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/*
* 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.
*/
/** @file v3d_fence.c
*
* Seqno-based fence management.
*
* We have two mechanisms for waiting in our kernel API: You can wait on a BO
* to have all rendering to from any process to be completed, or wait on a
* seqno for that particular seqno to be passed. The fence API we're
* implementing is based on waiting for all rendering in the context to have
* completed (with no reference to what other processes might be doing with
* the same BOs), so we can just use the seqno of the last rendering we'd
* fired off as our fence marker.
*/
#include "util/u_inlines.h"
#include "util/os_time.h"
#include "v3d_context.h"
#include "v3d_bufmgr.h"
struct v3d_fence {
struct pipe_reference reference;
int fd;
};
static void
v3d_fence_reference(struct pipe_screen *pscreen,
struct pipe_fence_handle **pp,
struct pipe_fence_handle *pf)
{
struct v3d_fence **p = (struct v3d_fence **)pp;
struct v3d_fence *f = (struct v3d_fence *)pf;
struct v3d_fence *old = *p;
if (pipe_reference(&(*p)->reference, &f->reference)) {
close(old->fd);
free(old);
}
*p = f;
}
static boolean
v3d_fence_finish(struct pipe_screen *pscreen,
struct pipe_context *ctx,
struct pipe_fence_handle *pf,
uint64_t timeout_ns)
{
struct v3d_screen *screen = v3d_screen(pscreen);
struct v3d_fence *f = (struct v3d_fence *)pf;
int ret;
unsigned syncobj;
ret = drmSyncobjCreate(screen->fd, 0, &syncobj);
if (ret) {
fprintf(stderr, "Failed to create syncobj to wait on: %d\n",
ret);
return false;
}
drmSyncobjImportSyncFile(screen->fd, syncobj, f->fd);
if (ret) {
fprintf(stderr, "Failed to import fence to syncobj: %d\n", ret);
return false;
}
uint64_t abs_timeout = os_time_get_absolute_timeout(timeout_ns);
if (abs_timeout == OS_TIMEOUT_INFINITE)
abs_timeout = INT64_MAX;
ret = drmSyncobjWait(screen->fd, &syncobj, 1, abs_timeout, 0, NULL);
drmSyncobjDestroy(screen->fd, syncobj);
return ret >= 0;
}
struct v3d_fence *
v3d_fence_create(struct v3d_context *v3d)
{
struct v3d_fence *f = calloc(1, sizeof(*f));
if (!f)
return NULL;
/* Snapshot the last V3D rendering's out fence. We'd rather have
* another syncobj instead of a sync file, but this is all we get.
* (HandleToFD/FDToHandle just gives you another syncobj ID for the
* same syncobj).
*/
drmSyncobjExportSyncFile(v3d->fd, v3d->out_sync, &f->fd);
if (f->fd == -1) {
fprintf(stderr, "export failed\n");
free(f);
return NULL;
}
pipe_reference_init(&f->reference, 1);
return f;
}
void
v3d_fence_init(struct v3d_screen *screen)
{
screen->base.fence_reference = v3d_fence_reference;
screen->base.fence_finish = v3d_fence_finish;
}
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