/* * 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 #include "pipe/p_defines.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_blitter.h" #include "indices/u_primconvert.h" #include "pipe/p_screen.h" #define __user #include "vc4_drm.h" #include "vc4_screen.h" #include "vc4_context.h" #include "vc4_resource.h" static void dump_fbo(struct vc4_context *vc4, struct vc4_bo *fbo) { #ifndef USE_VC4_SIMULATOR uint32_t *map = vc4_bo_map(fbo); uint32_t width = vc4->framebuffer.width; uint32_t height = vc4->framebuffer.height; uint32_t chunk_w = width / 79; uint32_t chunk_h = height / 40; uint32_t found_colors[10]; uint32_t num_found_colors = 0; for (int by = 0; by < height; by += chunk_h) { for (int bx = 0; bx < width; bx += chunk_w) { bool on = false, black = false; for (int y = by; y < MIN2(height, by + chunk_h); y++) { for (int x = bx; x < MIN2(width, bx + chunk_w); x++) { uint32_t pix = map[y * width + x]; on |= pix != 0; black |= pix == 0xff000000; int i; for (i = 0; i < num_found_colors; i++) { if (pix == found_colors[i]) break; } if (i == num_found_colors && num_found_colors < Elements(found_colors)) found_colors[num_found_colors++] = pix; } } if (black) fprintf(stderr, "O"); else if (on) fprintf(stderr, "X"); else fprintf(stderr, "."); } fprintf(stderr, "\n"); } for (int i = 0; i < num_found_colors; i++) { fprintf(stderr, "color %d: 0x%08x\n", i, found_colors[i]); } #endif } void vc4_flush(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); if (!vc4->needs_flush) return; struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]); struct vc4_resource *ctex = vc4_resource(csurf->base.texture); struct drm_vc4_submit_cl submit; memset(&submit, 0, sizeof(submit)); submit.bo_handles = vc4->bo_handles.base; submit.bo_handle_count = (vc4->bo_handles.next - vc4->bo_handles.base) / 4; submit.bin_cl = vc4->bcl.base; submit.bin_cl_len = vc4->bcl.next - vc4->bcl.base; submit.render_cl = vc4->rcl.base; submit.render_cl_len = vc4->rcl.next - vc4->rcl.base; submit.shader_records = vc4->shader_rec.base; submit.shader_record_len = vc4->shader_rec.next - vc4->shader_rec.base; submit.shader_record_count = vc4->shader_rec_count; if (!(vc4_debug & VC4_DEBUG_NORAST)) { #ifndef USE_VC4_SIMULATOR int ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit); if (ret) errx(1, "VC4 submit failed\n"); #else vc4_simulator_flush(vc4, csurf); #endif } vc4_reset_cl(&vc4->bcl); vc4_reset_cl(&vc4->rcl); vc4_reset_cl(&vc4->shader_rec); vc4_reset_cl(&vc4->bo_handles); vc4->shader_rec_count = 0; vc4->needs_flush = false; vc4->dirty = ~0; dump_fbo(vc4, ctex->bo); } static void vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, unsigned flags) { vc4_flush(pctx); } 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); util_slab_destroy(&vc4->transfer_pool); free(vc4); } struct pipe_context * vc4_context_create(struct pipe_screen *pscreen, void *priv) { 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 = CALLOC_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; vc4_draw_init(pctx); vc4_state_init(pctx); vc4_program_init(pctx); vc4_resource_context_init(pctx); vc4_init_cl(vc4, &vc4->bcl); vc4_init_cl(vc4, &vc4->rcl); vc4_init_cl(vc4, &vc4->shader_rec); vc4_init_cl(vc4, &vc4->bo_handles); vc4->dirty = ~0; vc4->fd = screen->fd; util_slab_create(&vc4->transfer_pool, sizeof(struct pipe_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_debug |= saved_shaderdb_flag; return &vc4->base; fail: pctx->destroy(pctx); return NULL; }