summaryrefslogtreecommitdiffstats
path: root/src/gallium/drivers/vc4/vc4_context.c
diff options
context:
space:
mode:
authorEric Anholt <[email protected]>2014-06-19 08:19:38 +0100
committerEric Anholt <[email protected]>2014-08-08 18:59:46 -0700
commit1850d0a1cbf044dc4d29b7a9ede2c634f667d853 (patch)
tree80af7674f5160d9ae740958aad047786b2646539 /src/gallium/drivers/vc4/vc4_context.c
parentf017e32c0add05b588f5f6a4bea16b84b8a051eb (diff)
vc4: Initial skeleton driver import.
This mostly just takes every draw call and turns it into a sequence of commands that clear the FBO and draw a single shaded triangle to it, regardless of the actual input vertices or shaders. I copied the initial driver skeleton mostly from freedreno, and I've preserved Rob Clark's copyright for those. I also based my initial hardcoded shaders and command lists on Scott Mansell (phire)'s "hackdriver" project, though the bit patterns of the shaders emitted end up being different. v2: Rebase on gallium megadrivers changes. v3: Rebase on PIPE_SHADER_CAP_MAX_CONSTS change. v4: Rely on simpenrose actually being installed when building for simulation. v5: Add more header duplicate-include guards. v6: Apply Emil's review (protection against vc4 sim and ilo at the same time, and dropping the dricommon drm bits) and fix a copyright header (thanks, Roland)
Diffstat (limited to 'src/gallium/drivers/vc4/vc4_context.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_context.c192
1 files changed, 192 insertions, 0 deletions
diff --git a/src/gallium/drivers/vc4/vc4_context.c b/src/gallium/drivers/vc4/vc4_context.c
new file mode 100644
index 00000000000..51018d1cc94
--- /dev/null
+++ b/src/gallium/drivers/vc4/vc4_context.c
@@ -0,0 +1,192 @@
+/*
+ * Copyright © 2014 Broadcom
+ *
+ * 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, sublicense,
+ * 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 NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
+ */
+
+#include <xf86drm.h>
+#include <err.h>
+#include <stdio.h>
+
+#include "pipe/p_defines.h"
+#include "util/u_inlines.h"
+#include "util/u_memory.h"
+#include "util/u_blitter.h"
+#include "pipe/p_screen.h"
+
+#define __user
+#include "vc4_drm.h"
+#include "vc4_screen.h"
+#include "vc4_context.h"
+#include "vc4_resource.h"
+
+static void
+dump_fbo(struct vc4_context *vc4, struct vc4_bo *fbo)
+{
+#ifndef USE_VC4_SIMULATOR
+ uint32_t *map = vc4_bo_map(fbo);
+ uint32_t width = vc4->framebuffer.width;
+ uint32_t height = vc4->framebuffer.height;
+ uint32_t chunk_w = width / 79;
+ uint32_t chunk_h = height / 40;
+ uint32_t found_colors[10];
+ uint32_t num_found_colors = 0;
+
+ for (int by = 0; by < height; by += chunk_h) {
+ for (int bx = 0; bx < width; bx += chunk_w) {
+ bool on = false, black = false;
+
+ for (int y = by; y < MIN2(height, by + chunk_h); y++) {
+ for (int x = bx; x < MIN2(width, bx + chunk_w); x++) {
+ uint32_t pix = map[y * width + x];
+ on |= pix != 0;
+ black |= pix == 0xff000000;
+
+ int i;
+ for (i = 0; i < num_found_colors; i++) {
+ if (pix == found_colors[i])
+ break;
+ }
+ if (i == num_found_colors &&
+ num_found_colors < Elements(found_colors))
+ found_colors[num_found_colors++] = pix;
+ }
+ }
+ if (black)
+ fprintf(stderr, "O");
+ else if (on)
+ fprintf(stderr, "X");
+ else
+ fprintf(stderr, ".");
+ }
+ fprintf(stderr, "\n");
+ }
+
+ for (int i = 0; i < num_found_colors; i++) {
+ fprintf(stderr, "color %d: 0x%08x\n", i, found_colors[i]);
+ }
+#endif
+}
+
+void
+vc4_flush(struct pipe_context *pctx)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+
+ if (!vc4->needs_flush)
+ return;
+
+ struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
+ struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
+ struct drm_vc4_submit_cl submit;
+ memset(&submit, 0, sizeof(submit));
+
+ submit.bo_handles = vc4->bo_handles.base;
+ submit.bo_handle_count = (vc4->bo_handles.next -
+ vc4->bo_handles.base) / 4;
+ submit.bin_cl = vc4->bcl.base;
+ submit.bin_cl_len = vc4->bcl.next - vc4->bcl.base;
+ submit.render_cl = vc4->rcl.base;
+ submit.render_cl_len = vc4->rcl.next - vc4->rcl.base;
+ submit.shader_records = vc4->shader_rec.base;
+ submit.shader_record_len = vc4->shader_rec.next - vc4->shader_rec.base;
+ submit.shader_record_count = vc4->shader_rec_count;
+
+#ifndef USE_VC4_SIMULATOR
+ int ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
+ if (ret)
+ errx(1, "VC4 submit failed\n");
+#else
+ vc4_simulator_flush(vc4, csurf);
+#endif
+ vc4_reset_cl(&vc4->bcl);
+ vc4_reset_cl(&vc4->rcl);
+ vc4_reset_cl(&vc4->shader_rec);
+ vc4_reset_cl(&vc4->bo_handles);
+ vc4->shader_rec_count = 0;
+
+ vc4->needs_flush = false;
+ vc4->dirty = ~0;
+
+ dump_fbo(vc4, ctex->bo);
+}
+
+static void
+vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
+ unsigned flags)
+{
+ vc4_flush(pctx);
+}
+
+static void
+vc4_context_destroy(struct pipe_context *pctx)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+
+ if (vc4->blitter)
+ util_blitter_destroy(vc4->blitter);
+ util_slab_destroy(&vc4->transfer_pool);
+
+ free(vc4);
+}
+
+struct pipe_context *
+vc4_context_create(struct pipe_screen *pscreen, void *priv)
+{
+ struct vc4_screen *screen = vc4_screen(pscreen);
+ struct vc4_context *vc4;
+
+ vc4 = CALLOC_STRUCT(vc4_context);
+ if (vc4 == NULL)
+ return NULL;
+ struct pipe_context *pctx = &vc4->base;
+
+ vc4->screen = screen;
+
+ pctx->screen = pscreen;
+ pctx->priv = priv;
+ pctx->destroy = vc4_context_destroy;
+ pctx->flush = vc4_pipe_flush;
+
+ vc4_draw_init(pctx);
+ vc4_state_init(pctx);
+ vc4_program_init(pctx);
+ vc4_resource_context_init(pctx);
+
+ vc4_init_cl(vc4, &vc4->bcl);
+ vc4_init_cl(vc4, &vc4->rcl);
+ vc4_init_cl(vc4, &vc4->shader_rec);
+ vc4_init_cl(vc4, &vc4->bo_handles);
+
+ vc4->dirty = ~0;
+ vc4->fd = screen->fd;
+
+ util_slab_create(&vc4->transfer_pool, sizeof(struct pipe_transfer),
+ 16, UTIL_SLAB_SINGLETHREADED);
+ vc4->blitter = util_blitter_create(pctx);
+ if (!vc4->blitter)
+ goto fail;
+
+ return &vc4->base;
+
+fail:
+ pctx->destroy(pctx);
+ return NULL;
+}