1a212e4aba439c6e46e32a3b6b8f48fc0257d959
2 * Copyright © 2014 Broadcom
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:
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
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
27 #include "pipe/p_defines.h"
28 #include "util/ralloc.h"
29 #include "util/u_inlines.h"
30 #include "util/u_memory.h"
31 #include "util/u_blitter.h"
32 #include "util/u_upload_mgr.h"
33 #include "indices/u_primconvert.h"
34 #include "pipe/p_screen.h"
36 #include "vc4_screen.h"
37 #include "vc4_context.h"
38 #include "vc4_resource.h"
41 vc4_flush(struct pipe_context
*pctx
)
43 struct vc4_context
*vc4
= vc4_context(pctx
);
44 struct pipe_surface
*cbuf
= vc4
->framebuffer
.cbufs
[0];
45 struct pipe_surface
*zsbuf
= vc4
->framebuffer
.zsbuf
;
46 struct vc4_job
*job
= vc4
->job
;
48 if (cbuf
&& (job
->resolve
& PIPE_CLEAR_COLOR0
)) {
49 if (cbuf
->texture
->nr_samples
> 1) {
50 pipe_surface_reference(&job
->msaa_color_write
, cbuf
);
52 pipe_surface_reference(&job
->color_write
, cbuf
);
55 if (!(job
->cleared
& PIPE_CLEAR_COLOR0
)) {
56 pipe_surface_reference(&job
->color_read
, cbuf
);
61 if (zsbuf
&& (job
->resolve
& (PIPE_CLEAR_DEPTH
| PIPE_CLEAR_STENCIL
))) {
62 if (zsbuf
->texture
->nr_samples
> 1) {
63 pipe_surface_reference(&job
->msaa_zs_write
, zsbuf
);
65 pipe_surface_reference(&job
->zs_write
, zsbuf
);
68 if (!(job
->cleared
& (PIPE_CLEAR_DEPTH
| PIPE_CLEAR_STENCIL
))) {
69 pipe_surface_reference(&job
->zs_read
, zsbuf
);
73 vc4_job_submit(vc4
, job
);
75 /* We have no hardware context saved between our draw calls, so we
76 * need to flag the next draw as needing all state emitted. Emitting
77 * all state at the start of our draws is also what ensures that we
78 * return to the state we need after a previous tile has finished.
84 vc4_pipe_flush(struct pipe_context
*pctx
, struct pipe_fence_handle
**fence
,
87 struct vc4_context
*vc4
= vc4_context(pctx
);
92 struct pipe_screen
*screen
= pctx
->screen
;
93 struct vc4_fence
*f
= vc4_fence_create(vc4
->screen
,
94 vc4
->last_emit_seqno
);
95 screen
->fence_reference(screen
, fence
, NULL
);
96 *fence
= (struct pipe_fence_handle
*)f
;
101 * Flushes the current command lists if they reference the given BO.
103 * This helps avoid flushing the command buffers when unnecessary.
106 vc4_cl_references_bo(struct pipe_context
*pctx
, struct vc4_bo
*bo
,
109 struct vc4_context
*vc4
= vc4_context(pctx
);
110 struct vc4_job
*job
= vc4
->job
;
112 if (!job
->needs_flush
)
115 /* Walk all the referenced BOs in the drawing command list to see if
119 struct vc4_bo
**referenced_bos
= job
->bo_pointers
.base
;
120 for (int i
= 0; i
< cl_offset(&job
->bo_handles
) / 4; i
++) {
121 if (referenced_bos
[i
] == bo
) {
127 /* Also check for the Z/color buffers, since the references to those
128 * are only added immediately before submit.
130 struct vc4_surface
*csurf
= vc4_surface(vc4
->framebuffer
.cbufs
[0]);
132 struct vc4_resource
*ctex
= vc4_resource(csurf
->base
.texture
);
133 if (ctex
->bo
== bo
) {
138 struct vc4_surface
*zsurf
= vc4_surface(vc4
->framebuffer
.zsbuf
);
140 struct vc4_resource
*ztex
=
141 vc4_resource(zsurf
->base
.texture
);
142 if (ztex
->bo
== bo
) {
151 vc4_invalidate_resource(struct pipe_context
*pctx
, struct pipe_resource
*prsc
)
153 struct vc4_context
*vc4
= vc4_context(pctx
);
154 struct pipe_surface
*zsurf
= vc4
->framebuffer
.zsbuf
;
156 if (zsurf
&& zsurf
->texture
== prsc
)
157 vc4
->job
->resolve
&= ~(PIPE_CLEAR_DEPTH
| PIPE_CLEAR_STENCIL
);
161 vc4_context_destroy(struct pipe_context
*pctx
)
163 struct vc4_context
*vc4
= vc4_context(pctx
);
166 util_blitter_destroy(vc4
->blitter
);
168 if (vc4
->primconvert
)
169 util_primconvert_destroy(vc4
->primconvert
);
172 u_upload_destroy(vc4
->uploader
);
174 slab_destroy(&vc4
->transfer_pool
);
176 pipe_surface_reference(&vc4
->framebuffer
.cbufs
[0], NULL
);
177 pipe_surface_reference(&vc4
->framebuffer
.zsbuf
, NULL
);
179 vc4_program_fini(pctx
);
184 struct pipe_context
*
185 vc4_context_create(struct pipe_screen
*pscreen
, void *priv
, unsigned flags
)
187 struct vc4_screen
*screen
= vc4_screen(pscreen
);
188 struct vc4_context
*vc4
;
190 /* Prevent dumping of the shaders built during context setup. */
191 uint32_t saved_shaderdb_flag
= vc4_debug
& VC4_DEBUG_SHADERDB
;
192 vc4_debug
&= ~VC4_DEBUG_SHADERDB
;
194 vc4
= rzalloc(NULL
, struct vc4_context
);
197 struct pipe_context
*pctx
= &vc4
->base
;
199 vc4
->screen
= screen
;
201 pctx
->screen
= pscreen
;
203 pctx
->destroy
= vc4_context_destroy
;
204 pctx
->flush
= vc4_pipe_flush
;
205 pctx
->invalidate_resource
= vc4_invalidate_resource
;
208 vc4_state_init(pctx
);
209 vc4_program_init(pctx
);
210 vc4_query_init(pctx
);
211 vc4_resource_context_init(pctx
);
213 vc4
->job
= rzalloc(vc4
, struct vc4_job
);
214 vc4_job_init(vc4
->job
);
216 vc4
->fd
= screen
->fd
;
218 slab_create(&vc4
->transfer_pool
, sizeof(struct vc4_transfer
),
220 vc4
->blitter
= util_blitter_create(pctx
);
224 vc4
->primconvert
= util_primconvert_create(pctx
,
225 (1 << PIPE_PRIM_QUADS
) - 1);
226 if (!vc4
->primconvert
)
229 vc4
->uploader
= u_upload_create(pctx
, 16 * 1024,
230 PIPE_BIND_INDEX_BUFFER
,
233 vc4_debug
|= saved_shaderdb_flag
;
235 vc4
->sample_mask
= (1 << VC4_MAX_SAMPLES
) - 1;