/* * 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 "util/u_prim.h" #include "indices/u_primconvert.h" #include "pipe/p_screen.h" #include "v3d_screen.h" #include "v3d_context.h" #include "v3d_resource.h" #include "broadcom/compiler/v3d_compiler.h" void v3d_flush(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); 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_memory_barrier(struct pipe_context *pctx, unsigned int flags) { struct v3d_context *v3d = v3d_context(pctx); /* We only need to flush for SSBOs and images, because for everything * else we flush the job automatically when we needed. */ const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER | PIPE_BARRIER_IMAGE; if (!(flags & flush_flags)) return; /* We only need to flush jobs writing to SSBOs/images. */ perf_debug("Flushing all jobs for glMemoryBarrier(), could do better"); v3d_flush(pctx); } static void v3d_set_debug_callback(struct pipe_context *pctx, const struct pipe_debug_callback *cb) { struct v3d_context *v3d = v3d_context(pctx); if (cb) v3d->debug = *cb; else memset(&v3d->debug, 0, sizeof(v3d->debug)); } 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->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); } /** * Flushes the current job to get up-to-date primive counts written to the * primitive counts BO, then accumulates the transform feedback primitive count * in the context and the corresponding vertex counts in the bound stream * output targets. */ void v3d_tf_update_counters(struct v3d_context *v3d) { struct v3d_job *job = v3d_get_job_for_fbo(v3d); if (job->draw_calls_queued == 0) return; /* In order to get up-to-date primitive counts we need to submit * the job for execution so we get the counts written to memory. * Notice that this will require a sync wait for the buffer write. */ uint32_t prims_before = v3d->tf_prims_generated; v3d_job_submit(v3d, job); uint32_t prims_after = v3d->tf_prims_generated; if (prims_before == prims_after) return; enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode); uint32_t num_verts = u_vertices_for_prims(prim_type, prims_after - prims_before); for (int i = 0; i < v3d->streamout.num_targets; i++) { struct v3d_stream_output_target *so = v3d_stream_output_target(v3d->streamout.targets[i]); so->recorded_vertex_count += num_verts; } } 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); if (v3d->state_uploader) u_upload_destroy(v3d->state_uploader); if (v3d->prim_counts) pipe_resource_reference(&v3d->prim_counts, NULL); 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); } static void v3d_get_sample_position(struct pipe_context *pctx, unsigned sample_count, unsigned sample_index, float *xy) { struct v3d_context *v3d = v3d_context(pctx); if (sample_count <= 1) { xy[0] = 0.5; xy[1] = 0.5; } else { static const int xoffsets_v33[] = { 1, -3, 3, -1 }; static const int xoffsets_v42[] = { -1, 3, -3, 1 }; const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ? xoffsets_v42 : xoffsets_v33); xy[0] = 0.5 + xoffsets[sample_index] * .125; xy[1] = .125 + sample_index * .25; } } 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->memory_barrier = v3d_memory_barrier; pctx->set_debug_callback = v3d_set_debug_callback; pctx->invalidate_resource = v3d_invalidate_resource; pctx->get_sample_position = v3d_get_sample_position; 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->state_uploader = u_upload_create(&v3d->base, 4096, PIPE_BIND_CONSTANT_BUFFER, PIPE_USAGE_STREAM, 0); v3d->blitter = util_blitter_create(pctx); if (!v3d->blitter) goto fail; v3d->blitter->use_index_buffer = true; 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 << V3D_MAX_SAMPLES) - 1; v3d->active_queries = true; return &v3d->base; fail: pctx->destroy(pctx); return NULL; }