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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.
*/
#ifdef USE_VC4_SIMULATOR
#include <stdio.h>
#include "vc4_screen.h"
#include "vc4_context.h"
#include "simpenrose/simpenrose.h"
void
vc4_simulator_flush(struct vc4_context *vc4, struct vc4_surface *csurf)
{
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
uint32_t winsys_stride = ctex->bo->simulator_winsys_stride;
uint32_t sim_stride = ctex->slices[0].stride;
uint32_t row_len = MIN2(sim_stride, winsys_stride);
if (ctex->bo->simulator_winsys_map) {
#if 0
fprintf(stderr, "%dx%d %d %d %d\n",
ctex->base.b.width0, ctex->base.b.height0,
winsys_stride,
sim_stride,
ctex->bo->size);
#endif
for (int y = 0; y < ctex->base.b.height0; y++) {
memcpy(ctex->bo->map + y * sim_stride,
ctex->bo->simulator_winsys_map + y * winsys_stride,
row_len);
}
}
simpenrose_do_binning(simpenrose_hw_addr(vc4->bcl.base),
simpenrose_hw_addr(vc4->bcl.next));
simpenrose_do_rendering(simpenrose_hw_addr(vc4->rcl.base),
simpenrose_hw_addr(vc4->rcl.next));
if (ctex->bo->simulator_winsys_map) {
for (int y = 0; y < ctex->base.b.height0; y++) {
memcpy(ctex->bo->simulator_winsys_map + y * winsys_stride,
ctex->bo->map + y * sim_stride,
row_len);
}
}
}
void
vc4_simulator_init(struct vc4_screen *screen)
{
simpenrose_init_hardware();
screen->simulator_mem_base = simpenrose_get_mem_start();
screen->simulator_mem_size = simpenrose_get_mem_size();
}
/**
* Allocates GPU memory in the simulator's address space.
*
* We just allocate for the lifetime of the context now, but some day we'll
* want an actual memory allocator at runtime.
*/
void *
vc4_simulator_alloc(struct vc4_screen *screen, uint32_t size)
{
void *alloc = screen->simulator_mem_base + screen->simulator_mem_next;
screen->simulator_mem_next += size;
assert(screen->simulator_mem_next < screen->simulator_mem_size);
screen->simulator_mem_next = align(screen->simulator_mem_next, 4096);
return alloc;
}
#endif /* USE_VC4_SIMULATOR */
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