/* * Copyright © 2014-2017 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 #include #include "pipe/p_defines.h" #include "util/hash_table.h" #include "util/ralloc.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_blitter.h" #include "util/u_upload_mgr.h" #include "indices/u_primconvert.h" #include "pipe/p_screen.h" #include "v3d_screen.h" #include "v3d_context.h" #include "v3d_resource.h" void v3d_flush(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); struct hash_entry *entry; hash_table_foreach(v3d->jobs, entry) { struct v3d_job *job = entry->data; v3d_job_submit(v3d, job); } } static void v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, unsigned flags) { struct v3d_context *v3d = v3d_context(pctx); v3d_flush(pctx); if (fence) { struct pipe_screen *screen = pctx->screen; struct v3d_fence *f = v3d_fence_create(v3d); screen->fence_reference(screen, fence, NULL); *fence = (struct pipe_fence_handle *)f; } } static void v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_resource *rsc = v3d_resource(prsc); rsc->initialized_buffers = 0; struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs, prsc); if (!entry) return; struct v3d_job *job = entry->data; if (job->key.zsbuf && job->key.zsbuf->texture == prsc) job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); } static void v3d_context_destroy(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); v3d_flush(pctx); if (v3d->blitter) util_blitter_destroy(v3d->blitter); if (v3d->primconvert) util_primconvert_destroy(v3d->primconvert); if (v3d->uploader) u_upload_destroy(v3d->uploader); slab_destroy_child(&v3d->transfer_pool); pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL); pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL); v3d_program_fini(pctx); ralloc_free(v3d); } struct pipe_context * v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_context *v3d; /* Prevent dumping of the shaders built during context setup. */ uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB; V3D_DEBUG &= ~V3D_DEBUG_SHADERDB; v3d = rzalloc(NULL, struct v3d_context); if (!v3d) return NULL; struct pipe_context *pctx = &v3d->base; v3d->screen = screen; int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED, &v3d->out_sync); if (ret) { ralloc_free(v3d); return NULL; } pctx->screen = pscreen; pctx->priv = priv; pctx->destroy = v3d_context_destroy; pctx->flush = v3d_pipe_flush; pctx->invalidate_resource = v3d_invalidate_resource; if (screen->devinfo.ver >= 41) { v3d41_draw_init(pctx); v3d41_state_init(pctx); } else { v3d33_draw_init(pctx); v3d33_state_init(pctx); } v3d_program_init(pctx); v3d_query_init(pctx); v3d_resource_context_init(pctx); v3d_job_init(v3d); v3d->fd = screen->fd; slab_create_child(&v3d->transfer_pool, &screen->transfer_pool); v3d->uploader = u_upload_create_default(&v3d->base); v3d->base.stream_uploader = v3d->uploader; v3d->base.const_uploader = v3d->uploader; v3d->blitter = util_blitter_create(pctx); if (!v3d->blitter) goto fail; v3d->primconvert = util_primconvert_create(pctx, (1 << PIPE_PRIM_QUADS) - 1); if (!v3d->primconvert) goto fail; V3D_DEBUG |= saved_shaderdb_flag; v3d->sample_mask = (1 << VC5_MAX_SAMPLES) - 1; v3d->active_queries = true; return &v3d->base; fail: pctx->destroy(pctx); return NULL; }