/* * Mesa 3-D graphics library * * Copyright (C) 2012-2013 LunarG, Inc. * * 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 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. * * Authors: * Chia-I Wu */ #include "util/u_blitter.h" #include "intel_chipset.h" #include "ilo_3d.h" #include "ilo_blit.h" #include "ilo_cp.h" #include "ilo_gpgpu.h" #include "ilo_query.h" #include "ilo_resource.h" #include "ilo_screen.h" #include "ilo_shader.h" #include "ilo_state.h" #include "ilo_video.h" #include "ilo_context.h" static void ilo_context_new_cp_batch(struct ilo_cp *cp, void *data) { struct ilo_context *ilo = ilo_context(data); if (cp->ring == ILO_CP_RING_RENDER) ilo_3d_new_cp_batch(ilo->hw3d); } static void ilo_context_pre_cp_flush(struct ilo_cp *cp, void *data) { struct ilo_context *ilo = ilo_context(data); if (cp->ring == ILO_CP_RING_RENDER) ilo_3d_pre_cp_flush(ilo->hw3d); } static void ilo_context_post_cp_flush(struct ilo_cp *cp, void *data) { struct ilo_context *ilo = ilo_context(data); if (ilo->last_cp_bo) ilo->last_cp_bo->unreference(ilo->last_cp_bo); /* remember the just flushed bo, on which fences could wait */ ilo->last_cp_bo = cp->bo; ilo->last_cp_bo->reference(ilo->last_cp_bo); if (cp->ring == ILO_CP_RING_RENDER) ilo_3d_post_cp_flush(ilo->hw3d); } static void ilo_flush(struct pipe_context *pipe, struct pipe_fence_handle **f, unsigned flags) { struct ilo_context *ilo = ilo_context(pipe); if (f) { struct ilo_fence *fence; fence = CALLOC_STRUCT(ilo_fence); if (fence) { pipe_reference_init(&fence->reference, 1); /* reference the batch bo that we want to wait on */ if (ilo_cp_empty(ilo->cp)) fence->bo = ilo->last_cp_bo; else fence->bo = ilo->cp->bo; if (fence->bo) fence->bo->reference(fence->bo); } *f = (struct pipe_fence_handle *) fence; } ilo_cp_flush(ilo->cp); } static void ilo_context_destroy(struct pipe_context *pipe) { struct ilo_context *ilo = ilo_context(pipe); if (ilo->last_cp_bo) ilo->last_cp_bo->unreference(ilo->last_cp_bo); if (ilo->blitter) util_blitter_destroy(ilo->blitter); if (ilo->hw3d) ilo_3d_destroy(ilo->hw3d); if (ilo->shader_cache) ilo_shader_cache_destroy(ilo->shader_cache); if (ilo->cp) ilo_cp_destroy(ilo->cp); FREE(ilo); } static struct pipe_context * ilo_context_create(struct pipe_screen *screen, void *priv) { struct ilo_screen *is = ilo_screen(screen); struct ilo_context *ilo; ilo = CALLOC_STRUCT(ilo_context); if (!ilo) return NULL; ilo->winsys = is->winsys; ilo->dev = &is->dev; ilo->cp = ilo_cp_create(ilo->winsys, is->dev.has_llc); ilo->shader_cache = ilo_shader_cache_create(ilo->winsys); if (ilo->cp) ilo->hw3d = ilo_3d_create(ilo->cp, ilo->dev); if (!ilo->cp || !ilo->shader_cache || !ilo->hw3d) { ilo_context_destroy(&ilo->base); return NULL; } ilo_cp_set_hook(ilo->cp, ILO_CP_HOOK_NEW_BATCH, ilo_context_new_cp_batch, (void *) ilo); ilo_cp_set_hook(ilo->cp, ILO_CP_HOOK_PRE_FLUSH, ilo_context_pre_cp_flush, (void *) ilo); ilo_cp_set_hook(ilo->cp, ILO_CP_HOOK_POST_FLUSH, ilo_context_post_cp_flush, (void *) ilo); ilo->dirty = ILO_DIRTY_ALL; ilo->base.screen = screen; ilo->base.priv = priv; ilo->base.destroy = ilo_context_destroy; ilo->base.flush = ilo_flush; ilo_init_3d_functions(ilo); ilo_init_query_functions(ilo); ilo_init_state_functions(ilo); ilo_init_blit_functions(ilo); ilo_init_transfer_functions(ilo); ilo_init_video_functions(ilo); ilo_init_gpgpu_functions(ilo); /* this must be called last as u_blitter is a client of the pipe context */ ilo->blitter = util_blitter_create(&ilo->base); if (!ilo->blitter) { ilo_context_destroy(&ilo->base); return NULL; } return &ilo->base; } /** * Initialize context-related functions. */ void ilo_init_context_functions(struct ilo_screen *is) { is->base.context_create = ilo_context_create; }