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/*
* Mesa 3-D graphics library
*
* Copyright (C) 2012-2013 LunarG, Inc.
*
* 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 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.
*
* Authors:
* Chia-I Wu <olv@lunarg.com>
*/
#include "util/u_blitter.h"
#include "intel_chipset.h"
#include "ilo_3d.h"
#include "ilo_blit.h"
#include "ilo_cp.h"
#include "ilo_gpgpu.h"
#include "ilo_query.h"
#include "ilo_resource.h"
#include "ilo_screen.h"
#include "ilo_shader.h"
#include "ilo_state.h"
#include "ilo_transfer.h"
#include "ilo_video.h"
#include "ilo_context.h"
static void
ilo_context_new_cp_batch(struct ilo_cp *cp, void *data)
{
struct ilo_context *ilo = ilo_context(data);
if (cp->ring == ILO_CP_RING_RENDER)
ilo_3d_new_cp_batch(ilo->hw3d);
}
static void
ilo_context_pre_cp_flush(struct ilo_cp *cp, void *data)
{
struct ilo_context *ilo = ilo_context(data);
if (cp->ring == ILO_CP_RING_RENDER)
ilo_3d_pre_cp_flush(ilo->hw3d);
}
static void
ilo_context_post_cp_flush(struct ilo_cp *cp, void *data)
{
struct ilo_context *ilo = ilo_context(data);
if (ilo->last_cp_bo)
ilo->last_cp_bo->unreference(ilo->last_cp_bo);
/* remember the just flushed bo, on which fences could wait */
ilo->last_cp_bo = cp->bo;
ilo->last_cp_bo->reference(ilo->last_cp_bo);
if (cp->ring == ILO_CP_RING_RENDER)
ilo_3d_post_cp_flush(ilo->hw3d);
}
static void
ilo_flush(struct pipe_context *pipe,
struct pipe_fence_handle **f,
unsigned flags)
{
struct ilo_context *ilo = ilo_context(pipe);
if (f) {
struct ilo_fence *fence;
fence = CALLOC_STRUCT(ilo_fence);
if (fence) {
pipe_reference_init(&fence->reference, 1);
/* reference the batch bo that we want to wait on */
if (ilo_cp_empty(ilo->cp))
fence->bo = ilo->last_cp_bo;
else
fence->bo = ilo->cp->bo;
if (fence->bo)
fence->bo->reference(fence->bo);
}
*f = (struct pipe_fence_handle *) fence;
}
ilo_cp_flush(ilo->cp);
}
static void
ilo_context_destroy(struct pipe_context *pipe)
{
struct ilo_context *ilo = ilo_context(pipe);
if (ilo->last_cp_bo)
ilo->last_cp_bo->unreference(ilo->last_cp_bo);
if (ilo->blitter)
util_blitter_destroy(ilo->blitter);
if (ilo->hw3d)
ilo_3d_destroy(ilo->hw3d);
if (ilo->shader_cache)
ilo_shader_cache_destroy(ilo->shader_cache);
if (ilo->cp)
ilo_cp_destroy(ilo->cp);
FREE(ilo);
}
static struct pipe_context *
ilo_context_create(struct pipe_screen *screen, void *priv)
{
struct ilo_screen *is = ilo_screen(screen);
struct ilo_context *ilo;
ilo = CALLOC_STRUCT(ilo_context);
if (!ilo)
return NULL;
ilo->winsys = is->winsys;
ilo->dev = &is->dev;
ilo->cp = ilo_cp_create(ilo->winsys, is->dev.has_llc);
ilo->shader_cache = ilo_shader_cache_create(ilo->winsys);
if (ilo->cp)
ilo->hw3d = ilo_3d_create(ilo->cp, ilo->dev);
if (!ilo->cp || !ilo->shader_cache || !ilo->hw3d) {
ilo_context_destroy(&ilo->base);
return NULL;
}
ilo_cp_set_hook(ilo->cp, ILO_CP_HOOK_NEW_BATCH,
ilo_context_new_cp_batch, (void *) ilo);
ilo_cp_set_hook(ilo->cp, ILO_CP_HOOK_PRE_FLUSH,
ilo_context_pre_cp_flush, (void *) ilo);
ilo_cp_set_hook(ilo->cp, ILO_CP_HOOK_POST_FLUSH,
ilo_context_post_cp_flush, (void *) ilo);
ilo->dirty = ILO_DIRTY_ALL;
ilo->base.screen = screen;
ilo->base.priv = priv;
ilo->base.destroy = ilo_context_destroy;
ilo->base.flush = ilo_flush;
ilo_init_3d_functions(ilo);
ilo_init_query_functions(ilo);
ilo_init_state_functions(ilo);
ilo_init_blit_functions(ilo);
ilo_init_transfer_functions(ilo);
ilo_init_video_functions(ilo);
ilo_init_gpgpu_functions(ilo);
/* this must be called last as u_blitter is a client of the pipe context */
ilo->blitter = util_blitter_create(&ilo->base);
if (!ilo->blitter) {
ilo_context_destroy(&ilo->base);
return NULL;
}
return &ilo->base;
}
/**
* Initialize context-related functions.
*/
void
ilo_init_context_functions(struct ilo_screen *is)
{
is->base.context_create = ilo_context_create;
}
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