/* * 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. */ /** @file v3d_fence.c * * Seqno-based fence management. * * We have two mechanisms for waiting in our kernel API: You can wait on a BO * to have all rendering to from any process to be completed, or wait on a * seqno for that particular seqno to be passed. The fence API we're * implementing is based on waiting for all rendering in the context to have * completed (with no reference to what other processes might be doing with * the same BOs), so we can just use the seqno of the last rendering we'd * fired off as our fence marker. */ #include "util/u_inlines.h" #include "v3d_context.h" #include "v3d_bufmgr.h" struct v3d_fence { struct pipe_reference reference; uint32_t sync; }; static void v3d_fence_reference(struct pipe_screen *pscreen, struct pipe_fence_handle **pp, struct pipe_fence_handle *pf) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_fence **p = (struct v3d_fence **)pp; struct v3d_fence *f = (struct v3d_fence *)pf; struct v3d_fence *old = *p; if (pipe_reference(&(*p)->reference, &f->reference)) { drmSyncobjDestroy(screen->fd, old->sync); free(old); } *p = f; } static boolean v3d_fence_finish(struct pipe_screen *pscreen, struct pipe_context *ctx, struct pipe_fence_handle *pf, uint64_t timeout_ns) { struct v3d_screen *screen = v3d_screen(pscreen); struct v3d_fence *f = (struct v3d_fence *)pf; return drmSyncobjWait(screen->fd, &f->sync, 1, timeout_ns, 0, NULL) == 0; } struct v3d_fence * v3d_fence_create(struct v3d_context *v3d) { struct v3d_fence *f = calloc(1, sizeof(*f)); if (!f) return NULL; uint32_t new_sync; /* Make a new sync object for the context. */ int ret = drmSyncobjCreate(v3d->fd, DRM_SYNCOBJ_CREATE_SIGNALED, &new_sync); if (ret) { free(f); return NULL; } pipe_reference_init(&f->reference, 1); f->sync = v3d->out_sync; v3d->out_sync = new_sync; return f; } void v3d_fence_init(struct v3d_screen *screen) { screen->base.fence_reference = v3d_fence_reference; screen->base.fence_finish = v3d_fence_finish; }