{
struct vc4_context *vc4 = vc4_context(pctx);
- struct hash_entry *entry;
hash_table_foreach(vc4->jobs, entry) {
struct vc4_job *job = entry->data;
vc4_job_submit(vc4, job);
if (fence) {
struct pipe_screen *screen = pctx->screen;
+ int fd = -1;
+
+ if (flags & PIPE_FLUSH_FENCE_FD) {
+ /* The vc4_fence takes ownership of the returned fd. */
+ drmSyncobjExportSyncFile(vc4->fd, vc4->job_syncobj,
+ &fd);
+ }
+
struct vc4_fence *f = vc4_fence_create(vc4->screen,
- vc4->last_emit_seqno);
+ vc4->last_emit_seqno,
+ fd);
screen->fence_reference(screen, fence, NULL);
*fence = (struct pipe_fence_handle *)f;
}
}
+/* We can't flush the texture cache within rendering a tile, so we have to
+ * flush all rendering to the kernel so that the next job reading from the
+ * tile gets a flushed cache.
+ */
+static void
+vc4_texture_barrier(struct pipe_context *pctx, unsigned flags)
+{
+ vc4_flush(pctx);
+}
+
+static void
+vc4_set_debug_callback(struct pipe_context *pctx,
+ const struct pipe_debug_callback *cb)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+
+ if (cb)
+ vc4->debug = *cb;
+ else
+ memset(&vc4->debug, 0, sizeof(vc4->debug));
+}
+
static void
vc4_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
{
pipe_surface_reference(&vc4->framebuffer.cbufs[0], NULL);
pipe_surface_reference(&vc4->framebuffer.zsbuf, NULL);
+ if (vc4->yuv_linear_blit_vs)
+ pctx->delete_vs_state(pctx, vc4->yuv_linear_blit_vs);
+ if (vc4->yuv_linear_blit_fs_8bit)
+ pctx->delete_fs_state(pctx, vc4->yuv_linear_blit_fs_8bit);
+ if (vc4->yuv_linear_blit_fs_16bit)
+ pctx->delete_fs_state(pctx, vc4->yuv_linear_blit_fs_16bit);
+
vc4_program_fini(pctx);
+ if (vc4->screen->has_syncobj) {
+ drmSyncobjDestroy(vc4->fd, vc4->job_syncobj);
+ drmSyncobjDestroy(vc4->fd, vc4->in_syncobj);
+ }
+ if (vc4->in_fence_fd >= 0)
+ close(vc4->in_fence_fd);
+
ralloc_free(vc4);
}
{
struct vc4_screen *screen = vc4_screen(pscreen);
struct vc4_context *vc4;
+ int err;
/* Prevent dumping of the shaders built during context setup. */
uint32_t saved_shaderdb_flag = vc4_debug & VC4_DEBUG_SHADERDB;
pctx->priv = priv;
pctx->destroy = vc4_context_destroy;
pctx->flush = vc4_pipe_flush;
+ pctx->set_debug_callback = vc4_set_debug_callback;
pctx->invalidate_resource = vc4_invalidate_resource;
+ pctx->texture_barrier = vc4_texture_barrier;
vc4_draw_init(pctx);
vc4_state_init(pctx);
vc4_query_init(pctx);
vc4_resource_context_init(pctx);
- vc4_job_init(vc4);
-
vc4->fd = screen->fd;
+ err = vc4_job_init(vc4);
+ if (err)
+ goto fail;
+
+ err = vc4_fence_context_init(vc4);
+ if (err)
+ goto fail;
+
slab_create_child(&vc4->transfer_pool, &screen->transfer_pool);
- vc4->blitter = util_blitter_create(pctx);
+
+ vc4->uploader = u_upload_create_default(&vc4->base);
+ vc4->base.stream_uploader = vc4->uploader;
+ vc4->base.const_uploader = vc4->uploader;
+
+ vc4->blitter = util_blitter_create(pctx);
if (!vc4->blitter)
goto fail;
if (!vc4->primconvert)
goto fail;
- vc4->uploader = u_upload_create(pctx, 16 * 1024,
- PIPE_BIND_INDEX_BUFFER,
- PIPE_USAGE_STREAM);
-
vc4_debug |= saved_shaderdb_flag;
vc4->sample_mask = (1 << VC4_MAX_SAMPLES) - 1;