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|
/**********************************************************
* Copyright 2008-2009 VMware, Inc. All rights reserved.
*
* 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.
*
**********************************************************/
#include "svga_cmd.h"
#include "pipe/p_defines.h"
#include "util/u_inlines.h"
#include "pipe/p_screen.h"
#include "util/u_memory.h"
#include "util/u_bitmask.h"
#include "util/u_upload_mgr.h"
#include "svga_context.h"
#include "svga_screen.h"
#include "svga_surface.h"
#include "svga_resource_texture.h"
#include "svga_resource_buffer.h"
#include "svga_resource.h"
#include "svga_winsys.h"
#include "svga_swtnl.h"
#include "svga_draw.h"
#include "svga_debug.h"
#include "svga_state.h"
#include "svga_winsys.h"
#define CONST0_UPLOAD_DEFAULT_SIZE 65536
DEBUG_GET_ONCE_BOOL_OPTION(no_swtnl, "SVGA_NO_SWTNL", FALSE)
DEBUG_GET_ONCE_BOOL_OPTION(force_swtnl, "SVGA_FORCE_SWTNL", FALSE);
DEBUG_GET_ONCE_BOOL_OPTION(use_min_mipmap, "SVGA_USE_MIN_MIPMAP", FALSE);
DEBUG_GET_ONCE_NUM_OPTION(disable_shader, "SVGA_DISABLE_SHADER", ~0);
DEBUG_GET_ONCE_BOOL_OPTION(no_line_width, "SVGA_NO_LINE_WIDTH", FALSE);
DEBUG_GET_ONCE_BOOL_OPTION(force_hw_line_stipple, "SVGA_FORCE_HW_LINE_STIPPLE", FALSE);
static void svga_destroy( struct pipe_context *pipe )
{
struct svga_context *svga = svga_context( pipe );
unsigned shader, i;
/* free any alternate rasterizer states used for point sprite */
for (i = 0; i < ARRAY_SIZE(svga->rasterizer_no_cull); i++) {
if (svga->rasterizer_no_cull[i]) {
pipe->delete_rasterizer_state(pipe, svga->rasterizer_no_cull[i]);
}
}
/* free polygon stipple state */
if (svga->polygon_stipple.sampler) {
pipe->delete_sampler_state(pipe, svga->polygon_stipple.sampler);
}
if (svga->polygon_stipple.sampler_view) {
pipe->sampler_view_destroy(pipe,
&svga->polygon_stipple.sampler_view->base);
}
pipe_resource_reference(&svga->polygon_stipple.texture, NULL);
/* free HW constant buffers */
for (shader = 0; shader < ARRAY_SIZE(svga->state.hw_draw.constbuf); shader++) {
pipe_resource_reference(&svga->state.hw_draw.constbuf[shader], NULL);
}
pipe->delete_blend_state(pipe, svga->noop_blend);
/* free query gb object */
if (svga->gb_query) {
pipe->destroy_query(pipe, NULL);
svga->gb_query = NULL;
}
util_blitter_destroy(svga->blitter);
svga_cleanup_framebuffer( svga );
svga_cleanup_tss_binding( svga );
svga_cleanup_vertex_state(svga);
svga_destroy_swtnl( svga );
svga_hwtnl_destroy( svga->hwtnl );
svga->swc->destroy(svga->swc);
util_bitmask_destroy(svga->blend_object_id_bm);
util_bitmask_destroy(svga->ds_object_id_bm);
util_bitmask_destroy(svga->input_element_object_id_bm);
util_bitmask_destroy(svga->rast_object_id_bm);
util_bitmask_destroy(svga->sampler_object_id_bm);
util_bitmask_destroy(svga->sampler_view_id_bm);
util_bitmask_destroy(svga->shader_id_bm);
util_bitmask_destroy(svga->surface_view_id_bm);
util_bitmask_destroy(svga->stream_output_id_bm);
util_bitmask_destroy(svga->query_id_bm);
u_upload_destroy(svga->const0_upload);
/* free user's constant buffers */
for (shader = 0; shader < PIPE_SHADER_TYPES; ++shader) {
for (i = 0; i < ARRAY_SIZE(svga->curr.constbufs[shader]); ++i) {
pipe_resource_reference(&svga->curr.constbufs[shader][i].buffer, NULL);
}
}
FREE( svga );
}
struct pipe_context *svga_context_create(struct pipe_screen *screen,
void *priv, unsigned flags)
{
struct svga_screen *svgascreen = svga_screen(screen);
struct svga_context *svga = NULL;
enum pipe_error ret;
svga = CALLOC_STRUCT(svga_context);
if (!svga)
goto cleanup;
LIST_INITHEAD(&svga->dirty_buffers);
svga->pipe.screen = screen;
svga->pipe.priv = priv;
svga->pipe.destroy = svga_destroy;
svga->pipe.clear = svga_clear;
svga->swc = svgascreen->sws->context_create(svgascreen->sws);
if (!svga->swc)
goto cleanup;
svga_init_resource_functions(svga);
svga_init_blend_functions(svga);
svga_init_blit_functions(svga);
svga_init_depth_stencil_functions(svga);
svga_init_draw_functions(svga);
svga_init_flush_functions(svga);
svga_init_misc_functions(svga);
svga_init_rasterizer_functions(svga);
svga_init_sampler_functions(svga);
svga_init_fs_functions(svga);
svga_init_vs_functions(svga);
svga_init_gs_functions(svga);
svga_init_vertex_functions(svga);
svga_init_constbuffer_functions(svga);
svga_init_query_functions(svga);
svga_init_surface_functions(svga);
svga_init_stream_output_functions(svga);
/* init misc state */
svga->curr.sample_mask = ~0;
/* debug */
svga->debug.no_swtnl = debug_get_option_no_swtnl();
svga->debug.force_swtnl = debug_get_option_force_swtnl();
svga->debug.use_min_mipmap = debug_get_option_use_min_mipmap();
svga->debug.disable_shader = debug_get_option_disable_shader();
svga->debug.no_line_width = debug_get_option_no_line_width();
svga->debug.force_hw_line_stipple = debug_get_option_force_hw_line_stipple();
if (!(svga->blend_object_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->ds_object_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->input_element_object_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->rast_object_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->sampler_object_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->sampler_view_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->shader_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->surface_view_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->stream_output_id_bm = util_bitmask_create()))
goto cleanup;
if (!(svga->query_id_bm = util_bitmask_create()))
goto cleanup;
svga->hwtnl = svga_hwtnl_create(svga);
if (svga->hwtnl == NULL)
goto cleanup;
if (!svga_init_swtnl(svga))
goto cleanup;
ret = svga_emit_initial_state( svga );
if (ret != PIPE_OK)
goto cleanup;
svga->const0_upload = u_upload_create(&svga->pipe,
CONST0_UPLOAD_DEFAULT_SIZE,
PIPE_BIND_CONSTANT_BUFFER,
PIPE_USAGE_STREAM);
if (!svga->const0_upload)
goto cleanup;
/* Avoid shortcircuiting state with initial value of zero.
*/
memset(&svga->state.hw_clear, 0xcd, sizeof(svga->state.hw_clear));
memset(&svga->state.hw_clear.framebuffer, 0x0,
sizeof(svga->state.hw_clear.framebuffer));
memset(&svga->state.hw_draw, 0xcd, sizeof(svga->state.hw_draw));
memset(&svga->state.hw_draw.views, 0x0, sizeof(svga->state.hw_draw.views));
memset(&svga->state.hw_draw.num_sampler_views, 0,
sizeof(svga->state.hw_draw.num_sampler_views));
svga->state.hw_draw.num_views = 0;
/* Initialize the shader pointers */
svga->state.hw_draw.vs = NULL;
svga->state.hw_draw.gs = NULL;
svga->state.hw_draw.fs = NULL;
/* Initialize the currently bound buffer resources */
memset(svga->state.hw_draw.constbuf, 0,
sizeof(svga->state.hw_draw.constbuf));
memset(svga->state.hw_draw.default_constbuf_size, 0,
sizeof(svga->state.hw_draw.default_constbuf_size));
memset(svga->state.hw_draw.enabled_constbufs, 0,
sizeof(svga->state.hw_draw.enabled_constbufs));
svga->state.hw_draw.ib = NULL;
svga->state.hw_draw.num_vbuffers = 0;
memset(svga->state.hw_draw.vbuffers, 0,
sizeof(svga->state.hw_draw.vbuffers));
/* Create a no-operation blend state which we will bind whenever the
* requested blend state is impossible (e.g. due to having an integer
* render target attached).
*
* XXX: We will probably actually need 16 of these, one for each possible
* RGBA color mask (4 bits). Then, we would bind the one with a color mask
* matching the blend state it is replacing.
*/
{
struct pipe_blend_state noop_tmpl = {0};
unsigned i;
for (i = 0; i < PIPE_MAX_COLOR_BUFS; ++i) {
// Set the color mask to all-ones. Later this may change.
noop_tmpl.rt[i].colormask = PIPE_MASK_RGBA;
}
svga->noop_blend = svga->pipe.create_blend_state(&svga->pipe, &noop_tmpl);
}
svga->dirty = ~0;
return &svga->pipe;
cleanup:
svga_destroy_swtnl(svga);
if (svga->const0_upload)
u_upload_destroy(svga->const0_upload);
if (svga->hwtnl)
svga_hwtnl_destroy(svga->hwtnl);
if (svga->swc)
svga->swc->destroy(svga->swc);
util_bitmask_destroy(svga->blend_object_id_bm);
util_bitmask_destroy(svga->ds_object_id_bm);
util_bitmask_destroy(svga->input_element_object_id_bm);
util_bitmask_destroy(svga->rast_object_id_bm);
util_bitmask_destroy(svga->sampler_object_id_bm);
util_bitmask_destroy(svga->sampler_view_id_bm);
util_bitmask_destroy(svga->shader_id_bm);
util_bitmask_destroy(svga->surface_view_id_bm);
util_bitmask_destroy(svga->stream_output_id_bm);
util_bitmask_destroy(svga->query_id_bm);
FREE(svga);
return NULL;
}
void svga_context_flush( struct svga_context *svga,
struct pipe_fence_handle **pfence )
{
struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
struct pipe_fence_handle *fence = NULL;
uint64_t t0;
svga->curr.nr_fbs = 0;
/* Ensure that texture dma uploads are processed
* before submitting commands.
*/
svga_context_flush_buffers(svga);
svga->hud.command_buffer_size +=
svga->swc->get_command_buffer_size(svga->swc);
/* Flush pending commands to hardware:
*/
t0 = svga_get_time(svga);
svga->swc->flush(svga->swc, &fence);
svga->hud.flush_time += (svga_get_time(svga) - t0);
svga->hud.num_flushes++;
svga_screen_cache_flush(svgascreen, fence);
/* To force the re-emission of rendertargets and texture sampler bindings on
* the next command buffer.
*/
svga->rebind.flags.rendertargets = TRUE;
svga->rebind.flags.texture_samplers = TRUE;
if (svga_have_gb_objects(svga)) {
svga->rebind.flags.constbufs = TRUE;
svga->rebind.flags.vs = TRUE;
svga->rebind.flags.fs = TRUE;
svga->rebind.flags.gs = TRUE;
if (svga_need_to_rebind_resources(svga)) {
svga->rebind.flags.query = TRUE;
}
}
if (SVGA_DEBUG & DEBUG_SYNC) {
if (fence)
svga->pipe.screen->fence_finish( svga->pipe.screen, NULL, fence,
PIPE_TIMEOUT_INFINITE);
}
if (pfence)
svgascreen->sws->fence_reference(svgascreen->sws, pfence, fence);
svgascreen->sws->fence_reference(svgascreen->sws, &fence, NULL);
}
/**
* Flush pending commands and wait for completion with a fence.
*/
void
svga_context_finish(struct svga_context *svga)
{
struct pipe_screen *screen = svga->pipe.screen;
struct pipe_fence_handle *fence = NULL;
svga_context_flush(svga, &fence);
screen->fence_finish(screen, NULL, fence, PIPE_TIMEOUT_INFINITE);
screen->fence_reference(screen, &fence, NULL);
}
/**
* Emit pending drawing commands to the command buffer.
* If the command buffer overflows, we flush it and retry.
* \sa svga_hwtnl_flush()
*/
void svga_hwtnl_flush_retry( struct svga_context *svga )
{
enum pipe_error ret = PIPE_OK;
ret = svga_hwtnl_flush( svga->hwtnl );
if (ret == PIPE_ERROR_OUT_OF_MEMORY) {
svga_context_flush( svga, NULL );
ret = svga_hwtnl_flush( svga->hwtnl );
}
assert(ret == PIPE_OK);
}
/**
* Flush the primitive queue if this buffer is referred.
*
* Otherwise DMA commands on the referred buffer will be emitted too late.
*/
void svga_hwtnl_flush_buffer( struct svga_context *svga,
struct pipe_resource *buffer )
{
if (svga_hwtnl_is_buffer_referred(svga->hwtnl, buffer)) {
svga_hwtnl_flush_retry(svga);
}
}
/* Emit all operations pending on host surfaces.
*/
void svga_surfaces_flush(struct svga_context *svga)
{
struct svga_screen *svgascreen = svga_screen(svga->pipe.screen);
unsigned i;
/* Emit buffered drawing commands.
*/
svga_hwtnl_flush_retry( svga );
/* Emit back-copy from render target view to texture.
*/
for (i = 0; i < svgascreen->max_color_buffers; i++) {
if (svga->curr.framebuffer.cbufs[i])
svga_propagate_surface(svga, svga->curr.framebuffer.cbufs[i]);
}
if (svga->curr.framebuffer.zsbuf)
svga_propagate_surface(svga, svga->curr.framebuffer.zsbuf);
}
struct svga_winsys_context *
svga_winsys_context( struct pipe_context *pipe )
{
return svga_context( pipe )->swc;
}
|