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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 "pipe/p_state.h"
#include "pipe/p_context.h"
#include "util/u_memory.h"
#include "svga_cmd.h"
#include "svga_context.h"
#include "svga_screen.h"
#include "svga_resource_buffer.h"
#include "svga_winsys.h"
#include "svga_debug.h"
/* Fixme: want a public base class for all pipe structs, even if there
* isn't much in them.
*/
struct pipe_query {
int dummy;
};
struct svga_query {
struct pipe_query base;
SVGA3dQueryType type;
struct svga_winsys_buffer *hwbuf;
volatile SVGA3dQueryResult *queryResult;
struct pipe_fence_handle *fence;
};
/***********************************************************************
* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
static INLINE struct svga_query *
svga_query( struct pipe_query *q )
{
return (struct svga_query *)q;
}
static boolean svga_get_query_result(struct pipe_context *pipe,
struct pipe_query *q,
boolean wait,
uint64_t *result);
static struct pipe_query *svga_create_query( struct pipe_context *pipe,
unsigned query_type )
{
struct svga_screen *svgascreen = svga_screen(pipe->screen);
struct svga_winsys_screen *sws = svgascreen->sws;
struct svga_query *sq;
SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
sq = CALLOC_STRUCT(svga_query);
if (!sq)
goto no_sq;
sq->type = SVGA3D_QUERYTYPE_OCCLUSION;
sq->hwbuf = svga_winsys_buffer_create(svgascreen,
1,
SVGA_BUFFER_USAGE_PINNED,
sizeof *sq->queryResult);
if(!sq->hwbuf)
goto no_hwbuf;
sq->queryResult = (SVGA3dQueryResult *)sws->buffer_map(sws,
sq->hwbuf,
PIPE_TRANSFER_WRITE);
if(!sq->queryResult)
goto no_query_result;
sq->queryResult->totalSize = sizeof *sq->queryResult;
sq->queryResult->state = SVGA3D_QUERYSTATE_NEW;
/*
* We request the buffer to be pinned and assume it is always mapped.
*
* The reason is that we don't want to wait for fences when checking the
* query status.
*/
sws->buffer_unmap(sws, sq->hwbuf);
return &sq->base;
no_query_result:
sws->buffer_destroy(sws, sq->hwbuf);
no_hwbuf:
FREE(sq);
no_sq:
return NULL;
}
static void svga_destroy_query(struct pipe_context *pipe,
struct pipe_query *q)
{
struct svga_screen *svgascreen = svga_screen(pipe->screen);
struct svga_winsys_screen *sws = svgascreen->sws;
struct svga_query *sq = svga_query( q );
SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
sws->buffer_destroy(sws, sq->hwbuf);
sws->fence_reference(sws, &sq->fence, NULL);
FREE(sq);
}
static void svga_begin_query(struct pipe_context *pipe,
struct pipe_query *q)
{
struct svga_screen *svgascreen = svga_screen(pipe->screen);
struct svga_winsys_screen *sws = svgascreen->sws;
struct svga_context *svga = svga_context( pipe );
struct svga_query *sq = svga_query( q );
enum pipe_error ret;
SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
assert(!svga->sq);
/* Need to flush out buffered drawing commands so that they don't
* get counted in the query results.
*/
svga_hwtnl_flush_retry(svga);
if(sq->queryResult->state == SVGA3D_QUERYSTATE_PENDING) {
/* The application doesn't care for the pending query result. We cannot
* let go the existing buffer and just get a new one because its storage
* may be reused for other purposes and clobbered by the host when it
* determines the query result. So the only option here is to wait for
* the existing query's result -- not a big deal, given that no sane
* application would do this.
*/
uint64_t result;
svga_get_query_result(pipe, q, TRUE, &result);
assert(sq->queryResult->state != SVGA3D_QUERYSTATE_PENDING);
}
sq->queryResult->state = SVGA3D_QUERYSTATE_NEW;
sws->fence_reference(sws, &sq->fence, NULL);
ret = SVGA3D_BeginQuery(svga->swc, sq->type);
if(ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = SVGA3D_BeginQuery(svga->swc, sq->type);
assert(ret == PIPE_OK);
}
svga->sq = sq;
}
static void svga_end_query(struct pipe_context *pipe,
struct pipe_query *q)
{
struct svga_context *svga = svga_context( pipe );
struct svga_query *sq = svga_query( q );
enum pipe_error ret;
SVGA_DBG(DEBUG_QUERY, "%s\n", __FUNCTION__);
assert(svga->sq == sq);
svga_hwtnl_flush_retry(svga);
/* Set to PENDING before sending EndQuery. */
sq->queryResult->state = SVGA3D_QUERYSTATE_PENDING;
ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf);
if(ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = SVGA3D_EndQuery( svga->swc, sq->type, sq->hwbuf);
assert(ret == PIPE_OK);
}
/* TODO: Delay flushing. We don't really need to flush here, just ensure
* that there is one flush before svga_get_query_result attempts to get the
* result */
svga_context_flush(svga, NULL);
svga->sq = NULL;
}
static boolean svga_get_query_result(struct pipe_context *pipe,
struct pipe_query *q,
boolean wait,
uint64_t *result)
{
struct svga_context *svga = svga_context( pipe );
struct svga_screen *svgascreen = svga_screen( pipe->screen );
struct svga_winsys_screen *sws = svgascreen->sws;
struct svga_query *sq = svga_query( q );
SVGA3dQueryState state;
SVGA_DBG(DEBUG_QUERY, "%s wait: %d\n", __FUNCTION__);
/* The query status won't be updated by the host unless
* SVGA_3D_CMD_WAIT_FOR_QUERY is emitted. Unfortunately this will cause a
* synchronous wait on the host */
if(!sq->fence) {
enum pipe_error ret;
ret = SVGA3D_WaitForQuery( svga->swc, sq->type, sq->hwbuf);
if(ret != PIPE_OK) {
svga_context_flush(svga, NULL);
ret = SVGA3D_WaitForQuery( svga->swc, sq->type, sq->hwbuf);
assert(ret == PIPE_OK);
}
svga_context_flush(svga, &sq->fence);
assert(sq->fence);
}
state = sq->queryResult->state;
if(state == SVGA3D_QUERYSTATE_PENDING) {
if(!wait)
return FALSE;
sws->fence_finish(sws, sq->fence, 0);
state = sq->queryResult->state;
}
assert(state == SVGA3D_QUERYSTATE_SUCCEEDED ||
state == SVGA3D_QUERYSTATE_FAILED);
*result = (uint64_t)sq->queryResult->result32;
SVGA_DBG(DEBUG_QUERY, "%s result %d\n", __FUNCTION__, (unsigned)*result);
return TRUE;
}
void svga_init_query_functions( struct svga_context *svga )
{
svga->pipe.create_query = svga_create_query;
svga->pipe.destroy_query = svga_destroy_query;
svga->pipe.begin_query = svga_begin_query;
svga->pipe.end_query = svga_end_query;
svga->pipe.get_query_result = svga_get_query_result;
}
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