, "Non-discardable node in discardable list"); pohNext = poh->pohNext; if ((poh->x < x + cx) && (poh->y < y + cy) && (poh->x + poh->cx > x) && (poh->y + poh->cy > y)) { // The two rectangles intersect. Give the boot to the // discardable bitmap: if (!pohMoveOffscreenDfbToDib(ppdev, poh)) bRet = FALSE; } poh = pohNext; } return(bRet); } /******************************Public*Routine******************************\ * BOOL bFreeRightAndBottomSpace * * Given a free off-screen rectangle, allocates the upper-left part of * the rectangle to hold the allocation request, and puts the two rectangles * comprising the unused right and bottom portions on the free list. * \**************************************************************************/ BOOL bFreeRightAndBottomSpace( PDEV* ppdev, OH* pohThis, LONG cxThis, LONG cyThis, BOOL bQuantum) // Set if inifitely small allocations should be // allowed { ULONG cxcy; // Temporary versions OH* pohNext; OH* pohPrev; LONG cxRem; LONG cyRem; OH* pohBelow; LONG cxBelow; LONG cyBelow; OH* pohBeside; LONG cxBeside; LONG cyBeside; LONG cQuantum; // We're going to use the upper-left corner of our given rectangle, // and divide the unused remainder into two rectangles which will // go on the free list. // Compute the width of the unused rectangle to the right, and the // height of the unused rectangle below: cyRem = pohThis->cy - cyThis; cxRem = pohThis->cx - cxThis; // Given finite area, we wish to find the two rectangles that are // most square -- i.e., the arrangement that gives two rectangles // with the least perimiter: cyBelow = cyRem; cxBeside = cxRem; if (cxRem <= cyRem) { cxBelow = cxThis + cxRem; cyBeside = cyThis; } else { cxBelow = cxThis; cyBeside = cyThis + cyRem; } // If 'bQuantum' is set, we only make new available rectangles of // the unused right and bottom portions if they're greater in // dimension than OH_QUANTUM (it hardly makes sense to do the // book-work to keep around a 2-pixel wide available space, for // example): cQuantum = (bQuantum) ? 1 : OH_QUANTUM; pohBeside = NULL; if (cxBeside >= cQuantum) { pohBeside = pohNewNode(ppdev); if (pohBeside == NULL) return(FALSE); } pohBelow = NULL; if (cyBelow >= cQuantum) { pohBelow = pohNewNode(ppdev); if (pohBelow == NULL) { vOhFreeNode(ppdev, pohBeside); return(FALSE); } // Insert this rectangle into the available list (which is // sorted on ascending cxcy): cxcy = CXCY(cxBelow, cyBelow); pohNext = ppdev->heap.ohFree.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = pohBelow; pohNext->pohPrev = pohBelow; pohBelow->pohPrev = pohPrev; pohBelow->pohNext = pohNext; // Now update the adjacency information: pohBelow->pohLeft = pohThis->pohLeft; pohBelow->pohUp = pohThis; pohBelow->pohRight = pohThis->pohRight; pohBelow->pohDown = pohThis->pohDown; // Update the rest of the new node information: pohBelow->cxReserved = 0; pohBelow->cyReserved = 0; pohBelow->cxcy = cxcy; pohBelow->ohState = OH_FREE; pohBelow->x = pohThis->x; pohBelow->y = pohThis->y + cyThis; pohBelow->xy = ((ppdev->cBpp * pohBelow->x) + (pohBelow->y * ppdev->lDelta)); pohBelow->cx = cxBelow; pohBelow->cy = cyBelow; // Modify the current node to reflect the changes we've made: pohThis->cy = cyThis; } if (cxBeside >= cQuantum) { // Insert this rectangle into the available list (which is // sorted on ascending cxcy): cxcy = CXCY(cxBeside, cyBeside); pohNext = ppdev->heap.ohFree.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = pohBeside; pohNext->pohPrev = pohBeside; pohBeside->pohPrev = pohPrev; pohBeside->pohNext = pohNext; // Now update the adjacency information: pohBeside->pohUp = pohThis->pohUp; pohBeside->pohLeft = pohThis; pohBeside->pohDown = pohThis->pohDown; pohBeside->pohRight = pohThis->pohRight; // Update the rest of the new node information: pohBeside->cxReserved = 0; pohBeside->cyReserved = 0; pohBeside->cxcy = cxcy; pohBeside->ohState = OH_FREE; pohBeside->x = pohThis->x + cxThis; pohBeside->y = pohThis->y; pohBeside->xy = ((ppdev->cBpp * pohBeside->x) + (pohBeside->y * ppdev->lDelta)); pohBeside->cx = cxBeside; pohBeside->cy = cyBeside; // Modify the current node to reflect the changes we've made: pohThis->cx = cxThis; } if (pohBelow != NULL) { pohThis->pohDown = pohBelow; if ((pohBeside != NULL) && (cyBeside == pohThis->cy)) pohBeside->pohDown = pohBelow; } if (pohBeside != NULL) { pohThis->pohRight = pohBeside; if ((pohBelow != NULL) && (cxBelow == pohThis->cx)) pohBelow->pohRight = pohBeside; } pohThis->cxcy = CXCY(pohThis->cx, pohThis->cy); return(TRUE); } /******************************Public*Routine******************************\ * OH* pohMakeRoomAtLocation * * Attempts to allocate a rectangle at a specific position. * \**************************************************************************/ OH* pohMakeRoomAtLocation( PDEV* ppdev, POINTL* pptl, // Requested position for the rectangle LONG cxThis, // Width of rectangle to be allocated LONG cyThis, // Height of rectangle to be allocated FLONG floh) // Allocation flags { OH* poh; OH* pohTop; OH* pohLeft; LONG cxLeft; LONG cyTop; OH* pohRight; if (!(floh & FLOH_ONLY_IF_ROOM)) { // First off, discard any bitmaps that overlap the requested // rectangle, assuming we're allowed to: if (!bDiscardEverythingInRectangle(ppdev, pptl->x, pptl->y, cxThis, cyThis)) return(NULL); } // Now see if there is a free rectangle that entirely contains the // requested rectangle. for (poh = ppdev->heap.ohFree.pohNext; poh != &ppdev->heap.ohFree; poh = poh->pohNext) { ASSERTDD(poh->ohState == OH_FREE, "Non-free node in free list"); // See if the current free rectangle completely contains the // requested rectangle: if ((poh->x <= pptl->x) && (poh->y <= pptl->y) && (poh->x + poh->cx >= pptl->x + cxThis) && (poh->y + poh->cy >= pptl->y + cyThis)) { // We can't reserve this rectangle, or make it permanent, if it's // already been reserved: if ((!poh->cxReserved) || ((floh & (FLOH_RESERVE | FLOH_MAKE_PERMANENT)) == 0)) { // The 'poh' rectangle entirely contains the requested // rectangle. We may have a situation like this, where // the smaller rectangle is the requested rectangle, and // the larger rectangle is the available rectangle: // // +-------------------+ // | | // | +---------+ | // | |Requested| | // | | | | // | +---------+ | // | | // +-------------------+ // // We want to make the space to the left and to the top of // the requested rectangle available to the heap. Our // free-space routine only knows how to free space to the // right and bottom of an allocation, though. So we will // temporarily allocate temporary rectangles to subdivide // our rectangle like the following: // // +-------------------+ // |Top | // +----+--------------+ // |Left|Free | // | | | // | | | // | | | // +----+--------------+ // // Then, in the resulting 'Free' space, we will allocate the // upper-left corner for our requested rectangle, after which // we will go back and free the 'Top' and 'Left' temporary // rectangles. pohTop = NULL; pohLeft = NULL; cxLeft = pptl->x - poh->x; cyTop = pptl->y - poh->y; if (cyTop > 0) { if (!bFreeRightAndBottomSpace(ppdev, poh, poh->cx, cyTop, TRUE)) { return(NULL); } pohTop = poh; poh = pohTop->pohDown; } if (cxLeft > 0) { if (!bFreeRightAndBottomSpace(ppdev, poh, cxLeft, poh->cy, TRUE)) { pohFree(ppdev, pohTop); return(NULL); } pohLeft = poh; poh = pohLeft->pohRight; } ASSERTDD((poh->x == pptl->x) && (poh->y == pptl->y) && (poh->x + poh->cx >= poh->x + cxThis) && (poh->y + poh->cy >= poh->y + cyThis), "poh must properly fit requested rectangle"); // Finally, we can subdivide to get our requested rectangle: if (!bFreeRightAndBottomSpace(ppdev, poh, cxThis, cyThis, FALSE)) poh = NULL; // Fail this call // Free our temporary rectangles, if there are any: pohFree(ppdev, pohTop); pohFree(ppdev, pohLeft); return(poh); } } } // There was no free rectangle that completely contains the requested // rectangle: return(NULL); } /******************************Public*Routine******************************\ * OH* pohMakeRoomAnywhere * * Allocates space for an off-screen rectangle. It will attempt to find * the smallest available free rectangle, and will allocate the block out * of its upper-left corner. The remaining two rectangles will be placed * on the available free space list. * * If the rectangle would have been large enough to fit into off-screen * memory, but there is not enough available free space, we will boot * bitmaps out of off-screen and into DIBs until there is enough room. * \**************************************************************************/ OH* pohMakeRoomAnywhere( PDEV* ppdev, LONG cxThis, // Width of rectangle to be allocated LONG cyThis, // Height of rectangle to be allocated FLONG floh) // May have FLOH_ONLY_IF_ROOM set { ULONG cxcyThis; // Width and height search key OH* pohThis; // Points to found available rectangle we'll use ASSERTDD((cxThis > 0) && (cyThis > 0), "Illegal allocation size"); // Increase the width to get the proper alignment (thus ensuring that all // allocations will be properly aligned): cxThis = (cxThis + (HEAP_X_ALIGNMENT - 1)) & ~(HEAP_X_ALIGNMENT - 1); // We can't succeed if the requested rectangle is larger than the // largest possible available rectangle: if ((cxThis > ppdev->heap.cxMax) || (cyThis > ppdev->heap.cyMax)) return(NULL); // Find the first available rectangle the same size or larger than // the requested one: cxcyThis = CXCY(cxThis, cyThis); pohThis = ppdev->heap.ohFree.pohNext; while (pohThis->cxcy < cxcyThis) { ASSERTDD(pohThis->ohState == OH_FREE, "Non-free node in free list"); pohThis = pohThis->pohNext; } while (pohThis->cy < cyThis) { ASSERTDD(pohThis->ohState == OH_FREE, "Non-free node in free list"); pohThis = pohThis->pohNext; } ASSERTDD(pohThis->ohState == OH_FREE, "Non-free node in free list"); if (pohThis->cxcy == CXCY_SENTINEL) { // There was no space large enough... if (floh & FLOH_ONLY_IF_ROOM) return(NULL); DISPDBG((2, "> Making room for %li x %li allocation...", cxThis, cyThis)); // We couldn't find an available rectangle that was big enough // to fit our request. So throw things out of the heap until we // have room, oldest allocations first: do { pohThis = ppdev->heap.ohDiscardable.pohPrev; // Least-recently created ASSERTDD(pohThis != &ppdev->heap.ohDiscardable, "Ran out of discardable entries -- Max not set correctly"); ASSERTDD(pohThis->ohState == OH_DISCARDABLE, "Non-discardable node in discardable list"); // We can safely exit here if we have to: pohThis = pohMoveOffscreenDfbToDib(ppdev, pohThis); if (pohThis == NULL) return(NULL); } while ((pohThis->cx < cxThis) || (pohThis->cy < cyThis)); } if ((pohThis->cxReserved) && (floh & (FLOH_RESERVE | FLOH_MAKE_PERMANENT))) { // We can't reserve this rectangle, or make it permanent, if it's // already been reserved. So throw absolutely everything out and // search the free list. // // NOTE: This is extremely painful! A better approach would be to // keep separate 'cxMax' and 'cyMax' variables kept for free // rectangles that are not reserved (cxMax and cyMax // currently include reserved free rectangles). if (!bDiscardEverythingInRectangle(ppdev, 0, 0, ppdev->cxMemory, ppdev->cyMemory)) { return(NULL); } pohThis = &ppdev->heap.ohFree; do { pohThis = pohThis->pohNext; if (pohThis == &ppdev->heap.ohFree) return(NULL); } while ((pohThis->cxReserved) || (pohThis->cx < cxThis) || (pohThis->cy < cyThis)); } if (!bFreeRightAndBottomSpace(ppdev, pohThis, cxThis, cyThis, FALSE)) return(NULL); return(pohThis); } /******************************Public*Routine******************************\ * OH* pohAllocate * * Allocates a rectangle in off-screen memory. * * Types: * * FLOH_RESERVE * * Reserves an off-screen rectangle. The space may still be used by * discardable bitmaps until the rectangle is committed via 'bOhCommit'. * * FLOH_MAKE_PERMANENT * * Allocates an off-screen rectangle that can never be booted * of the heap. It's the caller's responsibility to manage * the rectangle, which includes what to do with the memory in * DrvAssertMode when the display is changed to full-screen * mode. * * Default * * Allocates a 'discardable' off-screen rectangle for a DFB that may * be kicked out of off-screen if the space is needed. * * Options: * * FLOH_ONLY_IF_ROOM * * Allocates an off-screen rectangle only if there is free space * available -- i.e., no discardable rectangles will be moved out of * off-screen to make room. * * Default * * May move discardable rectangles out of off-screen to make room. * * Arguments: * * pptl * * If NULL, the rectangle will be allocated anywhere in un-used offscreen * memory. * * If non-NULL, is a requested position for the rectangle. * * NOTE: The heap will quickly fragment if arbitrary positions are * requested. This position option works best if there is only * one specific rectangle ever requested, or if the allocations * are always wider than they are high. * \**************************************************************************/ OH* pohAllocate( PDEV* ppdev, POINTL* pptl, // Optional requested position of rectangle LONG cxThis, // Width of rectangle to be allocated LONG cyThis, // Height of rectangle to be allocated FLOH floh) // Allocation flags { OH* pohThis; // Points to found available rectangle we'll use OH* pohRoot; // Point to root of list where we'll insert node ULONG cxcy; OH* pohNext; OH* pohPrev; ASSERTDD((floh & (FLOH_RESERVE | FLOH_MAKE_PERMANENT)) != (FLOH_RESERVE | FLOH_MAKE_PERMANENT), "Illegal flags -- can't set both FLOH_RESERVE and FLOH_MAKE_PERMANENT"); if (pptl == NULL) { pohThis = pohMakeRoomAnywhere(ppdev, cxThis, cyThis, floh); if (pohThis == NULL) DISPDBG((2, "Can't allocate %li x %li with flags %li", cxThis, cyThis, floh)); } else { pohThis = pohMakeRoomAtLocation(ppdev, pptl, cxThis, cyThis, floh); if (pohThis == NULL) DISPDBG((2, "Can't allocate %li x %li at %li, %li with flags %li", cxThis, cyThis, pptl->x, pptl->y, floh)); } if (pohThis == NULL) return(NULL); // Calculate the effective start address for this bitmap in off- // screen memory: pohThis->pvScan0 = ppdev->pjScreen + (pohThis->y * ppdev->lDelta) + (pohThis->x * ppdev->cBpp); // The caller is responsible for setting this field: pohThis->pdsurf = NULL; // Our 'reserve' logic expects the node to have 'free' status: ASSERTDD(pohThis->ohState == OH_FREE, "Node not free after making room"); ASSERTDD(((floh & (FLOH_RESERVE | FLOH_MAKE_PERMANENT)) == 0) || (pohThis->cxReserved == 0), "Can't reserve a rectangle that's already reserved"); if (floh & FLOH_RESERVE) { // A non-zero value for 'cxReserved' means it's reserved: pohThis->cxReserved = pohThis->cx; pohThis->cyReserved = pohThis->cy; // Remove this node from its place in the free list: pohThis->pohPrev->pohNext = pohThis->pohNext; pohThis->pohNext->pohPrev = pohThis->pohPrev; // Now insert the node, in order, back into the free list: cxcy = pohThis->cxcy; pohNext = ppdev->heap.ohFree.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = pohThis; pohNext->pohPrev = pohThis; pohThis->pohPrev = pohPrev; pohThis->pohNext = pohNext; } else { // Remove this node from the free list: pohThis->pohPrev->pohNext = pohThis->pohNext; pohThis->pohNext->pohPrev = pohThis->pohPrev; if (floh & FLOH_MAKE_PERMANENT) { // Change status of node and insert into permanent list: pohThis->ohState = OH_PERMANENT; pohRoot = &ppdev->heap.ohPermanent; // Calculate the new maximum size rectangle available // for allocation: vCalculateMaximumNonPermanent(ppdev); } else { // Change status of node and insert into discardable list: pohThis->ohState = OH_DISCARDABLE; pohRoot = &ppdev->heap.ohDiscardable; } // Now insert the node at the head of the appropriate list: pohThis->pohNext = pohRoot->pohNext; pohThis->pohPrev = pohRoot; pohRoot->pohNext->pohPrev = pohThis; pohRoot->pohNext = pohThis; } DISPDBG((2, " Allocated (%li x %li) at (%li, %li) with flags %li", cxThis, cyThis, pohThis->x, pohThis->y, floh)); return(pohThis); } /******************************Public*Routine******************************\ * BOOL bOhCommit * * If 'bCommit' is TRUE, converts a 'reserved' allocation to 'permanent,' * moving from off-screen memory any discardable allocations that may have * been using the space. * * If 'bCommit' is FALSE, converts a 'permanent' allocation to 'reserved,' * allowing the space to be used by discardable allocations. * \**************************************************************************/ BOOL bOhCommit( PDEV* ppdev, OH* poh, BOOL bCommit) { BOOL bRet; LONG cx; LONG cy; ULONG cxcy; OH* pohRoot; OH* pohNext; OH* pohPrev; bRet = FALSE; // Assume failure if (poh == NULL) return(bRet); if ((bCommit) && (poh->cxReserved)) { if (bDiscardEverythingInRectangle(ppdev, poh->x, poh->y, poh->cxReserved, poh->cyReserved)) { DISPDBG((2, "Commited %li x %li at (%li, %li)", poh->cx, poh->cy, poh->x, poh->y)); poh->ohState = OH_PERMANENT; // Remove this node from the free list: poh->pohPrev->pohNext = poh->pohNext; poh->pohNext->pohPrev = poh->pohPrev; // Now insert the node at the head of the permanent list: pohRoot = &ppdev->heap.ohPermanent; poh->pohNext = pohRoot->pohNext; poh->pohPrev = pohRoot; pohRoot->pohNext->pohPrev = poh; pohRoot->pohNext = poh; bRet = TRUE; } } else if ((!bCommit) && (poh->ohState == OH_PERMANENT)) { DISPDBG((2, "Decommited %li x %li at (%li, %li)", poh->cx, poh->cy, poh->x, poh->y)); poh->ohState = OH_FREE; poh->cxReserved = poh->cx; poh->cyReserved = poh->cy; // Remove this node from the permanent list: poh->pohPrev->pohNext = poh->pohNext; poh->pohNext->pohPrev = poh->pohPrev; // Now insert the node, in order, into the free list: cxcy = poh->cxcy; pohNext = ppdev->heap.ohFree.pohNext; while (pohNext->cxcy < cxcy) { pohNext = pohNext->pohNext; } pohPrev = pohNext->pohPrev; pohPrev->pohNext = poh; pohNext->pohPrev = poh; poh->pohPrev = pohPrev; poh->pohNext = pohNext; bRet = TRUE; } // Recalculate the biggest rectangle available for allocation: vCalculateMaximumNonPermanent(ppdev); return(bRet); } /******************************Public*Routine******************************\ * BOOL bMoveDibToOffscreenDfbIfRoom * * Converts the DIB DFB to an off-screen DFB, if there's room for it in * off-screen memory. * * Returns: FALSE if there wasn't room, TRUE if successfully moved. * \**************************************************************************/ BOOL bMoveDibToOffscreenDfbIfRoom( PDEV* ppdev, DSURF* pdsurf) { OH* poh; SURFOBJ* pso; RECTL rclDst; POINTL ptlSrc; HSURF hsurf; ASSERTDD(pdsurf->dt == DT_DIB, "Can't move a bitmap off-screen when it's already off-screen"); // If we're in full-screen mode, we can't move anything to off-screen // memory: if (!ppdev->bEnabled) return(FALSE); poh = pohAllocate(ppdev, NULL, pdsurf->sizl.cx, pdsurf->sizl.cy, FLOH_ONLY_IF_ROOM); if (poh == NULL) { // There wasn't any free room. return(FALSE); } // 'pdsurf->sizl' is the actual bitmap dimension, not 'poh->cx' or // 'poh->cy'. rclDst.left = poh->x; rclDst.top = poh->y; rclDst.right = rclDst.left + pdsurf->sizl.cx; rclDst.bottom = rclDst.top + pdsurf->sizl.cy; ptlSrc.x = 0; ptlSrc.y = 0; ppdev->pfnPutBits(ppdev, pdsurf->pso, &rclDst, &ptlSrc); // Update the data structures to reflect the new off-screen node: pso = pdsurf->pso; pdsurf->dt = DT_SCREEN; pdsurf->poh = poh; poh->pdsurf = pdsurf; // Now free the DIB. Get the hsurf from the SURFOBJ before we unlock // it (it's not legal to dereference psoDib when it's unlocked): hsurf = pso->hsurf; EngUnlockSurface(pso); EngDeleteSurface(hsurf); return(TRUE); } /******************************Public*Routine******************************\ * OH* pohMoveOffscreenDfbToDib * * Converts the DFB from being off-screen to being a DIB. * * Note: The caller does NOT have to call 'pohFree' on 'poh' after making * this call. * * Returns: NULL if the function failed (due to a memory allocation). * Otherwise, it returns a pointer to the coalesced off-screen heap * node that has been made available for subsequent allocations * (useful when trying to free enough memory to make a new * allocation). \**************************************************************************/ OH* pohMoveOffscreenDfbToDib( PDEV* ppdev, OH* poh) { DSURF* pdsurf; HBITMAP hbmDib; SURFOBJ* pso; RECTL rclDst; POINTL ptlSrc; DISPDBG((2, "Throwing out %li x %li at (%li, %li)!", poh->cx, poh->cy, poh->x, poh->y)); pdsurf = poh->pdsurf; ASSERTDD((poh->x != 0) || (poh->y != 0), "Can't make the visible screen into a DIB"); ASSERTDD(pdsurf->dt != DT_DIB, "Can't make a DIB into even more of a DIB"); hbmDib = EngCreateBitmap(pdsurf->sizl, 0, ppdev->iBitmapFormat, BMF_TOPDOWN, NULL); if (hbmDib) { if (EngAssociateSurface((HSURF) hbmDib, ppdev->hdevEng, 0)) { pso = EngLockSurface((HSURF) hbmDib); if (pso != NULL) { rclDst.left = 0; rclDst.top = 0; rclDst.right = pdsurf->sizl.cx; rclDst.bottom = pdsurf->sizl.cy; ptlSrc.x = poh->x; ptlSrc.y = poh->y; ppdev->pfnGetBits(ppdev, pso, &rclDst, &ptlSrc); pdsurf->dt = DT_DIB; pdsurf->pso = pso; // Don't even bother checking to see if this DIB should // be put back into off-screen memory until the next // heap 'free' occurs: pdsurf->iUniq = ppdev->iHeapUniq; pdsurf->cBlt = 0; // Remove this node from the off-screen DFB list, and free // it. 'pohFree' will never return NULL: return(pohFree(ppdev, poh)); } } // Fail case: EngDeleteSurface((HSURF) hbmDib); } return(NULL); } /******************************Public*Routine******************************\ * BOOL bMoveEverythingFromOffscreenToDibs * * This function is used when we're about to enter full-screen mode, which * would wipe all our off-screen bitmaps. GDI can ask us to draw on * device bitmaps even when we're in full-screen mode, and we do NOT have * the option of stalling the call until we switch out of full-screen. * We have no choice but to move all the off-screen DFBs to DIBs. * * Returns TRUE if all DSURFs have been successfully moved. * \**************************************************************************/ BOOL bMoveAllDfbsFromOffscreenToDibs( PDEV* ppdev) { // Throw out any discardable bitmaps over the entire surface: return(bDiscardEverythingInRectangle(ppdev, 0, 0, ppdev->cxMemory, ppdev->cyMemory)); } /******************************Public*Routine******************************\ * HBITMAP DrvCreateDeviceBitmap * * Function called by GDI to create a device-format-bitmap (DFB). We will * always try to allocate the bitmap in off-screen; if we can't, we simply * fail the call and GDI will create and manage the bitmap itself. * * Note: We do not have to zero the bitmap bits. GDI will automatically * call us via DrvBitBlt to zero the bits (which is a security * consideration). * \**************************************************************************/ HBITMAP DrvCreateDeviceBitmap( DHPDEV dhpdev, SIZEL sizl, ULONG iFormat) { PDEV* ppdev; OH* poh; DSURF* pdsurf; HBITMAP hbmDevice; FLONG flHooks; ppdev = (PDEV*) dhpdev; // If we're in full-screen mode, we hardly have any off-screen memory // in which to allocate a DFB. LATER: We could still allocate an // OH node and put the bitmap on the DIB DFB list for later promotion. if (!ppdev->bEnabled) return(0); // We only support device bitmaps that are the same colour depth // as our display. // // Actually, those are the only kind GDI will ever call us with, // but we may as well check. Note that this implies you'll never // get a crack at 1bpp bitmaps. if (iFormat != ppdev->iBitmapFormat) return(0); // We don't want anything 8x8 or smaller -- they're typically brush // patterns which we don't particularly want to stash in off-screen // memory: if ((sizl.cx <= 8) && (sizl.cy <= 8)) return(0); poh = pohAllocate(ppdev, NULL, sizl.cx, sizl.cy, 0); if (poh != NULL) { pdsurf = EngAllocMem(0, sizeof(DSURF), ALLOC_TAG); if (pdsurf != NULL) { hbmDevice = EngCreateDeviceBitmap((DHSURF) pdsurf, sizl, iFormat); if (hbmDevice != NULL) { flHooks = ppdev->flHooks; // Setting the SYNCHRONIZEACCESS flag tells GDI that we // want all drawing to the bitmaps to be synchronized (GDI // is multi-threaded and by default does not synchronize // device bitmap drawing -- it would be a Bad Thing for us // to have multiple threads using the accelerator at the // same time): flHooks |= HOOK_SYNCHRONIZEACCESS; // It's a device-managed surface; make sure we don't set // HOOK_SYNCHRONIZE, otherwise we may confuse GDI: flHooks &= ~HOOK_SYNCHRONIZE; if (EngAssociateSurface((HSURF) hbmDevice, ppdev->hdevEng, flHooks)) { pdsurf->dt = DT_SCREEN; pdsurf->poh = poh; pdsurf->sizl = sizl; pdsurf->ppdev = ppdev; poh->pdsurf = pdsurf; return(hbmDevice); } EngDeleteSurface((HSURF) hbmDevice); } EngFreeMem(pdsurf); } pohFree(ppdev, poh); } return(0); } /******************************Public*Routine******************************\ * VOID DrvDeleteDeviceBitmap * * Deletes a DFB. * \**************************************************************************/ VOID DrvDeleteDeviceBitmap( DHSURF dhsurf) { DSURF* pdsurf; PDEV* ppdev; SURFOBJ* psoDib; HSURF hsurfDib; pdsurf = (DSURF*) dhsurf; ppdev = pdsurf->ppdev; if (pdsurf->dt == DT_SCREEN) { pohFree(ppdev, pdsurf->poh); } else { ASSERTDD(pdsurf->dt == DT_DIB, "Expected DIB type"); psoDib = pdsurf->pso; // Get the hsurf from the SURFOBJ before we unlock it (it's not // legal to dereference psoDib when it's unlocked): hsurfDib = psoDib->hsurf; EngUnlockSurface(psoDib); EngDeleteSurface(hsurfDib); } EngFreeMem(pdsurf); } /******************************Public*Routine******************************\ * BOOL bAssertModeOffscreenHeap * * This function is called whenever we switch in or out of full-screen * mode. We have to convert all the off-screen bitmaps to DIBs when * we switch to full-screen (because we may be asked to draw on them even * when in full-screen, and the mode switch would probably nuke the video * memory contents anyway). * \**************************************************************************/ BOOL bAssertModeOffscreenHeap( PDEV* ppdev, BOOL bEnable) { BOOL b = TRUE; if (!bEnable) { b = bMoveAllDfbsFromOffscreenToDibs(ppdev); } return(b); } /******************************Public*Routine******************************\ * VOID vDisableOffscreenHeap * * Frees any resources allocated by the off-screen heap. * \**************************************************************************/ VOID vDisableOffscreenHeap( PDEV* ppdev) { OHALLOC* poha; OHALLOC* pohaNext; SURFOBJ* psoPunt; HSURF hsurf; psoPunt = ppdev->psoPunt; if (psoPunt != NULL) { hsurf = psoPunt->hsurf; EngUnlockSurface(psoPunt); EngDeleteSurface(hsurf); } psoPunt = ppdev->psoPunt2; if (psoPunt != NULL) { hsurf = psoPunt->hsurf; EngUnlockSurface(psoPunt); EngDeleteSurface(hsurf); } poha = ppdev->heap.pohaChain; while (poha != NULL) { pohaNext = poha->pohaNext; // Grab the next pointer before it's freed EngFreeMem(poha); poha = pohaNext; } } /******************************Public*Routine******************************\ * BOOL bEnableOffscreenHeap * * Initializes the off-screen heap using all available video memory, * accounting for the portion taken by the visible screen. * * Input: ppdev->cxScreen * ppdev->cyScreen * ppdev->cxMemory * ppdev->cyMemory * \**************************************************************************/ BOOL bEnableOffscreenHeap( PDEV* ppdev) { OH* poh; SIZEL sizl; HSURF hsurf; POINTL ptlScreen; DISPDBG((1, "Screen: %li x %li Memory: %li x %li", ppdev->cxScreen, ppdev->cyScreen, ppdev->cxMemory, ppdev->cyMemory)); ASSERTDD((ppdev->cxScreen <= ppdev->cxMemory) && (ppdev->cyScreen <= ppdev->cyMemory), "Memory must not have smaller dimensions than visible screen!"); ppdev->heap.pohaChain = NULL; ppdev->heap.pohFreeList = NULL; // Initialize the available list, which will be a circular // doubly-linked list kept in ascending 'cxcy' order, with a // 'sentinel' at the end of the list: poh = pohNewNode(ppdev); if (poh == NULL) goto ReturnFalse; // The first node describes the entire video memory size: poh->pohNext = &ppdev->heap.ohFree; poh->pohPrev = &ppdev->heap.ohFree; poh->ohState = OH_FREE; poh->x = 0; poh->y = 0; poh->xy = 0; poh->cx = ppdev->cxMemory; poh->cy = ppdev->cyMemory; poh->cxcy = CXCY(ppdev->cxMemory, ppdev->cyMemory); poh->pohLeft = &ppdev->heap.ohFree; poh->pohUp = &ppdev->heap.ohFree; poh->pohRight = &ppdev->heap.ohFree; poh->pohDown = &ppdev->heap.ohFree; poh->pvScan0 = ppdev->pjScreen; // The second node is our free list sentinel: ppdev->heap.ohFree.pohNext = poh; ppdev->heap.ohFree.pohPrev = poh; ppdev->heap.ohFree.cxcy = CXCY_SENTINEL; ppdev->heap.ohFree.cx = 0x7fffffff; ppdev->heap.ohFree.cy = 0x7fffffff; ppdev->heap.ohFree.ohState = OH_FREE; // Initialize the discardable list, which will be a circular // doubly-linked list kept in order, with a sentinel at the end. // This node is also used for the screen-surface, for its offset: ppdev->heap.ohDiscardable.pohNext = &ppdev->heap.ohDiscardable; ppdev->heap.ohDiscardable.pohPrev = &ppdev->heap.ohDiscardable; ppdev->heap.ohDiscardable.ohState = OH_DISCARDABLE; // Initialize the permanent list, which will be a circular // doubly-linked list kept in order, with a sentinel at the end. ppdev->heap.ohPermanent.pohNext = &ppdev->heap.ohPermanent; ppdev->heap.ohPermanent.pohPrev = &ppdev->heap.ohPermanent; ppdev->heap.ohPermanent.ohState = OH_PERMANENT; // For the moment, make the max really big so that the first // allocation we're about to do will succeed: ppdev->heap.cxMax = 0x7fffffff; ppdev->heap.cyMax = 0x7fffffff; ptlScreen.x = 0; ptlScreen.y = 0; // Finally, reserve the upper-left corner for the screen. We can // actually throw away 'poh' because we'll never need it again // (not even for disabling the off-screen heap since everything is // freed using OHALLOCs): poh = pohAllocate(ppdev, &ptlScreen, ppdev->cxScreen, ppdev->cyScreen, FLOH_MAKE_PERMANENT); ASSERTDD((poh != NULL) && (poh->x == 0) && (poh->y == 0) && (poh->cx >= ppdev->cxScreen) && (poh->cy >= ppdev->cyScreen), "Screen allocation messed up"); // Remember it so that we can associate the screen SURFOBJ with this // poh: ppdev->pohScreen = poh; // Here we allocate space for the ET6000 to use as a blt buffer. This // lets us perform rops on host bitmaps by transferring them a line at // a time into offscreen memory. We allocate screen_width * 2 lines // so we can double buffer the transfers. // if (ppdev->ulChipID == ET6000) { OH* pohTemp; ppdev->lBltBufferPitch = ppdev->lDelta; // We need to fudge the ppdev->heap.cxMax value so that it doesn't // forbid the next allocation. ppdev->heap.cxMax = 0x7fffffff; ppdev->heap.cyMax = 0x7fffffff; pohTemp = pohAllocate(ppdev, NULL, ppdev->cxScreen, 2, FLOH_MAKE_PERMANENT); if (pohTemp == NULL) { DISPDBG((0, "Could not allocate space for ET6000 blt buffer")); goto ReturnFalse; } DISPDBG((1, "ET6000 blt buffer allocated successfully (%p)", pohTemp)); DISPDBG((1, " poh->x = %ld", pohTemp->x)); DISPDBG((1, " poh->y = %ld", pohTemp->y)); DISPDBG((1, " poh->cx = %ld", pohTemp->cx)); DISPDBG((1, " poh->cy = %ld", pohTemp->cy)); ppdev->pohBltBuffer = pohTemp; } // Allocate a 'punt' SURFOBJ we'll use when the device-bitmap is in // off-screen memory, but we want GDI to draw to it directly as an // engine-managed surface: sizl.cx = ppdev->cxMemory; sizl.cy = ppdev->cyMemory; // We want to create it with exactly the same hooks and capabilities // as our primary surface. We will override the 'lDelta' and 'pvScan0' // fields later: hsurf = (HSURF) EngCreateBitmap(sizl, 0xbadf00d, ppdev->iBitmapFormat, BMF_TOPDOWN, (VOID*) 0xbadf00d); if ((hsurf == 0) || (!EngAssociateSurface(hsurf, ppdev->hdevEng, ppdev->flHooks)) || (!(ppdev->psoPunt = EngLockSurface(hsurf)))) { DISPDBG((0, "Failed punt surface creation")); EngDeleteSurface(hsurf); goto ReturnFalse; } // We need another for doing DrvBitBlt and DrvCopyBits when both // surfaces are off-screen bitmaps: hsurf = (HSURF) EngCreateBitmap(sizl, 0xbadf00d, ppdev->iBitmapFormat, BMF_TOPDOWN, (VOID*) 0xbadf00d); if ((hsurf == 0) || (!EngAssociateSurface(hsurf, ppdev->hdevEng, ppdev->flHooks)) || (!(ppdev->psoPunt2 = EngLockSurface(hsurf)))) { DISPDBG((0, "Failed punt surface creation")); EngDeleteSurface(hsurf); goto ReturnFalse; } DISPDBG((5, "Passed bEnableOffscreenHeap")); if (poh != NULL) return(TRUE); ReturnFalse: DISPDBG((0, "Failed bEnableOffscreenHeap")); return(FALSE); }