1/* 2 * Copyright © 2014-2017 Broadcom 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24#include <xf86drm.h> 25#include <err.h> 26 27#include "pipe/p_defines.h" 28#include "util/hash_table.h" 29#include "util/ralloc.h" 30#include "util/u_inlines.h" 31#include "util/u_memory.h" 32#include "util/u_blitter.h" 33#include "util/u_upload_mgr.h" 34#include "indices/u_primconvert.h" 35#include "pipe/p_screen.h" 36 37#include "v3d_screen.h" 38#include "v3d_context.h" 39#include "v3d_resource.h" 40#include "broadcom/compiler/v3d_compiler.h" 41 42void 43v3d_flush(struct pipe_context *pctx) 44{ 45 struct v3d_context *v3d = v3d_context(pctx); 46 47 hash_table_foreach(v3d->jobs, entry) { 48 struct v3d_job *job = entry->data; 49 v3d_job_submit(v3d, job); 50 } 51} 52 53static void 54v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence, 55 unsigned flags) 56{ 57 struct v3d_context *v3d = v3d_context(pctx); 58 59 v3d_flush(pctx); 60 61 if (fence) { 62 struct pipe_screen *screen = pctx->screen; 63 struct v3d_fence *f = v3d_fence_create(v3d); 64 screen->fence_reference(screen, fence, NULL); 65 *fence = (struct pipe_fence_handle *)f; 66 } 67} 68 69static void 70v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags) 71{ 72 struct v3d_context *v3d = v3d_context(pctx); 73 74 if (!(flags & ~PIPE_BARRIER_UPDATE)) 75 return; 76 77 /* We only need to flush jobs writing to SSBOs/images. */ 78 perf_debug("Flushing all jobs for glMemoryBarrier(), could do better"); 79 v3d_flush(pctx); 80} 81 82static void 83v3d_set_debug_callback(struct pipe_context *pctx, 84 const struct pipe_debug_callback *cb) 85{ 86 struct v3d_context *v3d = v3d_context(pctx); 87 88 if (cb) 89 v3d->debug = *cb; 90 else 91 memset(&v3d->debug, 0, sizeof(v3d->debug)); 92} 93 94static void 95v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc) 96{ 97 struct v3d_context *v3d = v3d_context(pctx); 98 struct v3d_resource *rsc = v3d_resource(prsc); 99 100 rsc->initialized_buffers = 0; 101 102 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs, 103 prsc); 104 if (!entry) 105 return; 106 107 struct v3d_job *job = entry->data; 108 if (job->key.zsbuf && job->key.zsbuf->texture == prsc) 109 job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL); 110} 111 112static void 113v3d_context_destroy(struct pipe_context *pctx) 114{ 115 struct v3d_context *v3d = v3d_context(pctx); 116 117 v3d_flush(pctx); 118 119 if (v3d->blitter) 120 util_blitter_destroy(v3d->blitter); 121 122 if (v3d->primconvert) 123 util_primconvert_destroy(v3d->primconvert); 124 125 if (v3d->uploader) 126 u_upload_destroy(v3d->uploader); 127 if (v3d->state_uploader) 128 u_upload_destroy(v3d->state_uploader); 129 130 slab_destroy_child(&v3d->transfer_pool); 131 132 pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL); 133 pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL); 134 135 v3d_program_fini(pctx); 136 137 ralloc_free(v3d); 138} 139 140static void 141v3d_get_sample_position(struct pipe_context *pctx, 142 unsigned sample_count, unsigned sample_index, 143 float *xy) 144{ 145 struct v3d_context *v3d = v3d_context(pctx); 146 147 if (sample_count <= 1) { 148 xy[0] = 0.5; 149 xy[1] = 0.5; 150 } else { 151 static const int xoffsets_v33[] = { 1, -3, 3, -1 }; 152 static const int xoffsets_v42[] = { -1, 3, -3, 1 }; 153 const int *xoffsets = (v3d->screen->devinfo.ver >= 42 ? 154 xoffsets_v42 : xoffsets_v33); 155 156 xy[0] = 0.5 + xoffsets[sample_index] * .125; 157 xy[1] = .125 + sample_index * .25; 158 } 159} 160 161struct pipe_context * 162v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags) 163{ 164 struct v3d_screen *screen = v3d_screen(pscreen); 165 struct v3d_context *v3d; 166 167 /* Prevent dumping of the shaders built during context setup. */ 168 uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB; 169 V3D_DEBUG &= ~V3D_DEBUG_SHADERDB; 170 171 v3d = rzalloc(NULL, struct v3d_context); 172 if (!v3d) 173 return NULL; 174 struct pipe_context *pctx = &v3d->base; 175 176 v3d->screen = screen; 177 178 int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED, 179 &v3d->out_sync); 180 if (ret) { 181 ralloc_free(v3d); 182 return NULL; 183 } 184 185 pctx->screen = pscreen; 186 pctx->priv = priv; 187 pctx->destroy = v3d_context_destroy; 188 pctx->flush = v3d_pipe_flush; 189 pctx->memory_barrier = v3d_memory_barrier; 190 pctx->set_debug_callback = v3d_set_debug_callback; 191 pctx->invalidate_resource = v3d_invalidate_resource; 192 pctx->get_sample_position = v3d_get_sample_position; 193 194 if (screen->devinfo.ver >= 41) { 195 v3d41_draw_init(pctx); 196 v3d41_state_init(pctx); 197 } else { 198 v3d33_draw_init(pctx); 199 v3d33_state_init(pctx); 200 } 201 v3d_program_init(pctx); 202 v3d_query_init(pctx); 203 v3d_resource_context_init(pctx); 204 205 v3d_job_init(v3d); 206 207 v3d->fd = screen->fd; 208 209 slab_create_child(&v3d->transfer_pool, &screen->transfer_pool); 210 211 v3d->uploader = u_upload_create_default(&v3d->base); 212 v3d->base.stream_uploader = v3d->uploader; 213 v3d->base.const_uploader = v3d->uploader; 214 v3d->state_uploader = u_upload_create(&v3d->base, 215 4096, 216 PIPE_BIND_CONSTANT_BUFFER, 217 PIPE_USAGE_STREAM, 0); 218 219 v3d->blitter = util_blitter_create(pctx); 220 if (!v3d->blitter) 221 goto fail; 222 v3d->blitter->use_index_buffer = true; 223 224 v3d->primconvert = util_primconvert_create(pctx, 225 (1 << PIPE_PRIM_QUADS) - 1); 226 if (!v3d->primconvert) 227 goto fail; 228 229 V3D_DEBUG |= saved_shaderdb_flag; 230 231 v3d->sample_mask = (1 << V3D_MAX_SAMPLES) - 1; 232 v3d->active_queries = true; 233 234 return &v3d->base; 235 236fail: 237 pctx->destroy(pctx); 238 return NULL; 239} 240