/* * Copyright © 2014-2017 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. */ #include <xf86drm.h> #include <err.h> #include "pipe/p_defines.h" #include "util/hash_table.h" #include "util/ralloc.h" #include "util/u_inlines.h" #include "util/u_memory.h" #include "util/u_blitter.h" #include "util/u_upload_mgr.h" #include "indices/u_primconvert.h" #include "pipe/p_screen.h" #include "vc5_screen.h" #include "vc5_context.h" #include "vc5_resource.h" void vc5_flush(struct pipe_context *pctx) { struct vc5_context *vc5 = vc5_context(pctx); struct hash_entry *entry; hash_table_foreach(vc5->jobs, entry) { struct vc5_job *job = entry->data; vc5_job_submit(vc5, job); } } static void vc5_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, unsigned flags) { struct vc5_context *vc5 = vc5_context(pctx); vc5_flush(pctx); if (fence) { struct pipe_screen *screen = pctx->screen; struct vc5_fence *f = vc5_fence_create(vc5->screen, vc5->last_emit_seqno); screen->fence_reference(screen, fence, NULL); *fence = (struct pipe_fence_handle *)f; } } static void vc5_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc) { struct vc5_context *vc5 = vc5_context(pctx); struct vc5_resource *rsc = vc5_resource(prsc); rsc->initialized_buffers = 0; struct hash_entry *entry = _mesa_hash_table_search(vc5->write_jobs, prsc); if (!entry) return; struct vc5_job *job = entry->data; if (job->key.zsbuf && job->key.zsbuf->texture == prsc) job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); } static void vc5_context_destroy(struct pipe_context *pctx) { struct vc5_context *vc5 = vc5_context(pctx); vc5_flush(pctx); if (vc5->blitter) util_blitter_destroy(vc5->blitter); if (vc5->primconvert) util_primconvert_destroy(vc5->primconvert); if (vc5->uploader) u_upload_destroy(vc5->uploader); slab_destroy_child(&vc5->transfer_pool); pipe_surface_reference(&vc5->framebuffer.cbufs[0], NULL); pipe_surface_reference(&vc5->framebuffer.zsbuf, NULL); vc5_program_fini(pctx); ralloc_free(vc5); } struct pipe_context * vc5_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags) { struct vc5_screen *screen = vc5_screen(pscreen); struct vc5_context *vc5; /* Prevent dumping of the shaders built during context setup. */ uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB; V3D_DEBUG &= ~V3D_DEBUG_SHADERDB; vc5 = rzalloc(NULL, struct vc5_context); if (!vc5) return NULL; struct pipe_context *pctx = &vc5->base; vc5->screen = screen; pctx->screen = pscreen; pctx->priv = priv; pctx->destroy = vc5_context_destroy; pctx->flush = vc5_pipe_flush; pctx->invalidate_resource = vc5_invalidate_resource; if (screen->devinfo.ver >= 41) { v3d41_draw_init(pctx); v3d41_state_init(pctx); } else { v3d33_draw_init(pctx); v3d33_state_init(pctx); } vc5_program_init(pctx); vc5_query_init(pctx); vc5_resource_context_init(pctx); vc5_job_init(vc5); vc5->fd = screen->fd; slab_create_child(&vc5->transfer_pool, &screen->transfer_pool); vc5->uploader = u_upload_create_default(&vc5->base); vc5->base.stream_uploader = vc5->uploader; vc5->base.const_uploader = vc5->uploader; vc5->blitter = util_blitter_create(pctx); if (!vc5->blitter) goto fail; vc5->primconvert = util_primconvert_create(pctx, (1 << PIPE_PRIM_QUADS) - 1); if (!vc5->primconvert) goto fail; V3D_DEBUG |= saved_shaderdb_flag; vc5->sample_mask = (1 << VC5_MAX_SAMPLES) - 1; vc5->active_queries = true; return &vc5->base; fail: pctx->destroy(pctx); return NULL; }