/* * 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 #include #include "pipe/p_defines.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 "vc4_screen.h" #include "vc4_context.h" #include "vc4_resource.h" void vc4_flush(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0]; struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf; if (!vc4->needs_flush) return; /* The RCL setup would choke if the draw bounds cause no drawing, so * just drop the drawing if that's the case. */ if (vc4->draw_max_x <= vc4->draw_min_x || vc4->draw_max_y <= vc4->draw_min_y) { vc4_job_reset(vc4); return; } /* Increment the semaphore indicating that binning is done and * unblocking the render thread. Note that this doesn't act until the * FLUSH completes. */ cl_ensure_space(&vc4->bcl, 8); struct vc4_cl_out *bcl = cl_start(&vc4->bcl); cl_u8(&bcl, VC4_PACKET_INCREMENT_SEMAPHORE); /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */ cl_u8(&bcl, VC4_PACKET_FLUSH); cl_end(&vc4->bcl, bcl); if (cbuf && (vc4->resolve & PIPE_CLEAR_COLOR0)) { pipe_surface_reference(&vc4->color_write, cbuf); if (!(vc4->cleared & PIPE_CLEAR_COLOR0)) { pipe_surface_reference(&vc4->color_read, cbuf); } else { pipe_surface_reference(&vc4->color_read, NULL); } } else { pipe_surface_reference(&vc4->color_write, NULL); pipe_surface_reference(&vc4->color_read, NULL); } if (vc4->framebuffer.zsbuf && (vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) { pipe_surface_reference(&vc4->zs_write, zsbuf); if (!(vc4->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) { pipe_surface_reference(&vc4->zs_read, zsbuf); } else { pipe_surface_reference(&vc4->zs_read, NULL); } } else { pipe_surface_reference(&vc4->zs_write, NULL); pipe_surface_reference(&vc4->zs_read, NULL); } vc4_job_submit(vc4); } static void vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, unsigned flags) { struct vc4_context *vc4 = vc4_context(pctx); vc4_flush(pctx); if (fence) { struct pipe_screen *screen = pctx->screen; struct vc4_fence *f = vc4_fence_create(vc4->screen, vc4->last_emit_seqno); screen->fence_reference(screen, fence, NULL); *fence = (struct pipe_fence_handle *)f; } } /** * Flushes the current command lists if they reference the given BO. * * This helps avoid flushing the command buffers when unnecessary. */ bool vc4_cl_references_bo(struct pipe_context *pctx, struct vc4_bo *bo) { struct vc4_context *vc4 = vc4_context(pctx); if (!vc4->needs_flush) return false; /* Walk all the referenced BOs in the drawing command list to see if * they match. */ struct vc4_bo **referenced_bos = vc4->bo_pointers.base; for (int i = 0; i < cl_offset(&vc4->bo_handles) / 4; i++) { if (referenced_bos[i] == bo) { return true; } } /* Also check for the Z/color buffers, since the references to those * are only added immediately before submit. */ struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]); if (csurf) { struct vc4_resource *ctex = vc4_resource(csurf->base.texture); if (ctex->bo == bo) { return true; } } struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf); if (zsurf) { struct vc4_resource *ztex = vc4_resource(zsurf->base.texture); if (ztex->bo == bo) { return true; } } return false; } static void vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc) { struct vc4_context *vc4 = vc4_context(pctx); struct pipe_surface *zsurf = vc4->framebuffer.zsbuf; if (zsurf && zsurf->texture == prsc) vc4->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); } static void vc4_context_destroy(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); if (vc4->blitter) util_blitter_destroy(vc4->blitter); if (vc4->primconvert) util_primconvert_destroy(vc4->primconvert); if (vc4->uploader) u_upload_destroy(vc4->uploader); util_slab_destroy(&vc4->transfer_pool); pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL); pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL); pipe_surface_reference(&vc4->color_write, NULL); pipe_surface_reference(&vc4->color_read, NULL); vc4_program_fini(pctx); ralloc_free(vc4); } struct pipe_context * vc4_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags) { struct vc4_screen *screen = vc4_screen(pscreen); struct vc4_context *vc4; /* Prevent dumping of the shaders built during context setup. */ uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB; vc4_debug &= ~VC4_DEBUG_SHADERDB; vc4 = rzalloc(NULL, 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; pctx->invalidate_resource = vc4_invalidate_resource; vc4_draw_init(pctx); vc4_state_init(pctx); vc4_program_init(pctx); vc4_query_init(pctx); vc4_resource_context_init(pctx); vc4_job_init(vc4); vc4->fd = screen->fd; util_slab_create(&vc4->transfer_pool, sizeof(struct vc4_transfer), 16, UTIL_SLAB_SINGLETHREADED); vc4->blitter = util_blitter_create(pctx); if (!vc4->blitter) goto fail; vc4->primconvert = util_primconvert_create(pctx, (1 << PIPE_PRIM_QUADS) - 1); if (!vc4->primconvert) goto fail; vc4->uploader = u_upload_create(pctx, 16 * 1024, 4, PIPE_BIND_INDEX_BUFFER); vc4_debug |= saved_shaderdb_flag; vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1; return &vc4->base; fail: pctx->destroy(pctx); return NULL; }