/* * 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 hash_entry *entry; hash_table_foreach(vc4->jobs, entry) { struct vc4_job *job = entry->data; vc4_job_submit(vc4, job); } } 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; } } /* We can't flush the texture cache within rendering a tile, so we have to * flush all rendering to the kernel so that the next job reading from the * tile gets a flushed cache. */ static void vc4_texture_barrier(struct pipe_context *pctx, unsigned flags) { vc4_flush(pctx); } static void vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc) { struct vc4_context *vc4 = vc4_context(pctx); struct vc4_resource *rsc = vc4_resource(prsc); rsc->initialized_buffers = 0; struct hash_entry *entry = _mesa_hash_table_search(vc4->write_jobs, prsc); if (!entry) return; struct vc4_job *job = entry->data; if (job->key.zsbuf && job->key.zsbuf->texture == prsc) job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); } static void vc4_context_destroy(struct pipe_context *pctx) { struct vc4_context *vc4 = vc4_context(pctx); vc4_flush(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); slab_destroy_child(&vc4->transfer_pool); pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL); pipe_surface_reference(&vc4->framebuffer.zsbuf, 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) 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; pctx->texture_barrier = vc4_texture_barrier; 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; slab_create_child(&vc4->transfer_pool, &screen->transfer_pool); vc4->uploader = u_upload_create_default(&vc4->base); vc4->base.stream_uploader = vc4->uploader; vc4->base.const_uploader = vc4->uploader; 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; vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1; return &vc4->base; fail: pctx->destroy(pctx); return NULL; }