diff options
author | Eric Anholt <[email protected]> | 2019-01-14 21:44:16 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-01-16 16:28:41 -0800 |
commit | 59527a36e97586a2c29eadb22ae555b918591aed (patch) | |
tree | ccf4f97b1046182b1067d69b5ad472d93e0f69bb /src/gallium/drivers/v3d/v3d_resource.c | |
parent | d70eb2302b0594c2d097fd857a8bf83f45d05ddc (diff) |
v3d: Restructure RO allocations using resource_from_handle.
I had bugs in the old path where I was laying out as tiled (so we'd render
tiled) but then only allocating space in the shared object for linear
rendering. The resource_from_handle makes it so the same layout choices
are made in both the import and export scanout cases. Also, fixes a leak
of the fd that was tripping up the CTS.
Now that we're checking PIPE_BIND_SHARED to choose to use RO, the
DRM_FORMAT_MOD_LINEAR check wasn't needed any more.
Fixes visual corruption and MMU faults in X in renderonly mode.
Fixes: bd09bb1629a7 ("v3d: SHARED but not necessarily SCANOUT buffers on RO must be linear.")
Diffstat (limited to 'src/gallium/drivers/v3d/v3d_resource.c')
-rw-r--r-- | src/gallium/drivers/v3d/v3d_resource.c | 67 |
1 files changed, 38 insertions, 29 deletions
diff --git a/src/gallium/drivers/v3d/v3d_resource.c b/src/gallium/drivers/v3d/v3d_resource.c index c0688d60cee..21c68942e14 100644 --- a/src/gallium/drivers/v3d/v3d_resource.c +++ b/src/gallium/drivers/v3d/v3d_resource.c @@ -705,6 +705,42 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen, int count) { struct v3d_screen *screen = v3d_screen(pscreen); + + /* If we're in a renderonly setup, use the other device to perform our + * (linear) allocation and just import it to v3d. The other device + * may be using CMA, and V3D can import from CMA but doesn't do CMA + * allocations on its own. + * + * We always allocate this way for SHARED, because get_handle will + * need a resource on the display fd. + */ + if (screen->ro && (tmpl->bind & (PIPE_BIND_SCANOUT | + PIPE_BIND_SHARED))) { + struct winsys_handle handle; + struct pipe_resource scanout_tmpl = *tmpl; + struct renderonly_scanout *scanout = + renderonly_scanout_for_resource(&scanout_tmpl, + screen->ro, + &handle); + if (!scanout) { + fprintf(stderr, "Failed to create scanout resource\n"); + return NULL; + } + assert(handle.type == WINSYS_HANDLE_TYPE_FD); + /* The fd is all we need. Destroy the old scanout (and its + * GEM handle on kms_fd) before resource_from_handle()'s + * renderonly_create_gpu_import_for_resource() call which will + * also get a kms_fd GEM handle for the fd. + */ + renderonly_scanout_destroy(scanout, screen->ro); + struct pipe_resource *prsc = + pscreen->resource_from_handle(pscreen, tmpl, + &handle, + PIPE_HANDLE_USAGE_FRAMEBUFFER_WRITE); + close(handle.handle); + return prsc; + } + bool linear_ok = find_modifier(DRM_FORMAT_MOD_LINEAR, modifiers, count); struct v3d_resource *rsc = v3d_resource_setup(pscreen, tmpl); struct pipe_resource *prsc = &rsc->base; @@ -720,10 +756,6 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen, if (tmpl->bind & (PIPE_BIND_LINEAR | PIPE_BIND_CURSOR)) should_tile = false; - /* No tiling when we're sharing with another device (pl111). */ - if (screen->ro && (tmpl->bind & PIPE_BIND_SCANOUT)) - should_tile = false; - /* 1D and 1D_ARRAY textures are always raster-order. */ if (tmpl->target == PIPE_TEXTURE_1D || tmpl->target == PIPE_TEXTURE_1D_ARRAY) @@ -755,31 +787,8 @@ v3d_resource_create_with_modifiers(struct pipe_screen *pscreen, v3d_setup_slices(rsc, 0); - /* If we're in a renderonly setup, use the other device to perform our - * (linear) allocaton and just import it to v3d. The other device may - * be using CMA, and V3D can import from CMA but doesn't do CMA - * allocations on its own. - * - * Note that DRI3 doesn't give us tmpl->bind flags, so we have to use - * the modifiers to see if we're allocating a scanout object. - */ - if (screen->ro && - ((tmpl->bind & (PIPE_BIND_SCANOUT | PIPE_BIND_SHARED)) || - (count == 1 && modifiers[0] == DRM_FORMAT_MOD_LINEAR))) { - struct winsys_handle handle; - rsc->scanout = - renderonly_scanout_for_resource(prsc, screen->ro, &handle); - if (!rsc->scanout) { - fprintf(stderr, "Failed to create scanout resource\n"); - goto fail; - } - assert(handle.type == WINSYS_HANDLE_TYPE_FD); - rsc->bo = v3d_bo_open_dmabuf(screen, handle.handle); - v3d_debug_resource_layout(rsc, "scanout"); - } else { - if (!v3d_resource_bo_alloc(rsc)) - goto fail; - } + if (!v3d_resource_bo_alloc(rsc)) + goto fail; return prsc; fail: |