v3d: Fix a typo in a comment in job handling.
[mesa.git] / src / gallium / drivers / v3d / v3d_context.c
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
41 void
42 v3d_flush(struct pipe_context *pctx)
43 {
44 struct v3d_context *v3d = v3d_context(pctx);
45
46 hash_table_foreach(v3d->jobs, entry) {
47 struct v3d_job *job = entry->data;
48 v3d_job_submit(v3d, job);
49 }
50 }
51
52 static void
53 v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
54 unsigned flags)
55 {
56 struct v3d_context *v3d = v3d_context(pctx);
57
58 v3d_flush(pctx);
59
60 if (fence) {
61 struct pipe_screen *screen = pctx->screen;
62 struct v3d_fence *f = v3d_fence_create(v3d);
63 screen->fence_reference(screen, fence, NULL);
64 *fence = (struct pipe_fence_handle *)f;
65 }
66 }
67
68 static void
69 v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
70 {
71 struct v3d_context *v3d = v3d_context(pctx);
72 struct v3d_resource *rsc = v3d_resource(prsc);
73
74 rsc->initialized_buffers = 0;
75
76 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
77 prsc);
78 if (!entry)
79 return;
80
81 struct v3d_job *job = entry->data;
82 if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
83 job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
84 }
85
86 static void
87 v3d_context_destroy(struct pipe_context *pctx)
88 {
89 struct v3d_context *v3d = v3d_context(pctx);
90
91 v3d_flush(pctx);
92
93 if (v3d->blitter)
94 util_blitter_destroy(v3d->blitter);
95
96 if (v3d->primconvert)
97 util_primconvert_destroy(v3d->primconvert);
98
99 if (v3d->uploader)
100 u_upload_destroy(v3d->uploader);
101
102 slab_destroy_child(&v3d->transfer_pool);
103
104 pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
105 pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);
106
107 v3d_program_fini(pctx);
108
109 ralloc_free(v3d);
110 }
111
112 struct pipe_context *
113 v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
114 {
115 struct v3d_screen *screen = v3d_screen(pscreen);
116 struct v3d_context *v3d;
117
118 /* Prevent dumping of the shaders built during context setup. */
119 uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
120 V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;
121
122 v3d = rzalloc(NULL, struct v3d_context);
123 if (!v3d)
124 return NULL;
125 struct pipe_context *pctx = &v3d->base;
126
127 v3d->screen = screen;
128
129 int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
130 &v3d->out_sync);
131 if (ret) {
132 ralloc_free(v3d);
133 return NULL;
134 }
135
136 pctx->screen = pscreen;
137 pctx->priv = priv;
138 pctx->destroy = v3d_context_destroy;
139 pctx->flush = v3d_pipe_flush;
140 pctx->invalidate_resource = v3d_invalidate_resource;
141
142 if (screen->devinfo.ver >= 41) {
143 v3d41_draw_init(pctx);
144 v3d41_state_init(pctx);
145 } else {
146 v3d33_draw_init(pctx);
147 v3d33_state_init(pctx);
148 }
149 v3d_program_init(pctx);
150 v3d_query_init(pctx);
151 v3d_resource_context_init(pctx);
152
153 v3d_job_init(v3d);
154
155 v3d->fd = screen->fd;
156
157 slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
158
159 v3d->uploader = u_upload_create_default(&v3d->base);
160 v3d->base.stream_uploader = v3d->uploader;
161 v3d->base.const_uploader = v3d->uploader;
162
163 v3d->blitter = util_blitter_create(pctx);
164 if (!v3d->blitter)
165 goto fail;
166 v3d->blitter->use_index_buffer = true;
167
168 v3d->primconvert = util_primconvert_create(pctx,
169 (1 << PIPE_PRIM_QUADS) - 1);
170 if (!v3d->primconvert)
171 goto fail;
172
173 V3D_DEBUG |= saved_shaderdb_flag;
174
175 v3d->sample_mask = (1 << VC5_MAX_SAMPLES) - 1;
176 v3d->active_queries = true;
177
178 return &v3d->base;
179
180 fail:
181 pctx->destroy(pctx);
182 return NULL;
183 }